Simple Vector Library 1.5 http://www.cs.cmu.edu/~ajw/doc/svl.html
Vec3.h
- Committer:
- BartJanssens
- Date:
- 2016-01-05
- Revision:
- 1:e25ff4b06ed2
- Parent:
- 0:785cff1e5a7c
File content as of revision 1:e25ff4b06ed2:
/* File: Vec3.h Function: Defines a length-3 vector. Author(s): Andrew Willmott Copyright: (c) 1995-2001, Andrew Willmott */ #ifndef __Vec3__ #define __Vec3__ #include "Vec2.h" // --- Vec3 Class ------------------------------------------------------------- class Vec3 { public: // Constructors Vec3(); Vec3(double x, double y, double z); // [x, y, z] Vec3(const Vec3 &v); // Copy constructor Vec3(const Vec2 &v, double w); // Hom. 2D vector Vec3(ZeroOrOne k); Vec3(Axis a); // Accessor functions Int Elts() const { return(3); }; double &operator [] (Int i); const double &operator [] (Int i) const; double *Ref() const; // Return pointer to data // Assignment operators Vec3 &operator = (const Vec3 &a); Vec3 &operator = (ZeroOrOne k); Vec3 &operator += (const Vec3 &a); Vec3 &operator -= (const Vec3 &a); Vec3 &operator *= (const Vec3 &a); Vec3 &operator *= (double s); Vec3 &operator /= (const Vec3 &a); Vec3 &operator /= (double s); // Comparison operators Bool operator == (const Vec3 &a) const; // v == a? Bool operator != (const Vec3 &a) const; // v != a? Bool operator < (const Vec3 &a) const; // v < a? Bool operator >= (const Vec3 &a) const; // v >= a? // Arithmetic operators Vec3 operator + (const Vec3 &a) const; // v + a Vec3 operator - (const Vec3 &a) const; // v - a Vec3 operator - () const; // -v Vec3 operator * (const Vec3 &a) const; // v * a (vx * ax, ...) Vec3 operator * (double s) const; // v * s Vec3 operator / (const Vec3 &a) const; // v / a (vx / ax, ...) Vec3 operator / (double s) const; // v / s // Initialisers Vec3 &MakeZero(); // Zero vector Vec3 &MakeUnit(Int i, double k = vl_one); // I[i] Vec3 &MakeBlock(double k = vl_one); // All-k vector Vec3 &Normalise(); // normalise vector // Private... protected: double elt[3]; }; // --- Vec operators ---------------------------------------------------------- inline Vec3 operator * (double s, const Vec3 &v); // s * v inline double dot(const Vec3 &a, const Vec3 &b); // v . a inline double len(const Vec3 &v); // || v || inline double sqrlen(const Vec3 &v); // v . v inline Vec3 norm(const Vec3 &v); // v / || v || inline Void normalise(Vec3 &v); // v = norm(v) inline Vec3 cross(const Vec3 &a, const Vec3 &b);// a x b inline Vec2 proj(const Vec3 &v); // hom. projection //std::ostream &operator << (std::ostream &s, const Vec3 &v); //std::istream &operator >> (std::istream &s, Vec3 &v); inline void printVec3(const Vec3 &v); // --- Inlines ---------------------------------------------------------------- inline double &Vec3::operator [] (Int i) { CheckRange(i, 0, 3, "(Vec3::[i]) index out of range"); return(elt[i]); } inline const double &Vec3::operator [] (Int i) const { CheckRange(i, 0, 3, "(Vec3::[i]) index out of range"); return(elt[i]); } inline Vec3::Vec3() { } inline Vec3::Vec3(double x, double y, double z) { elt[0] = x; elt[1] = y; elt[2] = z; } inline Vec3::Vec3(const Vec3 &v) { elt[0] = v[0]; elt[1] = v[1]; elt[2] = v[2]; } inline Vec3::Vec3(const Vec2 &v, double w) { elt[0] = v[0]; elt[1] = v[1]; elt[2] = w; } inline double *Vec3::Ref() const { return((double *) elt); } inline Vec3 &Vec3::operator = (const Vec3 &v) { elt[0] = v[0]; elt[1] = v[1]; elt[2] = v[2]; return(SELF); } inline Vec3 &Vec3::operator += (const Vec3 &v) { elt[0] += v[0]; elt[1] += v[1]; elt[2] += v[2]; return(SELF); } inline Vec3 &Vec3::operator -= (const Vec3 &v) { elt[0] -= v[0]; elt[1] -= v[1]; elt[2] -= v[2]; return(SELF); } inline Vec3 &Vec3::operator *= (const Vec3 &a) { elt[0] *= a[0]; elt[1] *= a[1]; elt[2] *= a[2]; return(SELF); } inline Vec3 &Vec3::operator *= (double s) { elt[0] *= s; elt[1] *= s; elt[2] *= s; return(SELF); } inline Vec3 &Vec3::operator /= (const Vec3 &a) { elt[0] /= a[0]; elt[1] /= a[1]; elt[2] /= a[2]; return(SELF); } inline Vec3 &Vec3::operator /= (double s) { elt[0] /= s; elt[1] /= s; elt[2] /= s; return(SELF); } inline Vec3 Vec3::operator + (const Vec3 &a) const { Vec3 result; result[0] = elt[0] + a[0]; result[1] = elt[1] + a[1]; result[2] = elt[2] + a[2]; return(result); } inline Vec3 Vec3::operator - (const Vec3 &a) const { Vec3 result; result[0] = elt[0] - a[0]; result[1] = elt[1] - a[1]; result[2] = elt[2] - a[2]; return(result); } inline Vec3 Vec3::operator - () const { Vec3 result; result[0] = -elt[0]; result[1] = -elt[1]; result[2] = -elt[2]; return(result); } inline Vec3 Vec3::operator * (const Vec3 &a) const { Vec3 result; result[0] = elt[0] * a[0]; result[1] = elt[1] * a[1]; result[2] = elt[2] * a[2]; return(result); } inline Vec3 Vec3::operator * (double s) const { Vec3 result; result[0] = elt[0] * s; result[1] = elt[1] * s; result[2] = elt[2] * s; return(result); } inline Vec3 Vec3::operator / (const Vec3 &a) const { Vec3 result; result[0] = elt[0] / a[0]; result[1] = elt[1] / a[1]; result[2] = elt[2] / a[2]; return(result); } inline Vec3 Vec3::operator / (double s) const { Vec3 result; result[0] = elt[0] / s; result[1] = elt[1] / s; result[2] = elt[2] / s; return(result); } inline Vec3 operator * (double s, const Vec3 &v) { return(v * s); } inline Vec3 &Vec3::MakeUnit(Int n, double k) { if (n == 0) { elt[0] = k; elt[1] = vl_zero; elt[2] = vl_zero; } else if (n == 1) { elt[0] = vl_zero; elt[1] = k; elt[2] = vl_zero; } else if (n == 2) { elt[0] = vl_zero; elt[1] = vl_zero; elt[2] = k; } else _Error("(Vec3::Unit) illegal unit vector"); return(SELF); } inline Vec3 &Vec3::MakeZero() { elt[0] = vl_zero; elt[1] = vl_zero; elt[2] = vl_zero; return(SELF); } inline Vec3 &Vec3::MakeBlock(double k) { elt[0] = k; elt[1] = k; elt[2] = k; return(SELF); } inline Vec3 &Vec3::Normalise() { Assert(sqrlen(SELF) > 0.0, "normalising length-zero vector"); SELF /= len(SELF); return(SELF); } inline Vec3::Vec3(ZeroOrOne k) { elt[0] = k; elt[1] = k; elt[2] = k; } inline Vec3 &Vec3::operator = (ZeroOrOne k) { elt[0] = k; elt[1] = k; elt[2] = k; return(SELF); } inline Vec3::Vec3(Axis a) { MakeUnit(a, vl_one); } inline Bool Vec3::operator == (const Vec3 &a) const { return(elt[0] == a[0] && elt[1] == a[1] && elt[2] == a[2]); } inline Bool Vec3::operator != (const Vec3 &a) const { return(elt[0] != a[0] || elt[1] != a[1] || elt[2] != a[2]); } inline Bool Vec3::operator < (const Vec3 &a) const { return(elt[0] < a[0] && elt[1] < a[1] && elt[2] < a[2]); } inline Bool Vec3::operator >= (const Vec3 &a) const { return(elt[0] >= a[0] && elt[1] >= a[1] && elt[2] >= a[2]); } inline double dot(const Vec3 &a, const Vec3 &b) { return(a[0] * b[0] + a[1] * b[1] + a[2] * b[2]); } inline double len(const Vec3 &v) { return(sqrt(dot(v, v))); } inline double sqrlen(const Vec3 &v) { return(dot(v, v)); } inline Vec3 norm(const Vec3 &v) { Assert(sqrlen(v) > 0.0, "normalising length-zero vector"); return(v / len(v)); } inline Void normalise(Vec3 &v) { v /= len(v); } inline Vec3 cross(const Vec3 &a, const Vec3 &b) { Vec3 result; result[0] = a[1] * b[2] - a[2] * b[1]; result[1] = a[2] * b[0] - a[0] * b[2]; result[2] = a[0] * b[1] - a[1] * b[0]; return(result); } inline Vec2 proj(const Vec3 &v) { Vec2 result; Assert(v[2] != 0, "(Vec3/proj) last elt. is zero"); result[0] = v[0] / v[2]; result[1] = v[1] / v[2]; return(result); } inline void printVec3(const Vec3 &v) { printf("[%10f %10f %10f]",v[0],v[1],v[2]); } #endif