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/*
math/vector3f.cc
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#include <cmath>
#include <cstring>
#include "math/vector3f.h"
namespace math
{
Vector3f::Vector3f() :
x(coord[0]), y(coord[1]), z(coord[2])
{
clear();
}
Vector3f::Vector3f(const Vector3f &other) :
x(coord[0]), y(coord[1]), z(coord[2])
{
assign(other);
}
Vector3f::Vector3f(const float vx, const float vy, const float vz) :
x(coord[0]), y(coord[1]), z(coord[2])
{
assign(vx, vy, vz);
}
Vector3f::~Vector3f()
{
}
void Vector3f::clear()
{
/*
for (size_t i =0; i < 3; i++)
coord[i] = 0;
*/
memset(coord, 0, sizeof(coord));
}
void Vector3f::assign(const float vx, const float vy, const float vz)
{
coord[0] = vx;
coord[1] = vy;
coord[2] = vz;
}
void Vector3f::assign(Vector3f const & other)
{
/*
for (size_t i =0; i < 3; i++)
coord[i] = other.coord[i];
*/
memcpy(coord, other.coord, sizeof(coord));
}
Vector3f & Vector3f::operator=(const Vector3f & other)
{
assign(other);
return (*this);
}
Vector3f & Vector3f::operator*=(const float scalar)
{
for (int i=0; i < 3; i++)
coord[i] *= scalar;
return (*this);
}
Vector3f & Vector3f::operator/=(const float scalar)
{
for (int i=0; i < 3; i++)
coord[i] /= scalar;
return (*this);
}
Vector3f &Vector3f::operator-=(const Vector3f & other)
{
for (int i=0; i < 3; i++)
coord[i] -= other[i];
return (*this);
}
Vector3f &Vector3f::operator+=(const Vector3f &other)
{
for (int i=0; i < 3; i++)
coord[i] += other[i];
return (*this);
}
Vector3f Vector3f::operator*(const float scalar) const
{
Vector3f r(*this);
for (int i=0; i < 3; i++)
r.coord[i] *= scalar;
return (r);
}
Vector3f Vector3f::operator/(const float scalar) const
{
Vector3f r(*this);
for (int i=0; i < 3; i++)
r.coord[i] /= scalar;
return (r);
}
Vector3f Vector3f::operator-(const Vector3f& other) const
{
Vector3f r(*this);
for (int i=0; i < 3; i++)
r.coord[i] -= other.coord[i];
return (r);
}
Vector3f Vector3f::operator+(const Vector3f& other) const
{
Vector3f r(*this);
for (int i=0; i < 3; i++)
r.coord[i] += other.coord[i];
return (r);
}
bool Vector3f::operator==(const Vector3f& other) const
{
for (int i=0; i < 3; i++)
if (coord[i] != other.coord[i])
return (false);
return (true);
}
float Vector3f::lengthsquared() const
{
float r = 0;
for (int i=0; i < 3; i++)
r += coord[i]*coord[i];
return ((float) r);
}
float Vector3f::length() const
{
float r = 0;
for (int i=0; i < 3; i++)
r += coord[i]*coord[i];
return (sqrtf(r));
}
void Vector3f::normalize()
{
(*this) /= this->length();
}
Vector3f operator*(float scalar, const Vector3f& vector)
{
return vector * scalar;
}
std::ostream &operator<<(std::ostream & os, Vector3f const & vector)
{
os << vector[0] << " " << vector[1] << " " << vector[2];
return os;
}
std::istream &operator>>(std::istream & is, Vector3f & vector)
{
for (int i=0; i < 3; i++)
is >> vector[i];
return is;
}
const Vector3f crossproduct(Vector3f const & first, Vector3f const& second)
{
float vx = first[1]*second[2] - first[2]*second[1];
float vy = first[2]*second[0] - first[0]*second[2];
float vz = first[0]*second[1] - first[1]*second[0];
return(Vector3f(vx,vy,vz));
}
float dotproduct(const Vector3f& first, const Vector3f& second)
{
float r = 0;
for (int i=0; i < 3; i++)
r += first[i] * second[i];
return (r);
}
float distance(const Vector3f& first, const Vector3f& second)
{
float r = 0;
for (int i=0; i < 3; i++)
r += (first[i]-second[i])*(first[i]-second[i]);
return (sqrtf(r));
}
float distancesquared(const Vector3f& first, const Vector3f& second)
{
float r = 0;
for (int i=0; i < 3; i++)
r += (first[i]-second[i])*(first[i]-second[i]);
return (r);
}
} // namespace math
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