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185 lines
5.4 KiB
C++
185 lines
5.4 KiB
C++
#ifndef GFXVEC3_INCLUDED // -*- C++ -*-
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#define GFXVEC3_INCLUDED
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#if !defined(__GNUC__)
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# pragma once
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#endif
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/************************************************************************
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3D Vector class
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$Id: vec3.h 427 2004-09-27 04:45:31Z garland $
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************************************************************************/
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#include "vec2.h"
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namespace gfx
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{
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template<class T>
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class TVec3 {
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private:
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T elt[3];
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public:
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// Standard constructors
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//
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TVec3(T s=0) { *this = s; }
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TVec3(T x, T y, T z) { elt[0]=x; elt[1]=y; elt[2]=z; }
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// Copy constructors & assignment operators
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template<class U> TVec3(const TVec3<U>& v) { *this = v; }
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#ifndef STDMIX_INCLUDED
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// This is now a standard constructor, except when compiling legacy MixKit
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// code.
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template<class U> TVec3(const U v[3])
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{ elt[0]=v[0]; elt[1]=v[1]; elt[2]=v[2]; }
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#else
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// For MixKit code, we need these constructors instead.
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// They SHOULD NOT be used in new code.
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TVec3(const float *v) { elt[0]=v[0]; elt[1]=v[1]; elt[2]=v[2]; }
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TVec3(const double *v) { elt[0]=v[0]; elt[1]=v[1]; elt[2]=v[2]; }
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#endif
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template<class U> TVec3& operator=(const TVec3<U>& v)
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{ elt[0]=v[0]; elt[1]=v[1]; elt[2]=v[2]; return *this; }
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TVec3& operator=(T s) { elt[0]=elt[1]=elt[2]=s; return *this; }
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// Descriptive interface
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//
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typedef T value_type;
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static int dim() { return 3; }
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// Access methods
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//
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operator T*() { return elt; }
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operator const T*() const { return elt; }
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#ifndef HAVE_CASTING_LIMITS
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T& operator[](int i) { return elt[i]; }
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T operator[](int i) const { return elt[i]; }
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operator const T*() { return elt; }
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#endif
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// Assignment and in-place arithmetic methods
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//
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inline TVec3& operator+=(const TVec3& v);
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inline TVec3& operator-=(const TVec3& v);
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inline TVec3& operator*=(T s);
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inline TVec3& operator/=(T s);
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};
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////////////////////////////////////////////////////////////////////////
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//
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// Method definitions
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//
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template<class T> inline TVec3<T>& TVec3<T>::operator+=(const TVec3<T>& v)
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{ elt[0] += v[0]; elt[1] += v[1]; elt[2] += v[2]; return *this; }
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template<class T> inline TVec3<T>& TVec3<T>::operator-=(const TVec3<T>& v)
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{ elt[0] -= v[0]; elt[1] -= v[1]; elt[2] -= v[2]; return *this; }
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template<class T> inline TVec3<T>& TVec3<T>::operator*=(T s)
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{ elt[0] *= s; elt[1] *= s; elt[2] *= s; return *this; }
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template<class T> inline TVec3<T>& TVec3<T>::operator/=(T s)
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{ elt[0] /= s; elt[1] /= s; elt[2] /= s; return *this; }
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////////////////////////////////////////////////////////////////////////
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//
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// Operator definitions
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//
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template<class T>
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inline TVec3<T> operator+(const TVec3<T> &u, const TVec3<T>& v)
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{ return TVec3<T>(u[0]+v[0], u[1]+v[1], u[2]+v[2]); }
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template<class T>
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inline TVec3<T> operator-(const TVec3<T> &u, const TVec3<T>& v)
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{ return TVec3<T>(u[0]-v[0], u[1]-v[1], u[2]-v[2]); }
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template<class T> inline TVec3<T> operator-(const TVec3<T> &v)
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{ return TVec3<T>(-v[0], -v[1], -v[2]); }
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#if _MSC_VER>=1200
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// Normally, we use the <class T, class N> construct below to allow the scalar
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// argument to be different than the template type. This, for example, allows
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// the user to write things like v/2. Unfortunately, Microsoft VC6.0 (aka
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// v1200) gets confused by this. We used to include explicit versions for the
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// case of int's, but this was causing silent (and incorrect) coercion of
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// floats to ints.
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//
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template<class T> inline TVec3<T> operator*(T s, const TVec3<T> &v)
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{ return TVec3<T>(v[0]*s, v[1]*s, v[2]*s); }
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template<class T> inline TVec3<T> operator*(const TVec3<T> &v, T s)
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{ return s*v; }
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template<class T> inline TVec3<T> operator/(const TVec3<T> &v, T s)
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{ return TVec3<T>(v[0]/s, v[1]/s, v[2]/s); }
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#else
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template<class T, class N> inline TVec3<T> operator*(N s, const TVec3<T> &v)
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{ return TVec3<T>(v[0]*s, v[1]*s, v[2]*s); }
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template<class T, class N> inline TVec3<T> operator*(const TVec3<T> &v, N s)
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{ return s*v; }
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template<class T, class N> inline TVec3<T> operator/(const TVec3<T> &v, N s)
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{ return TVec3<T>(v[0]/s, v[1]/s, v[2]/s); }
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#endif
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template<class T> inline T operator*(const TVec3<T> &u, const TVec3<T>& v)
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{ return u[0]*v[0] + u[1]*v[1] + u[2]*v[2]; }
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template<class T> inline TVec3<T> cross(const TVec3<T>& u, const TVec3<T>& v)
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{
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return TVec3<T>( u[1]*v[2] - v[1]*u[2],
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-u[0]*v[2] + v[0]*u[2],
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u[0]*v[1] - v[0]*u[1] );
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}
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template<class T>
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inline TVec3<T> operator^(const TVec3<T>& u, const TVec3<T>& v)
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{ return cross(u, v); }
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template<class T>
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inline std::ostream &operator<<(std::ostream &out, const TVec3<T>& v)
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{ return out << v[0] << " " << v[1] << " " << v[2]; }
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template<class T>
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inline std::istream &operator>>(std::istream &in, TVec3<T>& v)
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{ return in >> v[0] >> v[1] >> v[2]; }
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////////////////////////////////////////////////////////////////////////
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//
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// Misc. function definitions
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//
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template<class T> inline T norm2(const TVec3<T>& v) { return v*v; }
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template<class T> inline T norm(const TVec3<T>& v) { return sqrt(norm2(v)); }
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template<class T> inline void unitize(TVec3<T>& v)
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{
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T l = norm2(v);
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if( l!=1.0 && l!=0.0 ) v /= sqrt(l);
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}
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template<class T> inline TVec2<T> proj(const TVec3<T>& v)
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{
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TVec2<T> u(v[0], v[1]);
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if( v[2]!=1.0 && v[2]!=0.0 )
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u /= v[2];
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return u;
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}
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typedef TVec3<double> Vec3;
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typedef TVec3<float> Vec3f;
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} // namespace gfx
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// GFXVEC3_INCLUDED
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#endif
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