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Dependencies: RotationMat_ SDFileSystem mbed
Diff: Vector3D.h
- Revision:
- 0:cbd607fc4caa
diff -r 000000000000 -r cbd607fc4caa Vector3D.h --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Vector3D.h Wed Feb 03 11:39:23 2016 +0000 @@ -0,0 +1,169 @@ +#include "mbed.h" + +class Vector3D{ +public: + //メンバ変数 + float x; + float y; + float z; + //コンストラクタ + Vector3D(); + Vector3D(float x,float y,float z); + //代入演算子 + Vector3D& Vector3D::operator=(const Vector3D& v); + //単項演算子 + Vector3D& operator+=(const Vector3D& v); + Vector3D& operator-=(const Vector3D& v); + Vector3D& operator*=(float k); + Vector3D& operator/=(float k); + Vector3D operator+()const; + Vector3D operator-()const; + //添え字演算子 + float& operator[](int i); + //比較演算子 + bool operator==(const Vector3D& v ) const; + bool operator!=(const Vector3D& v ) const; + //べクトルの長さ + float norm()const; + //正規化 + void normalize(); +}; +//ベクトル演算 +//Vector3D+Vector3D +Vector3D operator+(const Vector3D& u,const Vector3D& v); +//Vector3D-Vector3D +Vector3D operator-(const Vector3D& u,const Vector3D& v); +//float*Vector3D +Vector3D operator*(float k,const Vector3D& v); +//Vector3D*float +Vector3D operator*(const Vector3D& v,float k); +//Vector3D/float +Vector3D operator/(const Vector3D& v,float k); +//内積 Vector3D*Vector3D +float operator*(const Vector3D& u,const Vector3D& v); +//外積 Vector3D%Vector3D +Vector3D operator%(const Vector3D& u,const Vector3D& v); +//2つのベクトルのなす角度 +float angle(const Vector3D& u,const Vector3D& v); +//出力 +#include <iostream> +inline std::ostream& operator<<(std::ostream& s, const Vector3D& v); +//*----------------------メンバ関数の実装--------------------------*// +#include <cmath> +//コンストラクタ +inline Vector3D::Vector3D(){ x = y = z = 0; } +inline Vector3D::Vector3D(float x,float y,float z){ + this->x=x; this->y=y; this->z=z; +} +//代入演算子 +inline Vector3D& Vector3D::operator=(const Vector3D& v){ + this->x=v.x; this->y=v.y; this->z=v.z; + return *this; +} +//単項演算子 +inline Vector3D& Vector3D::operator+=(const Vector3D& v){ + this->x += v.x; this->y += v.y; this->z += v.z; + return *this; +} +inline Vector3D& Vector3D::operator-=(const Vector3D& v){ + this->x -= v.x; this->y -= v.y; this->z -= v.z; + return *this; +} +inline Vector3D& Vector3D::operator*=(float k){ + this->x *= k; this->y *= k; this->z *= k; + return *this; +} +inline Vector3D& Vector3D::operator/=(float k){ + this->x /= k; this->y /= k; this->z /= k; + return *this; +} +inline Vector3D Vector3D::operator+()const{ //+Vector3D + return *this; +} +inline Vector3D Vector3D::operator-()const{ //-Vector3D + return Vector3D(-x,-y,-z); +} +//添え字演算子 +inline float& Vector3D::operator[](int i){ + if(i == 0){ + return x; + } + else if(i == 1){ + return y; + } + else if(i == 2){ + return z; + } + else{ + return x; + } +} +//比較演算子 +inline bool Vector3D::operator==(const Vector3D& v ) const{ + return (x == v.x) && (y == v.y) && (z == v.z); +} +inline bool Vector3D::operator!=(const Vector3D& v ) const{ + return !(*this == v); +} +//べクトルの長さ +inline float Vector3D::norm()const{ + return pow(x*x+y*y+z*z,0.5f); +} +//正規化 +inline void Vector3D::normalize(){ + *this /= norm(); +} +//*----------------------グローバル関数の実装--------------------------*// +//二項演算子の定義 +//Vector3D+Vector3D +inline Vector3D operator+(const Vector3D& u,const Vector3D& v){ + Vector3D w; + w.x=u.x+v.x; + w.y=u.y+v.y; + w.z=u.z+v.z; + return w; +} +//Vector3D-Vector3D +inline Vector3D operator-(const Vector3D& u,const Vector3D& v){ + Vector3D w; + w.x=u.x-v.x; + w.y=u.y-v.y; + w.z=u.z-v.z; + return w; +} +//float*Vector3D +inline Vector3D operator*(float k,const Vector3D& v){ + return Vector3D(k*v.x,k*v.y,k*v.z); +} +//Vector3D*float +inline Vector3D operator*(const Vector3D& v,float k){ + return Vector3D(v.x*k,v.y*k,v.z*k); +} +//Vector3D/float +inline Vector3D operator/(const Vector3D& v,float k){ + return Vector3D(v.x/k,v.y/k,v.z/k); +} +//内積 Vector3D*Vector3D +inline float operator*(const Vector3D& u,const Vector3D& v){ + return u.x*v.x+u.y*v.y+u.z*v.z; +} +//外積 Vector3D%Vector3D +inline Vector3D operator%(const Vector3D& u,const Vector3D& v){ + Vector3D w; + w.x=u.y*v.z-u.z*v.y; + w.y=u.z*v.x-u.x*v.z; + w.z=u.x*v.y-u.y*v.x; + return w; +} +//画面への表示 +#include <iostream> +inline std::ostream& operator<<(std::ostream& s, const Vector3D& v){ + return s <<'('<<v.x<<","<<v.y<<","<<v.z<<')'; +} + +#define PI 3.1415926535 +//2つのベクトルのなす角 +inline float angle(const Vector3D& u,const Vector3D& v){ + float cos =u*v/(u.norm()*v.norm()); + return float(acos(cos)/PI*180); +}