1 | /* |
---|
2 | * ---------------------------------------------------------------------- |
---|
3 | * Vector3.cpp : Vector class with 3 components |
---|
4 | * |
---|
5 | * ====================================================================== |
---|
6 | * AUTHOR: Wei Qiao <qiaow@purdue.edu> |
---|
7 | * Purdue Rendering and Perceptualization Lab (PURPL) |
---|
8 | * |
---|
9 | * Copyright (c) 2004-2006 Purdue Research Foundation |
---|
10 | * |
---|
11 | * See the file "license.terms" for information on usage and |
---|
12 | * redistribution of this file, and for a DISCLAIMER OF ALL WARRANTIES. |
---|
13 | * ====================================================================== |
---|
14 | */ |
---|
15 | #include "Vector3.h" |
---|
16 | #include "Mat4x4.h" |
---|
17 | #include <math.h> |
---|
18 | #include <stdio.h> |
---|
19 | |
---|
20 | Vector3::Vector3(float _x, float _y, float _z){ |
---|
21 | x = _x; |
---|
22 | y = _y; |
---|
23 | z = _z; |
---|
24 | } |
---|
25 | |
---|
26 | |
---|
27 | Vector3::Vector3(){} |
---|
28 | |
---|
29 | |
---|
30 | Vector3 Vector3::operator +(Vector3 &op2){ |
---|
31 | Vector3 ret; |
---|
32 | ret.x = x + op2.x; |
---|
33 | ret.y = y + op2.y; |
---|
34 | ret.z = z + op2.z; |
---|
35 | return ret; |
---|
36 | } |
---|
37 | |
---|
38 | Vector3 Vector3::operator -(Vector3 &op2){ |
---|
39 | Vector3 ret; |
---|
40 | ret.x = x - op2.x; |
---|
41 | ret.y = y - op2.y; |
---|
42 | ret.z = z - op2.z; |
---|
43 | return ret; |
---|
44 | } |
---|
45 | |
---|
46 | float Vector3::operator *(Vector3 &op2){ |
---|
47 | return x*op2.x + |
---|
48 | y*op2.y + |
---|
49 | z*op2.z; |
---|
50 | } |
---|
51 | |
---|
52 | float Vector3::dot(const Vector3& vec) const |
---|
53 | { |
---|
54 | return x*vec.x + |
---|
55 | y*vec.y + |
---|
56 | z*vec.z; |
---|
57 | } |
---|
58 | |
---|
59 | bool Vector3::equal(Vector3 &op2){ |
---|
60 | return (x==op2.x)&&(y==op2.y)&&(z==op2.z); |
---|
61 | } |
---|
62 | |
---|
63 | /* |
---|
64 | float Vector3::operator *(Vector3 op2){ |
---|
65 | return double(x)*double(op2.x) + |
---|
66 | double(y)*double(op2.y) + |
---|
67 | double(z)*double(op2.z); |
---|
68 | } |
---|
69 | */ |
---|
70 | |
---|
71 | Vector3 Vector3::cross(Vector3 op2){ |
---|
72 | return Vector3(double(y)*double(op2.z)-double(z)*double(op2.y), double(z)*double(op2.x)-double(x)*double(op2.z), double(x)*double(op2.y)-double(y)*double(op2.x)); |
---|
73 | } |
---|
74 | |
---|
75 | |
---|
76 | Vector3 Vector3::operator *(float op2){ |
---|
77 | Vector3 ret; |
---|
78 | ret.x = x*op2; |
---|
79 | ret.y = y*op2; |
---|
80 | ret.z = z*op2; |
---|
81 | return ret; |
---|
82 | } |
---|
83 | |
---|
84 | |
---|
85 | Vector3 Vector3::operator /(float op2){ |
---|
86 | Vector3 ret; |
---|
87 | ret.x = x/double(op2); |
---|
88 | ret.y = y/double(op2); |
---|
89 | ret.z = z/double(op2); |
---|
90 | return ret; |
---|
91 | } |
---|
92 | |
---|
93 | //assign |
---|
94 | void Vector3::operator<(Vector3 &op2){ |
---|
95 | x = op2.x; |
---|
