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C++

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