/* 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