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vectors.h
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vectors.h
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#ifndef _VECTORS_H_
#define _VECTORS_H_
//
// originally implemented by Justin Legakis
//
#include <iostream>
#include <cmath>
#include <cassert>
class Matrix;
// ====================================================================
// ====================================================================
class Vec3f {
public:
// -----------------------------------------------
// CONSTRUCTORS, ASSIGNMENT OPERATOR, & DESTRUCTOR
Vec3f() { data[0] = data[1] = data[2] = 0; }
Vec3f(const Vec3f &V) {
data[0] = V.data[0];
data[1] = V.data[1];
data[2] = V.data[2]; }
Vec3f(double d0, double d1, double d2) {
data[0] = d0;
data[1] = d1;
data[2] = d2; }
const Vec3f& operator=(const Vec3f &V) {
data[0] = V.data[0];
data[1] = V.data[1];
data[2] = V.data[2];
return *this; }
// ----------------------------
// SIMPLE ACCESSORS & MODIFIERS
double operator[](int i) const {
assert (i >= 0 && i < 3);
return data[i]; }
double x() const { return data[0]; }
double y() const { return data[1]; }
double z() const { return data[2]; }
double r() const { return data[0]; }
double g() const { return data[1]; }
double b() const { return data[2]; }
void setx(double x) { data[0]=x; }
void sety(double y) { data[1]=y; }
void setz(double z) { data[2]=z; }
void set(double d0, double d1, double d2) {
data[0] = d0;
data[1] = d1;
data[2] = d2; }
// ----------------
// EQUALITY TESTING
int operator==(const Vec3f &V) {
return ((data[0] == V.data[0]) &&
(data[1] == V.data[1]) &&
(data[2] == V.data[2])); }
int operator!=(const Vec3f &V) {
return ((data[0] != V.data[0]) ||
(data[1] != V.data[1]) ||
(data[2] != V.data[2])); }
// ------------------------
// COMMON VECTOR OPERATIONS
double Length() const {
return sqrt(data[0]*data[0]+data[1]*data[1]+data[2]*data[2]); }
double Length2() const {
return data[0]*data[0]+data[1]*data[1]+data[2]*data[2]; }
void Normalize() {
double length = Length();
if (length > 0) { Scale (1/length); } }
void Scale(double d) { Scale(d,d,d); }
void Scale(double d0, double d1, double d2) {
data[0] *= d0;
data[1] *= d1;
data[2] *= d2; }
void Negate() { Scale(-1.0); }
inline double average() {
return (data[0] + data[1] + data[2]) / 3.0;
}
double Dot3(const Vec3f &V) const {
return data[0] * V.data[0] +
data[1] * V.data[1] +
data[2] * V.data[2] ; }
static void Cross3(Vec3f &c, const Vec3f &v1, const Vec3f &v2) {
double x = v1.data[1]*v2.data[2] - v1.data[2]*v2.data[1];
double y = v1.data[2]*v2.data[0] - v1.data[0]*v2.data[2];
double z = v1.data[0]*v2.data[1] - v1.data[1]*v2.data[0];
c.data[0] = x; c.data[1] = y; c.data[2] = z; }
// ---------------------
// VECTOR MATH OPERATORS
Vec3f& operator+=(const Vec3f &V) {
data[0] += V.data[0];
data[1] += V.data[1];
data[2] += V.data[2];
return *this; }
Vec3f& operator-=(const Vec3f &V) {
data[0] -= V.data[0];
data[1] -= V.data[1];
data[2] -= V.data[2];
return *this; }
Vec3f& operator*=(double d) {
data[0] *= d;
data[1] *= d;
data[2] *= d;
return *this; }
Vec3f& operator/=(double d) {
data[0] /= d;
data[1] /= d;
data[2] /= d;
return *this; }
friend Vec3f operator+(const Vec3f &v1, const Vec3f &v2) {
Vec3f v3 = v1; v3 += v2; return v3; }
friend Vec3f operator-(const Vec3f &v1) {
Vec3f v2 = v1; v2.Negate(); return v2; }
friend Vec3f operator-(const Vec3f &v1, const Vec3f &v2) {
Vec3f v3 = v1; v3 -= v2; return v3; }
friend Vec3f operator*(const Vec3f &v1, double d) {
Vec3f v2 = v1; v2.Scale(d); return v2; }
friend Vec3f operator*(const Vec3f &v1, const Vec3f &v2) {
Vec3f v3 = v1; v3.Scale(v2.x(),v2.y(),v2.z()); return v3; }
friend Vec3f operator*(double d, const Vec3f &v1) {
return v1 * d; }
// --------------
// INPUT / OUTPUT
friend std::ostream& operator<< (std::ostream &ostr, const Vec3f &v) {
