diff options
Diffstat (limited to 'dev/MinGfx/src/vector3.h')
-rw-r--r-- | dev/MinGfx/src/vector3.h | 273 |
1 files changed, 273 insertions, 0 deletions
diff --git a/dev/MinGfx/src/vector3.h b/dev/MinGfx/src/vector3.h new file mode 100644 index 0000000..d12c819 --- /dev/null +++ b/dev/MinGfx/src/vector3.h @@ -0,0 +1,273 @@ +/* + This file is part of the MinGfx Project. + + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + + Original Author(s) of this File: + Dan Keefe, 2018, University of Minnesota + + Author(s) of Significant Updates/Modifications to the File: + ... + */ + +#ifndef SRC_VECTOR3_H_ +#define SRC_VECTOR3_H_ + +#include <iostream> + +#include "point3.h" + + +namespace mingfx { + + +/** A 3D Vector with floating point coordinates, used for storing normals and + all sorts of other 3D graphics operations. Vector3s can be transformed by a + Matrix4, and a Vector3 can be created by subtracting two Point3s. Example: + ~~~ + // subtracting two points creates a vector + Point3 a(0,0,0); + Point3 b(2,0,0); + Vector3 c = b - a; + + // vectors can be transformed by Matrix4s + Vector3 dir = c.ToUnit(); + Matrix4 M = Matrix4::RotateX(GfxMath::ToDegrees(30.0)); + Vector3 dir_transformed = M * dir; + + // vectors can be added and subtracted + Vector3 d(1,0,0); + Vector3 e = c + d; + + // and we can do the usual dot products and cross products too + float f = d.Dot(e); + Vector3 g = b.Cross(d); + + // you can access the individual components of the vector in two ways: + Vector3 v(1,2,3); + float option1 = v.x(); + float option2 = v[0]; + + // to set an individual component of the vector use the [] operator: + Vector3 w; + w[0] = 0.4; + w[1] = 1.2; + w[2] = 3.1; + + // you can print the vector by sending it to stdout: + std::cout << v << std::endl; + ~~~ + */ +class Vector3 { +public: + + /// Default constructor to create zero vector + Vector3(); + + /// Constructs a vector (x,y,z,0), where the 0 comes from the use of + /// homogeneous coordinates in computer graphics + Vector3(float x, float y, float z); + + /// Constructs a vector given a pointer to x,y,z data + Vector3(float *v); + + /// Copy constructor for vector + Vector3(const Vector3& v); + + /// Vector destructor + virtual ~Vector3(); + + /// Check for "equality", taking floating point imprecision into account + bool operator==(const Vector3& v) const; + + /// Check for "inequality", taking floating point imprecision into account + bool operator!=(const Vector3& v) const; + + /// Vector assignment operator + Vector3& operator=(const Vector3& v); + + /// Read only access to the ith coordinate of the vector. + float operator[](const int i) const; + + /// Returns a reference to the ith coordinate of the vector. Use this + /// accessor if you wish to set the coordinate rather than just request + /// its value. Example: + /// ~~~ + /// Vector3 a; + /// a[0] = 5.0; // set the x-coordinate of the vector + /// ~~~ + float& operator[](const int i); + + /// Read only access to the x coordinate. Can also use my_vector[0]. Use + /// the my_vector[0] = 1.0; form if you need to set the value. + float x() const { return v[0]; } + + /// Read only access to the y coordinate. Can also use my_vector[1]. Use + /// the my_vector[1] = 1.0; form if you need to set the value. + float y() const { return v[1]; } + + /// Read only access to the z coordinate. Can also use my_vector[2]. Use + /// the my_vector[2] = 1.0; form if you need to set the value. + float z() const { return v[2]; } + + /// In homogeneous coordinates, the w coordinate for all vectors is 0.0. + float w() const { return 0.0; } + + + // --- Vector operations --- + + /** Returns "this dot v", for example: + ~~~ + Vector3 a(1,0,0); + Vector3 b(0.5,0,0); + float c = a.Dot(b); + ~~~ + */ + float Dot(const Vector3& v) const; + + /** Returns "this cross v", for example: + ~~~ + Vector3 x(1,0,0); + Vector3 y(0,1,0); + Vector3 z = x.Cross(y); + ~~~ + */ + Vector3 Cross(const Vector3& v) const; + + /// Returns the length of the vector + float Length() const; + + /// Normalizes the vector by making it unit length. + void Normalize(); + + /// Returns a normalized (i.e., unit length) version of the vector without + /// modifying the original 'this' vector. + Vector3 ToUnit() const; + + /// Returns a const pointer to the raw data array + const float * value_ptr() const; + + /// Linear interpolation between this vector and another. Alpha=0.0 returns + /// this vector, and alpha=1.0 returns the other vector, other values blend + /// between the two. + Vector3 Lerp(const Vector3 &b, float alpha) const; + + + /// (0,0,0) - a shortcut for a special vector that is frequently needed + static const Vector3& Zero(); + + /// (1,1,1) - a shortcut for a special vector that is frequently needed + static const Vector3& One(); + + /// (1,0,0) - a shortcut for a special vector that is frequently needed + static const Vector3& UnitX(); + + /// (0,1,0) - a shortcut for a special vector that is frequently needed + static const Vector3& UnitY(); + + /// (0,0,1) - a shortcut for a special vector that is frequently needed + static const Vector3& UnitZ(); + + + /** Returns a new vector that is the unit version of v. This is just an + alternative syntax for ToUnit(). Example: + ~~~ + Vector3 a(100,150,80); + Vector3 b = Vector3::Normalize(a); + Vector3 c = a.ToUnit(); + // b and c are the same. + ~~~ + */ + static Vector3 Normalize(const Vector3 &v); + + /** Returns v1 cross v2. This is just an alternative syntax for Cross(). + Example: + ~~~ + Vector3 x(1,0,0); + Vector3 y(0,1,0); + Vector3 z1 = Vector3::Cross(x,y); + Vector3 z2 = x.Cross(y); + // z1 and z2 are the same. + ~~~ + */ + static Vector3 Cross(const Vector3 &v1, const Vector3 &v2); + + /** Returns v1 dot v2. This is just an alternative syntax for Dot(). + Example: + ~~~ + Vector3 a(1,0,0); + Vector3 b(0.5,0,0); + Vector3 c1 = a.Dot(b); + Vector3 c2 = Vector3::Dot(a,b); + // c1 and c2 are the same. + ~~~ + */ + static float Dot(const Vector3 &v1, const Vector3 &v2); + + /// Linear interpolation between two vectors. Alpha=0.0 returns 'a' and + /// alpha=1.0 returns 'b', other values blend between the two. + static Vector3 Lerp(const Vector3 &a, const Vector3 &b, float alpha); + +private: + float v[3]; +}; + + +// ---------- Operator Overloads for Working with Vectors ---------- + + +// --- Scalers --- + +/// Divide the vector by the scalar s +Vector3 operator/(const Vector3& v, const float s); + +/// Multiply the vector by the scalar s +Vector3 operator*(const float s, const Vector3& v); + +/// Multiply the vector by the scalar s +Vector3 operator*(const Vector3& v, const float s); + +/// Negate the vector +Vector3 operator-(const Vector3& v); + +// Note: no -(point) operator, that's an undefined operation + + +// --- Point and Vector Arithmetic --- + +/// Adds a vector and a point, returns a point +Point3 operator+(const Vector3& v, const Point3& p); + +/// Adds a point and a vector, returns a point +Point3 operator+(const Point3& p, const Vector3& v); + +/// Adds a vector and a vector, returns a vector +Vector3 operator+(const Vector3& v1, const Vector3& v2); + +// Note: no (point + point) operator, that's an undefined operation + +/// Subtracts a vector from a point, returns a point +Point3 operator-(const Point3& p, const Vector3& v); + +/// Subtracts v2 from v1, returns a vector +Vector3 operator-(const Vector3& v1, const Vector3& v2); + +/// Returns the vector spanning p1 and p2 +Vector3 operator-(const Point3& p1, const Point3& p2); + +// Note: no (vector - point) operator, that's an undefined operation + + + + +// --- Stream operators --- + +// Vector3 +std::ostream & operator<< ( std::ostream &os, const Vector3 &v); +std::istream & operator>> ( std::istream &is, Vector3 &v); + + +} // end namespace + +#endif |