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Copy pathVec3.h
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275 lines (208 loc) · 6.29 KB
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// 3D Vec3s, completely inlined
//--------------------------------------------------
//
// 3D Vec3 class for chromeball
//
//--------------------------------------------------
#include <cmath>
#ifndef ___Vec3_H____
#define ___Vec3_H____
/*!
* This is a fully inlined class for Vec3 manipulation in 3D
*/
class Vec3
{
public:
Vec3()
{
m_Data[0] = 0;
m_Data[1] = 0;
m_Data[2] = 0;
}
Vec3( const double& v1, const double& v2, const double& v3 )
{
m_Data[0] = v1;
m_Data[1] = v2;
m_Data[2] = v3;
}
Vec3( const double v[3] )
{
m_Data[0] = v[0];
m_Data[1] = v[1];
m_Data[2] = v[2];
}
// copy constructor
Vec3( const Vec3& v )
{
m_Data[0] = v.m_Data[0];
m_Data[1] = v.m_Data[1];
m_Data[2] = v.m_Data[2];
}
~Vec3(){}
//----------------------------------------------------------------
//
// Set and get methods
//
//----------------------------------------------------------------
void set( const double& v1, const double& v2, const double& v3 )
{
m_Data[0] = v1;
m_Data[1] = v2;
m_Data[2] = v3;
}
void get( double& v1, double& v2, double& v3 ) const
{
v1 = m_Data[0];
v2 = m_Data[1];
v3 = m_Data[2];
}
void set ( const int index, const double value ) { m_Data[index] = value; }
void setX( const double value ) { m_Data[0] = value; }
void setY( const double value ) { m_Data[1] = value; }
void setZ( const double value ) { m_Data[2] = value; }
void get( const int index, double& value ) const { value = m_Data[index]; }
const double get ( const int index ) const { return m_Data[index]; }
const double getX() const { return m_Data[0]; }
const double getY() const { return m_Data[1]; }
const double getZ() const { return m_Data[2]; }
const double operator() ( const int& a ) const { return m_Data[a]; }
double& operator[] ( const int& a ) { return m_Data[a]; }
const double& operator[] ( const int& a ) const { return m_Data[a]; }
//------------------------------------------------------------------------
//
// operator overloads for linear space math: inner product, cross product
//
//------------------------------------------------------------------------
//! inner (dot) product
const double operator* ( const Vec3& v ) const
{
return ( m_Data[0]*v.m_Data[0]
+ m_Data[1]*v.m_Data[1]
+ m_Data[2]*v.m_Data[2] );
}
//! cross product ( NOT outer product )
const Vec3 operator^ (const Vec3& v ) const
{
return Vec3(
m_Data[1]*v.m_Data[2] - m_Data[2]*v.m_Data[1],
m_Data[2]*v.m_Data[0] - m_Data[0]*v.m_Data[2],
m_Data[0]*v.m_Data[1] - m_Data[1]*v.m_Data[0]
);
}
//-------------------------------------------------------------------------
//
// operator= and related overloads
//
//-------------------------------------------------------------------------
Vec3& operator= ( const Vec3& v )
{
m_Data[0] = v.m_Data[0];
m_Data[1] = v.m_Data[1];
m_Data[2] = v.m_Data[2];
return *this;
}
Vec3& operator= ( const double v )
{
m_Data[0] = v;
m_Data[1] = v;
m_Data[2] = v;
return *this;
}
Vec3& operator+= ( const Vec3& v )
{
m_Data[0] += v.m_Data[0];
m_Data[1] += v.m_Data[1];
m_Data[2] += v.m_Data[2];
return *this;
}
Vec3& operator+= ( const double v )
{
m_Data[0] += v;
m_Data[1] += v;
m_Data[2] += v;
return *this;
}
Vec3& operator-= ( const Vec3& v )
{
m_Data[0] -= v.m_Data[0];
m_Data[1] -= v.m_Data[1];
m_Data[2] -= v.m_Data[2];
return *this;
}
Vec3& operator-= ( const double v )
{
m_Data[0] -= v;
m_Data[1] -= v;
m_Data[2] -= v;
return *this;
}
Vec3& operator*= ( const double& v )
{
m_Data[0] *= v;
m_Data[1] *= v;
m_Data[2] *= v;
return *this;
}
Vec3& operator/= ( const double& v )
{
m_Data[0] /= v;
m_Data[1] /= v;
m_Data[2] /= v;
return *this;
}
Vec3 operator* ( const double& v ) const
{
return Vec3( m_Data[0]*v, m_Data[1]*v, m_Data[2]*v );
}
Vec3 operator/ ( const double& v ) const
{
return Vec3( m_Data[0]/v, m_Data[1]/v, m_Data[2]/v );
}
Vec3 operator+ ( const Vec3& v ) const
{
return Vec3( m_Data[0] + v.m_Data[0],
m_Data[1] + v.m_Data[1],
m_Data[2] + v.m_Data[2] );
}
Vec3 operator- ( const Vec3& v ) const
{
return Vec3( m_Data[0] - v.m_Data[0],
m_Data[1] - v.m_Data[1],
m_Data[2] - v.m_Data[2] );
}
friend Vec3 operator* ( const double v, const Vec3& V )
{
return V*v;
}
friend Vec3 operator- ( const Vec3& V ) { return V*(-1.0); }
//--------------------------------------------------------------------
//
// Other utilities
//
//--------------------------------------------------------------------
const double magnitude() const { return std::sqrt( m_Data[0]*m_Data[0]
+ m_Data[1]*m_Data[1]
+ m_Data[2]*m_Data[2] ); }
void normalize()
{
const double mag = magnitude();
m_Data[0] /= mag;
m_Data[1] /= mag;
m_Data[2] /= mag;
}
const Vec3 normal() const { return (*this)/magnitude(); }
const Vec3 rotate(const Vec3& axis, const double angle)
{
Vec3 a = axis.normal();
double ca = std::cos(angle);
double sa = std::sin(angle);
Vec3 result = (*this)*ca + a*(a*(*this))*(1.0-ca) + (a^(*this))*sa;
return result;
}
private:
double m_Data[3];
};
//typedef used to specify variable purposes
typedef Vec3 Point3;
struct Color { double r, g, b; };
#endif