ostr << v.data[0] << " " << v.data[1] << " " << v.data[2] << std::endl;
return ostr; }
friend std::istream& operator>> (std::istream &istr, Vec3f &v) {
istr >> v.data[0] >> v.data[1] >> v.data[2];
return istr; }
private:
friend class Matrix;
// REPRESENTATION
double data[3];
};
// ====================================================================
// ====================================================================
class Vec4f {
public:
// CONSTRUCTORS, ASSIGNMENT OPERATOR, & DESTRUCTOR
Vec4f() { data[0] = data[1] = data[2] = data[3] = 0; }
Vec4f(const Vec4f &V) {
data[0] = V.data[0];
data[1] = V.data[1];
data[2] = V.data[2];
data[3] = V.data[3]; }
Vec4f(double d0, double d1, double d2, double d3) {
data[0] = d0;
data[1] = d1;
data[2] = d2;
data[3] = d3; }
Vec4f& operator=(const Vec4f &V) {
data[0] = V.data[0];
data[1] = V.data[1];
data[2] = V.data[2];
data[3] = V.data[3];
return *this; }
// SIMPLE ACCESSORS & MODIFIERS
double operator[](int i) const {
assert (i >= 0 && i < 4);
return data[i]; }
double x() const { return data[0]; }
double y() const { return data[1]; }
double z() const { return data[2]; }
double w() const { return data[3]; }
double r() const { return data[0]; }
double g() const { return data[1]; }
double b() const { return data[2]; }
double a() const { return data[3]; }
void set(double d0, double d1, double d2, double d3) {
data[0] = d0;
data[1] = d1;
data[2] = d2;
data[3] = d3; }
// ----------------
// EQUALITY TESTING
int operator==(const Vec4f &V) const {
return ((data[0] == V.data[0]) &&
(data[1] == V.data[1]) &&
(data[2] == V.data[2]) &&
(data[3] == V.data[3])); }
int operator!=(const Vec4f &V) const {
return ((data[0] != V.data[0]) ||
(data[1] != V.data[1]) ||
(data[2] != V.data[2]) ||
(data[3] != V.data[3])); }
// ------------------------
// COMMON VECTOR OPERATIONS
double Length() const {
return (double)sqrt(data[0]*data[0]+data[1]*data[1]+data[2]*data[2]+data[3]*data[3]); }
void Normalize() {
double l = Length();
if (l > 0) {
data[0] /= l;
data[1] /= l;
data[2] /= l; }}
void Scale(double d) { Scale(d,d,d,d); }
void Scale(double d0, double d1, double d2, double d3) {
data[0] *= d0;
data[1] *= d1;
data[2] *= d2;
data[3] *= d3; }
void Negate() { Scale(-1.0); }
double Dot4(const Vec4f &V) const {
return data[0] * V.data[0] +
data[1] * V.data[1] +
data[2] * V.data[2] +
data[3] * V.data[3]; }
static void Cross3(Vec4f &c, const Vec4f &v1, const Vec4f &v2) {
double x = v1.data[1]*v2.data[2] - v1.data[2]*v2.data[1];
double y = v1.data[2]*v2.data[0] - v1.data[0]*v2.data[2];
double z = v1.data[0]*v2.data[1] - v1.data[1]*v2.data[0];
c.data[0] = x; c.data[1] = y; c.data[2] = z; c.data[3] = 1; }
void DivideByW() {
if (data[3] != 0) {
data[0] /= data[3];
data[1] /= data[3];
data[2] /= data[3];
} else {
data[0] = data[1] = data[2] = 0; }
data[3] = 1; }
// ---------------------
// VECTOR MATH OPERATORS
Vec4f& operator+=(const Vec4f &V) {
data[0] += V.data[0];
data[1] += V.data[1];
data[2] += V.data[2];
data[3] += V.data[3];
return *this; }
Vec4f& operator-=(const Vec4f &V) {
data[0] -= V.data[0];
data[1] -= V.data[1];
data[2] -= V.data[2];
data[3] -= V.data[3];
return *this; }
Vec4f& operator*=(double d) {
data[0] *= d;
data[1] *= d;
data[2] *= d;
data[3] *= d;
return *this; }
Vec4f& operator/=(double d) {
data[0] /= d;
data[1] /= d;
data[2] /= d;
data[3] /= d;
return *this; }
// --------------
// INPUT / OUTPUT
friend std::ostream& operator<< (std::ostream &ostr, const Vec4f &v) {
ostr << v.data[0] << " " << v.data[1] << " " << v.data[2] << " " << v.data[3] << std::endl;
return ostr; }
friend std::istream& operator>> (std::istream &istr, Vec4f &v) {
istr >> v.data[0] >> v.data[1] >> v.data[2] >> v.data[3];
return istr; }
private:
friend class Matrix;
// REPRESENTATION
double data[4];
};
// ====================================================================
// ====================================================================
#endif