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Vec3.h
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Vec3.h
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// ========================================================================= //
// Authors: Matthias Borner //
// mailto:[email protected] //
// //
// GRIS - Graphisch Interaktive Systeme //
// Technische Universität Darmstadt //
// Fraunhoferstrasse 5 //
// D-64283 Darmstadt, Germany //
// //
// Creation Date: 04.11.2009 //
// ========================================================================= //
// ========================================================================= //
// Simple Vector Class consisting of 3 primitives added to std library //
// Constructors: Vec3(), Vec3(T v1, T v2, T v3) //
// Index: [i] for i = 0,1,2 //
// Two sided Vec3: +, -, * (dot product), ^ (cross product), ==, != //
// Left sided Vec3: +=, -=, *= (scalar mul), /= (scalar div) //
// Left or right sided float: * //
// Right sided float: / //
// Functions: length(), sqlength(), distance(Vec3 v), normalize(), //
// normalized(), clear(), set(f,f,f), rotations //
// ========================================================================= //
#ifndef VEC3_H
#define VEC3_H
#include <math.h>
#include <string>
#define M_RadToDeg 0.0174532925f
// embed in namespace std to not mix up with OpenSG Vec3 or any others
//namespace std {
template<class T>
class Vec3
{
public:
// values
T x,y,z;
// empty constructor. sets values to 0
Vec3() : x(0), y(0), z(0)
{
}
// constructor with 3 values (v1,v2,v3)
Vec3(const T v1, const T v2, const T v3) : x(v1), y(v2), z(v3)
{
}
// copy constuctor
Vec3(const Vec3 & other) : x(other.x), y(other.y), z(other.z)
{
}
// returns i-th komponent (i=0,1,2) (RHS array operator)
const T operator[] (unsigned int i) const
{
return *(&x+i);
}
// LHS array operator
T & operator [] (unsigned int i)
{
return *(&x+i);
}
// Vec3 = Vec3 + Vec3 (vector addition)
Vec3 operator+ (const Vec3 &v) const
{
Vec3 result;
result.x = x + v.x;
result.y = y + v.y;
result.z = z + v.z;
return result;
}
// Vec3 = Vec3 - Vec3 (normal vector subtraction)
Vec3 operator- (const Vec3 &v) const
{
Vec3 result;
result.x = x - v.x;
result.y = y - v.y;
result.z = z - v.z;
return result;
}
// T = Vec3 * Vec3 (dot product)
T operator* (const Vec3 &v) const
{
return x*v.x + y*v.y + z*v.z;
}
// Vec3 = Vec3 ^ Vec3 (cross product)
Vec3 operator^ (const Vec3 &v) const
{
Vec3 result;
result.x = y*v.z - z*v.y;
result.y = z*v.x - x*v.z;
result.z = x*v.y - y*v.x;
return result;
}
// Vec3 += Vec3 (vector addition)
Vec3 operator+= (const Vec3 &v)
{
*this = *this + v;
return *this;
}
// Vec3 -= Vec3 (vector subtraction)
Vec3 operator-= (const Vec3 &v)
{
*this = *this - v;
return *this;
}
// Vec3 *= T (scalar multiplication)
Vec3 operator*= (const T f)
{
*this = *this * f;
return *this;
}
// Vec3 /= T (scalar division)
Vec3 operator/= (const T f)
{
*this = *this / f;
return *this;
}
// Vec3 == Vec3 (equals)
bool operator== (const Vec3 &v) const
{
if (v.x == x && v.y == y && v.z == z) return true;
else return false;
}
// Vec3 != Vec3 (not equal)
bool operator!= (const Vec3 &v) const
{
return !(*this == v);
}
// Vec3 = Vec3 * T (scalar multiplication)
Vec3 operator* (const T &f) const
{
Vec3 result;
result.x = x * f;
result.y = y * f;
result.z = z * f;
return result;
}
// Vec3 = Vec3 / T (scalar division)
Vec3 operator/ (const T &f) const
{
Vec3 result;
result.x = x / f;
result.y = y / f;
result.z = z / f;
return result;
}
// returns euclidic length (sqrt(x*x + y*y + z*z))
float length() const
{
return sqrt(x*x + y*y + z*z);
}
// returns squared euclidic length (x*x + y*y + z*z)
T sqlength() const
{
return x*x + y*y + z*z;
}
// returns distance to v
float distance(const Vec3 &v) const
{
return (v - *this).length();
}
// normalizes this vector (division by length). returns false when length is < 0.00001
bool normalize()
{
T l = this->length();
if (fabs(l) < 0.00001) return false;
*this /= l;
return true;
}
// returns normalized vector but does not change this Vec3. returns unnormalized vector if its length is < 0.00001
Vec3 normalized() const
{
T l = this->length();
if (fabs(l) < 0.00001) return *this;
return *this / l;
}
// sets values to 0
void clear()
{
x = 0;
y = 0;
z = 0;
}
// rotates the vector around x (angle in degree)
void rotX(float angle)
{
float y_new = cos(angle*M_RadToDeg)*y - sin(angle*M_RadToDeg)*z;
float z_new = sin(angle*M_RadToDeg)*y + cos(angle*M_RadToDeg)*z;
y = y_new;
z = z_new;
}
// rotates the vector around y (angle in degree)
void rotY(float angle)
{
float x_new = cos(angle*M_RadToDeg)*x + sin(angle*M_RadToDeg)*z;
float z_new = -sin(angle*M_RadToDeg)*x + cos(angle*M_RadToDeg)*z;
x = x_new;
z = z_new;
}
// rotates the vector around z (angle in degree)
void rotZ(float angle)
{
float x_new = cos(angle*M_RadToDeg)*x - sin(angle*M_RadToDeg)*y;
float y_new = sin(angle*M_RadToDeg)*x + cos(angle*M_RadToDeg)*y;
x = x_new;
y = y_new;
}
// set values
void set(T _x, T _y, T _z)
{
x = _x;
y = _y;
z = _z;
}
void set(const Vec3 &v)
{
x = v.x;
y = v.y;
z = v.z;
}
}; // class Vec3
// Vec3 = T * Vec3 (scalar multiplication)
template <class T>
Vec3<T> operator* (const T &f, const Vec3<T> &v)
{
return v * f;
}
// ostream << operator
template< class T>
std::ostream& operator<< (std::ostream& os, const Vec3<T> & v)
{
os << v.x << ", " << v.y << ", " << v.z;
return os;
}
// predifined typedefs
typedef Vec3<float> Vec3f;
typedef Vec3<int> Vec3i;
typedef Vec3<unsigned int> Vec3ui;
typedef Vec3<double> Vec3d;
//} // namespace std
#endif