-
Notifications
You must be signed in to change notification settings - Fork 0
/
vector3.h
160 lines (131 loc) · 3.05 KB
/
vector3.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
// Anatomical Human Face Model - Game Programming Gems 8
// by Marco Fratarcangeli - 2010
// marco@fratarcangeli.net
// http://www.fratarcangeli.net
//
// This software is provided 'as-is', without any express or
// implied warranty. In no event will the author be held
// liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute
// it freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but
// is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any
// source distribution.
#ifndef __VECTOR3__
#define __VECTOR3__
#include <math.h>
// represents a vector in 3D
class Vector3
{
public:
double x, y, z; // coordinates
Vector3()
{
x = 0;
y = 0;
z = 0;
}
Vector3(double _x, double _y, double _z)
{
x = _x;
y = _y;
z = _z;
}
// returns the euclidean norm of the vector
inline double Length() const
{
return sqrt( x * x + y * y + z * z );
}
// returns the squared euclidean norm of the vector
inline double SquaredLength() const
{
return x * x + y * y + z * z;
}
inline Vector3 & operator =( Vector3 const & v )
{
x = v.x;
y = v.y;
z = v.z;
return *this;
}
// addition among vectors
inline Vector3 operator + ( Vector3 const & v) const
{
return Vector3( x + v.x, y + v.y, z + v.z );
}
// addition among vectors
inline Vector3 & operator += ( Vector3 const & v)
{
x += v.x;
y += v.y;
z += v.z;
return *this;
}
// difference among vectors
inline Vector3 & operator -= ( Vector3 const & v)
{
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
}
// difference among vectors
inline Vector3 operator - ( Vector3 const & v) const
{
return Vector3( x - v.x, y - v.y, z - v.z );
}
// multiplication by a scalar (double)
inline Vector3 operator * ( const double s ) const
{
return Vector3( x * s, y * s, z * s);
}
// division by a scalar (double)
inline Vector3 operator / ( const double s ) const
{
return Vector3( x / s, y / s, z / s);
}
// division by a scalar (double)
inline Vector3 & operator /= ( const double s)
{
x /= s;
y /= s;
z /= s;
return *this;
}
// Cross product
inline Vector3 operator ^ ( Vector3 const & p ) const
{
return Vector3
(
y * p.z - z * p.y,
z * p.x - x * p.z,
x * p.y - y * p.x
);
}
// Dot product
inline double operator * ( Vector3 const & p ) const
{
return x * p.x + y * p.y + z * p.z;
}
// normalizes the vector lenght to unity
inline Vector3 Normalize()
{
double length = Length();
x /= length;
y /= length;
z /= length;
return *this;
}
};
#endif //__VECTOR3__