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