From 9b83919815f6a6ce5d73da1c28483970d0ca5589 Mon Sep 17 00:00:00 2001 From: unknown Date: Wed, 3 Feb 2021 14:22:28 -0600 Subject: added dev/MinGfx/ --- dev/MinGfx/src/vector3.cc | 206 ++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 206 insertions(+) create mode 100644 dev/MinGfx/src/vector3.cc (limited to 'dev/MinGfx/src/vector3.cc') diff --git a/dev/MinGfx/src/vector3.cc b/dev/MinGfx/src/vector3.cc new file mode 100644 index 0000000..19262c2 --- /dev/null +++ b/dev/MinGfx/src/vector3.cc @@ -0,0 +1,206 @@ +/* + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + See corresponding header file for details. + */ + +#include "vector3.h" + +#include + +namespace mingfx { + +static const Vector3 s_zerov3d = Vector3(0,0,0); +static const Vector3 s_onev3d = Vector3(1,1,1); +static const Vector3 s_unitxv3d = Vector3(1,0,0); +static const Vector3 s_unityv3d = Vector3(0,1,0); +static const Vector3 s_unitzv3d = Vector3(0,0,1); + +const Vector3& Vector3::Zero() { return s_zerov3d; } +const Vector3& Vector3::One() { return s_onev3d; } +const Vector3& Vector3::UnitX() { return s_unitxv3d; } +const Vector3& Vector3::UnitY() { return s_unityv3d; } +const Vector3& Vector3::UnitZ() { return s_unitzv3d; } + + +Vector3::Vector3() { + v[0] = 0.0; + v[1] = 0.0; + v[2] = 0.0; +} + +Vector3::Vector3(float x, float y, float z) { + v[0] = x; + v[1] = y; + v[2] = z; +} + +Vector3::Vector3(float *ptr) { + v[0] = ptr[0]; + v[1] = ptr[1]; + v[2] = ptr[2]; +} + +Vector3::Vector3(const Vector3& other) { + v[0] = other[0]; + v[1] = other[1]; + v[2] = other[2]; +} + +Vector3::~Vector3() { +} + +bool Vector3::operator==(const Vector3& other) const { + return (fabs(other[0] - v[0]) < MINGFX_MATH_EPSILON && + fabs(other[1] - v[1]) < MINGFX_MATH_EPSILON && + fabs(other[2] - v[2]) < MINGFX_MATH_EPSILON); +} + +bool Vector3::operator!=(const Vector3& other) const { + return (fabs(other[0] - v[0]) >= MINGFX_MATH_EPSILON && + fabs(other[1] - v[1]) >= MINGFX_MATH_EPSILON && + fabs(other[2] - v[2]) >= MINGFX_MATH_EPSILON); +} + +Vector3& Vector3::operator=(const Vector3& other) { + v[0] = other[0]; + v[1] = other[1]; + v[2] = other[2]; + return *this; +} + +float Vector3::operator[](const int i) const { + if ((i>=0) && (i<=2)) { + return v[i]; + } + else { + // w component of a vector is 0 so return the constant 0.0 + return 0.0; + } +} + +float& Vector3::operator[](const int i) { + return v[i]; +} + +float Vector3::Dot(const Vector3& other) const { + return v[0]*other[0] + v[1]*other[1] + v[2]*other[2]; +} + +Vector3 Vector3::Cross(const Vector3& other) const { + return Vector3(v[1] * other[2] - v[2] * other[1], + v[2] * other[0] - v[0] * other[2], + v[0] * other[1] - v[1] * other[0]); +} + +float Vector3::Length() const { + return sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); +} + +void Vector3::Normalize() { + // Hill & Kelley provide this: + float sizeSq = + v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; + if (sizeSq < MINGFX_MATH_EPSILON) { + return; // do nothing to zero vectors; + } + float scaleFactor = (float)1.0/(float)sqrt(sizeSq); + v[0] *= scaleFactor; + v[1] *= scaleFactor; + v[2] *= scaleFactor; +} + + +Vector3 Vector3::ToUnit() const { + Vector3 v(*this); + v.Normalize(); + return v; +} + +const float * Vector3::value_ptr() const { + return v; +} + + + +Vector3 Vector3::Normalize(const Vector3 &v) { + return v.ToUnit(); +} + +Vector3 Vector3::Cross(const Vector3 &v1, const Vector3 &v2) { + return v1.Cross(v2); +} + +float Vector3::Dot(const Vector3 &v1, const Vector3 &v2) { + return v1.Dot(v2); +} + +Vector3 Vector3::Lerp(const Vector3 &b, float alpha) const { + float x = (1.0f-alpha)*(*this)[0] + alpha*b[0]; + float y = (1.0f-alpha)*(*this)[1] + alpha*b[1]; + float z = (1.0f-alpha)*(*this)[2] + alpha*b[2]; + return Vector3(x,y,z); +} + +Vector3 Vector3::Lerp(const Vector3 &a, const Vector3 &b, float alpha) { + float x = (1.0f-alpha)*a[0] + alpha*b[0]; + float y = (1.0f-alpha)*a[1] + alpha*b[1]; + float z = (1.0f-alpha)*a[2] + alpha*b[2]; + return Vector3(x,y,z); +} + + + +Vector3 operator/(const Vector3& v, const float s) { + const float invS = 1 / s; + return Vector3(v[0]*invS, v[1]*invS, v[2]*invS); +} + +Vector3 operator*(const float s, const Vector3& v) { + return Vector3(v[0]*s, v[1]*s, v[2]*s); +} + +Vector3 operator*(const Vector3& v, const float s) { + return Vector3(v[0]*s, v[1]*s, v[2]*s); +} + +Vector3 operator-(const Vector3& v) { + return Vector3(-v[0], -v[1], -v[2]); +} + +Point3 operator+(const Vector3& v, const Point3& p) { + return Point3(p[0] + v[0], p[1] + v[1], p[2] + v[2]); +}; + +Point3 operator+(const Point3& p, const Vector3& v) { + return Point3(p[0] + v[0], p[1] + v[1], p[2] + v[2]); +} + +Vector3 operator+(const Vector3& v1, const Vector3& v2) { + return Vector3(v1[0] + v2[0], v1[1] + v2[1], v1[2] + v2[2]); +} + +Point3 operator-(const Point3& p, const Vector3& v) { + return Point3(p[0] - v[0], p[1] - v[1], p[2] - v[2]); +} + +Vector3 operator-(const Vector3& v1, const Vector3& v2) { + return Vector3(v1[0] - v2[0], v1[1] - v2[1], v1[2] - v2[2]); +} + +Vector3 operator-(const Point3& p1, const Point3& p2) { + return Vector3(p1[0] - p2[0], p1[1] - p2[1], p1[2] - p2[2]); +} + + +std::ostream & operator<< ( std::ostream &os, const Vector3 &v) { + return os << "<" << v[0] << ", " << v[1] << ", " << v[2] << ">"; +} + +std::istream & operator>> ( std::istream &is, Vector3 &v) { + // format: + char dummy; + return is >> dummy >> v[0] >> dummy >> v[1] >> dummy >> v[2] >> dummy; +} + + +} // end namespace -- cgit v1.2.3