96 | y = op2.y; |
---|
97 | z = op2.z; |
---|
98 | } |
---|
99 | |
---|
100 | Vector3 Vector3::operator ^(Vector3 &op2){ |
---|
101 | Vector3 ret; |
---|
102 | ret.x = y*op2.z-z*op2.y; |
---|
103 | ret.y = z*op2.x-x*op2.z; |
---|
104 | ret.z = x*op2.y-y*op2.x; |
---|
105 | return ret; |
---|
106 | } |
---|
107 | |
---|
108 | Vector3 Vector3::normalize(){ |
---|
109 | Vector3 ret; |
---|
110 | float length = sqrt(x*x+y*y+z*z); |
---|
111 | ret.x = x/length; |
---|
112 | ret.y = y/length; |
---|
113 | ret.z = z/length; |
---|
114 | return ret; |
---|
115 | } |
---|
116 | |
---|
117 | Vector3 Vector3::rot_x(float degree){ |
---|
118 | Vector3 ret; |
---|
119 | float rad = 3.1415926*degree/180.; |
---|
120 | ret.x = x; |
---|
121 | ret.y = y*cos(rad) - z*sin(rad); |
---|
122 | ret.z = y*sin(rad) + z*cos(rad); |
---|
123 | return ret; |
---|
124 | } |
---|
125 | |
---|
126 | Vector3 Vector3::rot_y(float degree){ |
---|
127 | Vector3 ret; |
---|
128 | float rad = 3.1415926*degree/180.; |
---|
129 | ret.x = x*cos(rad) + z*sin(rad); |
---|
130 | ret.y = y; |
---|
131 | ret.z = -x*sin(rad) + z*cos(rad); |
---|
132 | return ret; |
---|
133 | } |
---|
134 | |
---|
135 | Vector3 Vector3::rot_z(float degree){ |
---|
136 | Vector3 ret; |
---|
137 | float rad = 3.1415926*degree/180.; |
---|
138 | ret.x = x*cos(rad) - y*sin(rad); |
---|
139 | ret.y = x*sin(rad) + y*cos(rad); |
---|
140 | ret.z = z; |
---|
141 | return ret; |
---|
142 | } |
---|
143 | |
---|
144 | void Vector3::set(float newx, float newy, float newz){ |
---|
145 | x = newx; |
---|
146 | y = newy; |
---|
147 | z = newz; |
---|
148 | } |
---|
149 | |
---|
150 | void Vector3::print(){ |
---|
151 | TRACE("x:%f, y:%f, z:%f\n", x, y, z); |
---|
152 | } |
---|
153 | |
---|
154 | float Vector3::distance(Vector3 &another) const |
---|
155 | { |
---|
156 | return sqrtf( (x - another.x) * (x - another.x) |
---|
157 | + (y - another.y) * (y - another.y) |
---|
158 | + (z - another.z) * (z - another.z) ); |
---|
159 | } |
---|
160 | |
---|
161 | float Vector3::distanceSquare(Vector3 &another) const |
---|
162 | { |
---|
163 | return ( (x - another.x) * (x - another.x) |
---|
164 | + (y - another.y) * (y - another.y) |
---|
165 | + (z - another.z) * (z - another.z) ); |
---|
166 | } |
---|
167 | |
---|
168 | float Vector3::distanceSquare(float vx, float vy, float vz) const |
---|
169 | { |
---|
170 | return ( (x - vx) * (x - vx) |
---|
171 | + (y - vy) * (y - vy) |
---|
172 | + (z - vz) * (z - vz) ); |
---|
173 | } |
---|
174 | |
---|
175 | void Vector3::transform(const Vector3& v, const Mat4x4& mat) |
---|
176 | { |
---|
177 | const float* m = mat.m; |
---|
178 | x = m[0] * v.x + m[4] * v.y + m[8] * v.z + m[12]; |
---|
179 | y = m[1] * v.x + m[5] * v.y + m[9] * v.z + m[13]; |
---|
180 | z = m[2] * v.x + m[6] * v.y + m[10] * v.z + m[14]; |
---|
181 | } |
---|
182 | |
---|
183 | |
---|
184 | float Vector3::length() const |
---|
185 | { |
---|
186 | |
---|
187 | return sqrt(x * x + y * y + z * z); |
---|
188 | } |
---|