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Vector3.h
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#ifndef VECTOR3
#define VECTOR3
#include <iostream>
#include <cmath>
namespace cbh {
template <class T>
class Vector3
{
public:
Vector3<T>() { vec[0] = 0.0; vec[1] = 0.0; vec[2] = 0.0; }
Vector3<T>(T x, T y, T z) { vec[0] = x; vec[1] = y; vec[2] = z; }
Vector3<T>(T v) { vec[0] = vec[1] = vec[2] = v; }
Vector3<T>(const Vector3<T> & v) { vec[0] = v.vec[0]; vec[1] = v.vec[1]; vec[2] = v.vec[2]; }
T squareNorm() const {return vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2]; }
T operator*(const Vector3<T> & rhs) const { return vec[0]*rhs.vec[0]+vec[1]*rhs.vec[1]+vec[2]*rhs.vec[2]; }
T dot(const Vector3<T> & rhs) const { return vec[0]*rhs.vec[0]+vec[1]*rhs.vec[1]+vec[2]*rhs.vec[2];}
//Elementwise multiplication
Vector3<T> mtimes(const Vector3<T> &rhs) const { return Vector3<T>(vec[0]*rhs.vec[0], vec[1]*rhs.vec[1], vec[2]*rhs.vec[2]);}
friend Vector3<T> operator*(T lhs, const Vector3<T> &rhs) { return Vector3<T>(lhs*rhs.vec[0], lhs*rhs.vec[1], lhs*rhs.vec[2]);}
friend Vector3<T> operator*(const Vector3<T> &lhs,T rhs) { return Vector3<T>(rhs*lhs.vec[0], rhs*lhs.vec[1], rhs*lhs.vec[2]);}
friend Vector3<T> operator*=(T lhs, const Vector3<T> &rhs) { return Vector3<T>(lhs*rhs.vec[0], lhs*rhs.vec[1], lhs*rhs.vec[2]);}
friend Vector3<T> operator/(T lhs, const Vector3<T> &rhs) { return Vector3<T>(lhs/rhs.vec[0], lhs/rhs.vec[1], lhs/rhs.vec[2]);}
Vector3<T> operator/(const T rhs) const {return Vector3<T>(vec[0]/rhs, vec[1]/rhs, vec[2]/rhs);}
Vector3<T> cross(const Vector3<T> &rhs) const {return Vector3<T>(vec[1]*rhs.vec[2]-vec[2]*rhs.vec[1], -(vec[0]*rhs.vec[2]-vec[2]*rhs.vec[0]), vec[0]*rhs.vec[1]-vec[1]*rhs.vec[0] );}
Vector3<T> operator-(const Vector3<T> &rhs) const {return Vector3<T>(vec[0]-rhs.vec[0], vec[1]-rhs.vec[1], vec[2]-rhs.vec[2]);}
friend Vector3<T> operator-(const Vector3<T> &rhs) {return Vector3<T>(-rhs.vec[0], -rhs.vec[1], -rhs.vec[2]);}
Vector3<T> operator+(const Vector3<T> &rhs) const {return Vector3<T>(vec[0]+rhs.vec[0], vec[1]+rhs.vec[1], vec[2]+rhs.vec[2]);}
Vector3<T> normalize() const;
Vector3<T> normalizeWithMax() const;
Vector3<T> clamp(T _min,T _max) const;
T sum() const { return vec[0]+vec[1]+vec[2]; }
bool operator== (const Vector3<T> &rhs) const { return (vec[0]==rhs.vec[0] && vec[1]==rhs.vec[1] && vec[2]==rhs.vec[2]); }
bool operator!= (const Vector3<T> &rhs) const { return !(*this == rhs); }
bool operator== (const T d) const { return (vec[0]==d && vec[1]==d && vec[2]==d); }
bool operator!= (const T d) const { return !(*this == d); }
Vector3<T>& operator= (const Vector3<T> &rhs);
Vector3<T>& operator= (const T d);
Vector3<T>& operator*= (const T d);
Vector3<T>& operator+= (const Vector3<T> &rhs);
bool operator>=(const T d) const { return (vec[0] >= d && vec[1] >= d && vec[2] >= d); }
T & operator[](const int & i) { return vec[i]; }
T operator[](const int & i) const { return vec[i]; }
T getX() const { return vec[0]; }
T getY() const { return vec[1]; }
T getZ() const { return vec[2]; }
void setX(const T _x) { vec[0] = _x;}
void setY(const T _y) { vec[1] = _y;}
void setZ(const T _z) { vec[2] = _z;}
void set(const T _x, const T _y, const T _z){vec[0] = _x; vec[1] = _y; vec[2] = _z;}
friend std::ostream& operator<<(std::ostream &os, const Vector3<T> &vec);
private:
T vec[3];
};
template <typename T> Vector3<T> Vector3<T>::normalize() const
{
double sq = squareNorm();
Vector3<T> ret = *this/sqrt(sq);
return ret;
}
template <typename T> Vector3<T> Vector3<T>::normalizeWithMax() const
{
double max = -1.0;
max = vec[0];
if (vec[1] > max)
max = vec[1];
if (vec[2] > max)
max = vec[2];
if (max > 1.0)
return *this/max;
else
return *this;
}
template <typename T> Vector3<T> Vector3<T>::clamp(T _min,T _max) const
{
Vector3<T> result(*this);
//if(X < min) -> X = min; else if(X > max) -> X = max; else X = X //Unchanged
result.vec[0] = result.vec[0] < _min ? _min : (result.vec[0] > _max ? _max : result.vec[0]);
result.vec[1] = result.vec[1] < _min ? _min : (result.vec[1] > _max ? _max : result.vec[1]);
result.vec[2] = result.vec[2] < _min ? _min : (result.vec[2] > _max ? _max : result.vec[2]);
return result;
}
template <typename T> Vector3<T>& Vector3<T>::operator= (const Vector3<T> &rhs)
{
// Handle self assignment
if (this == &rhs)
return *this;
vec[0] = rhs.vec[0]; vec[1] = rhs.vec[1]; vec[2] = rhs.vec[2];
return *this;
}
template <typename T> Vector3<T>& Vector3<T>::operator= (const T d)
{
vec[0] = d; vec[1] = d; vec[2] = d;
return *this;
}
template <typename T> Vector3<T>& Vector3<T>::operator*= (const T d)
{
vec[0] *= d; vec[1] *= d; vec[2] *= d;
return *this;
}
template <typename T> Vector3<T>& Vector3<T>::operator+= (const Vector3<T> &rhs)
{
vec[0] += rhs.vec[0]; vec[1] += rhs.vec[1]; vec[2] += rhs.vec[2];
return *this;
}
template <typename T> std::ostream& operator<<(std::ostream &os, const Vector3<T> &vec)
{
//os << "(" << vec.vec[0] << ", " << vec.vec[1] << ", " << vec.vec[2] << ")";
os << vec.vec[0] << "," << vec.vec[1] << "," << vec.vec[2];
return os;
}
//Assumes incoming pointing towards the surface
template <typename T> Vector3<T> reflect(const Vector3<T> &incoming , const Vector3<T> &normal)
{
Vector3<T> reflection(2.0*(-incoming.dot(normal))*normal + incoming);
return reflection.normalize();
}
/******* Typdefs ********/
//Cheesy way of choosing what precision we need for aaaaalll vectors
typedef Vector3<double> vec3;
//These should be used instead
typedef Vector3<double> vec3d;
typedef Vector3<float> vec3f;
typedef Vector3<unsigned char> vec3uc;
}
#endif