1 | /* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ |
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2 | /* |
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3 | * ---------------------------------------------------------------------- |
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4 | * Vector3.h : Vector class with 3 components |
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5 | * |
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6 | * ====================================================================== |
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7 | * AUTHOR: Wei Qiao <qiaow@purdue.edu> |
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8 | * Purdue Rendering and Perceptualization Lab (PURPL) |
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9 | * |
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10 | * Copyright (c) 2004-2006 Purdue Research Foundation |
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11 | * |
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12 | * See the file "license.terms" for information on usage and |
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13 | * redistribution of this file, and for a DISCLAIMER OF ALL WARRANTIES. |
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14 | * ====================================================================== |
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15 | */ |
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16 | #ifndef VECTOR3_H |
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17 | #define VECTOR3_H |
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18 | |
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19 | #include <math.h> |
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20 | |
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21 | #include <vector> |
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22 | |
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23 | #include "Mat4x4.h" |
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24 | |
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25 | class Vector3 |
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26 | { |
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27 | public: |
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28 | float x, y, z; |
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29 | |
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30 | Vector3() |
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31 | {} |
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32 | |
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33 | Vector3(float x_val, float y_val, float z_val) |
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34 | { |
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35 | set(x_val, y_val, z_val); |
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36 | } |
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37 | |
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38 | void set(float x_val, float y_val, float z_val) |
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39 | { |
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40 | x = x_val, y = y_val, z = z_val; |
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41 | } |
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42 | |
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43 | void print() const |
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44 | { |
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45 | TRACE("(x:%f, y:%f, z:%f)\n", x, y, z); |
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46 | } |
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47 | |
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48 | Vector3 operator -() const |
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49 | { |
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50 | return Vector3(-x, -y, -z); |
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51 | } |
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52 | |
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53 | Vector3 operator +(float scalar) const |
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54 | { |
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55 | return Vector3(x + scalar, y + scalar, z + scalar); |
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56 | } |
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57 | |
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58 | Vector3 operator -(float scalar) const |
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59 | { |
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60 | return Vector3(x - scalar, y - scalar, z - scalar); |
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61 | } |
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62 | |
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63 | Vector3 operator *(float scalar) const |
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64 | { |
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65 | return Vector3(x * scalar, y * scalar, z * scalar); |
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66 | } |
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67 | |
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68 | Vector3 operator /(float scalar) const |
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69 | { |
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70 | return Vector3(x / scalar, y / scalar, z / scalar); |
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71 | } |
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72 | |
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73 | Vector3 operator +(const Vector3& op2) const |
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74 | { |
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75 | return Vector3(x + op2.x, y + op2.y, z + op2.z); |
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76 | } |
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77 | |
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78 | Vector3 operator -(const Vector3& op2) const |
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79 | { |
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80 | return Vector3(x - op2.x, y - op2.y, z - op2.z); |
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81 | } |
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82 | |
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83 | float dot(const Vector3& op2) const |
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84 | { |
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85 | return x*op2.x + y*op2.y + z*op2.z; |
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86 | } |
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87 | |
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88 | float operator *(const Vector3& op2) const |
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89 | { |
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90 | return dot(op2); |
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91 | } |
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92 | |
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93 | Vector3 cross(const Vector3& op2) const |
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94 | { |
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95 | return Vector3(y*op2.z - z*op2.y, z*op2.x - x*op2.z, x*op2.y - y*op2.x); |
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96 | } |
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97 | |
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98 | Vector3 operator ^(const Vector3& op2) const |
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99 | { |
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100 | return cross(op2); |
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101 | } |
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102 | |
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103 | Vector3 normalize() const |
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104 | { |
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105 | float len = length(); |
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106 | if (len > 1.0e-6) { |
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107 | return Vector3(x / len, y / len, z / len); |
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108 | } else { |
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109 | return *this; |
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110 | } |
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111 | } |
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112 | |
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113 | Vector3 rot_x(float degree) const |
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114 | { |
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115 | float rad = radians(degree); |
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116 | return Vector3(x, |
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117 | y*cos(rad) - z*sin(rad), |
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118 | y*sin(rad) + z*cos(rad)); |
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119 | } |
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120 | |
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121 | Vector3 rot_y(float degree) const |
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122 | { |
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123 | float rad = radians(degree); |
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124 | return Vector3(x*cos(rad) + z*sin(rad), |
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125 | y, |
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126 | -x*sin(rad) + z*cos(rad)); |
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127 | } |
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128 | |
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129 | Vector3 rot_z(float degree) const |
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130 | { |
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131 | float rad = radians(degree); |
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132 | return Vector3(x*cos(rad) - y*sin(rad), |
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133 | x*sin(rad) + y*cos(rad), |
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134 | z); |
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135 | } |
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136 | |
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137 | float distance(const Vector3& v) const |
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138 | { |
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139 | return sqrtf(distanceSquare(v)); |
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140 | } |
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141 | |
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142 | float distanceSquare(const Vector3& v) const |
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143 | { |
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144 | return (x-v.x)*(x-v.x) + (y-v.y)*(y-v.y) + (z-v.z)*(z-v.z); |
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145 | } |
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146 | |
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147 | float distanceSquare(float vx, float vy, float vz) const |
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148 | { |
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149 | return (x-vx)*(x-vx) + (y-vy)*(y-vy) + (z-vz)*(z-vz); |
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150 | } |
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151 | |
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152 | void transform(const Vector3& v, const Mat4x4& mat) |
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153 | { |
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154 | const float *m = mat.m; |
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155 | x = m[0] * v.x + m[4] * v.y + m[8] * v.z + m[12]; |
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156 | y = m[1] * v.x + m[5] * v.y + m[9] * v.z + m[13]; |
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157 | z = m[2] * v.x + m[6] * v.y + m[10] * v.z + m[14]; |
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158 | } |
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159 | |
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160 | float length() const |
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161 | { |
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162 | return sqrt(x*x + y*y + z*z); |
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163 | } |
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164 | |
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165 | Vector3 scale(const Vector3& scale) const |
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166 | { |
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167 | Vector3 v; |
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168 | v.x = x * scale.x; |
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169 | v.y = y * scale.y; |
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170 | v.z = z * scale.z; |
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171 | return v; |
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172 | } |
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173 | |
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174 | private: |
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175 | float radians(float degree) const |
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176 | { |
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177 | return (M_PI * degree) / 180.0; |
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178 | } |
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179 | }; |
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180 | |
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181 | typedef std::vector<Vector3> Vector3Array; |
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182 | |
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183 | #endif |
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