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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
*/
#ifndef __INCLUDED_MATH_VECTOR3F_H__
#define __INCLUDED_MATH_VECTOR3F_H__
// project headers
#include "math/vector3f.h"
// C++ headers
#include <iostream>
namespace math
{
/// a point or vector in 3D-space
/** An instance of this class represents a point in 3D-space or a 3D-vector
* and forms the basic building block for all spatial calculations.
*/
class Vector3f
{
public:
/// Default constructor, creates a Vector3f (0,0,0)
Vector3f();
/// Copy constructor
/** Create a new Vector3f that is a copy from an other
* @param other the vector to copy values from
*/
Vector3f(const Vector3f &other);
/// Create a Vector3f with given coordinates
/** @param x the x-coordinate of the location
* @param y the y-coordinate of the location
* @param z the z-coordinate of the location
*/
Vector3f(const float x, const float y, const float z);
/// Destructor
~Vector3f();
/* -- Assignment operators -- */
/// assignment
void assign(const float x, const float y, const float z);
/// assignment
void assign(Vector3f const & other);
/// assignment operator
Vector3f& operator=(const Vector3f &other);
/// multiplicate each element of the vector with a given value
/** @param scalar multiplication factor
*/
Vector3f& operator*=(const float scalar);
/// divide each element of the vector by a given value
/** @param scalar divider
*/
Vector3f& operator/=(const float scalar);
/// perform an element-wise subtraction
Vector3f& operator-=(const Vector3f &other);
/// perform an element-wise addition
Vector3f& operator+=(const Vector3f &other);
/* -- Mathematical operators -- */
/// return this Vector multiplied with scalar
Vector3f operator*(const float scalar) const;
/// return this vector divided by a scalar
Vector3f operator/(const float scalar) const;
/// return the element-wise difference between two vectors
Vector3f operator-(const Vector3f &other) const;
/// return the element-wise sum of two vectors
Vector3f operator+(const Vector3f &other) const;
/// comparison operator
bool operator==(const Vector3f &other) const;
/// assign a value to an element of this vector
/*! WARNING: range is not checked
* @param index the index of the element to assign to ( 0 <= index < 3 )
*/
inline float& operator[](const unsigned int index) {
return coord[index];
}
/// returns the value of an element of this vector
/*! WARNING: range is not checked
* @param index the index of the element to return ( 0 <= index < 3 )
*/
inline float operator[](const unsigned int index) const {
return coord[index];
}
/// Return the cartesian length of this vector
float length() const;
/// Return the cartesian length squared (to speed up calculations)
float lengthsquared() const;
/// Divide this Vector by it's length
/// @see normalized()
/// WARNING: vector must not be (0, 0, 0)
void normalize();
/* static functions */
/// Returns the unity vector on the X-axis
static inline Vector3f Xaxis() { return Vector3f(1.0f, 0.0f, 0.0f); }
/// Returns the unity vector on the Y-axis
static inline Vector3f Yaxis() { return Vector3f(0.0f, 1.0f, 0.0f); }
/// Returns the unity vector on the Z-axis
static inline Vector3f Zaxis() { return Vector3f(0.0f, 0.0f, 1.0f); }
/// Return the cartesian length of a vector
static inline float length(const Vector3f& vector) { return vector.length(); }
/// Return a vector divided by it's length
/// @see normalize()
/// WARNING: vector must not be (0, 0, 0)
static inline Vector3f normalized(const Vector3f& vector) { return (vector / vector.length()); }
float &x;
float &y;
float &z;
float coord[3];
};
/// Write a Vector3f to a std::ostream
std::ostream &operator<<(std::ostream & os, Vector3f const & vector);
/// Read a Vector3d from a std::istream
std::istream &operator>>(std::istream & is, Vector3f & vector);
/// scalar * Vector3f operators
Vector3f operator*(float scalar, const Vector3f& vector);
/// vector cross product
const Vector3f crossproduct(Vector3f const & first, Vector3f const & second);
/// vector dot product
float dotproduct(const Vector3f& first, const Vector3f& second);
/// distance between two vectors
float distance(const Vector3f& first, const Vector3f& second);
/// distance between two vectors squared
float distancesquared(const Vector3f& first, const Vector3f& second);
} // namespace math
#endif // __INCLUDED_MATH_VECTOR3F_H__
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