////////////////////////////////////////////////////////////////////////////////////////// // VECTOR3D.h // Class declaration for a 3d vector // You may use this code however you wish, but if you do, please credit me and // provide a link to my website in a readme file or similar // Downloaded from: www.paulsprojects.net // Created: 20th July 2002 // Modified: 8th November 2002 - Changed Constructor layout // - Some speed Improvements // - Corrected Lerp // 7th January 2003 - Added QuadraticInterpolate ////////////////////////////////////////////////////////////////////////////////////////// #ifndef VECTOR3D_H #define VECTOR3D_H class VECTOR3D { public: //constructors VECTOR3D(void) : x(0.0f), y(0.0f), z(0.0f) {} VECTOR3D(float newX, float newY, float newZ) : x(newX), y(newY), z(newZ) {} VECTOR3D(const float * rhs) : x(*rhs), y(*(rhs+1)), z(*(rhs+2)) {} VECTOR3D(const VECTOR3D & rhs) : x(rhs.x), y(rhs.y), z(rhs.z) {} ~VECTOR3D() {} //empty void Set(float newX, float newY, float newZ) { x=newX; y=newY; z=newZ; } //Accessors kept for compatibility void SetX(float newX) {x = newX;} void SetY(float newY) {y = newY;} void SetZ(float newZ) {z = newZ;} float GetX() const {return x;} //public accessor functions float GetY() const {return y;} //inline, const float GetZ() const {return z;} void LoadZero(void) { x=y=z=0.0f; } void LoadOne(void) { x=y=z=1.0f; } //vector algebra VECTOR3D CrossProduct(const VECTOR3D & rhs) const { return VECTOR3D(y*rhs.z - z*rhs.y, z*rhs.x - x*rhs.z, x*rhs.y - y*rhs.x); } float DotProduct(const VECTOR3D & rhs) const { return x*rhs.x + y*rhs.y + z*rhs.z; } void Normalize(); VECTOR3D GetNormalized() const; float GetLength() const { return (float)sqrt((x*x)+(y*y)+(z*z)); } float GetSquaredLength() const { return (x*x)+(y*y)+(z*z); } //rotations void RotateX(double angle); VECTOR3D GetRotatedX(double angle) const; void RotateY(double angle); VECTOR3D GetRotatedY(double angle) const; void RotateZ(double angle); VECTOR3D GetRotatedZ(double angle) const; void RotateAxis(double angle, const VECTOR3D & axis); VECTOR3D GetRotatedAxis(double angle, const VECTOR3D & axis) const; //pack to [0,1] for color void PackTo01(); VECTOR3D GetPackedTo01() const; //linear interpolate VECTOR3D lerp(const VECTOR3D & v2, float factor) const { return (*this)*(1.0f-factor) + v2*factor; } VECTOR3D QuadraticInterpolate(const VECTOR3D & v2, const VECTOR3D & v3, float factor) const { return (*this)*(1.0f-factor)*(1.0f-factor) + 2*v2*factor*(1.0f-factor) + v3*factor*factor;} //overloaded operators //binary operators VECTOR3D operator+(const VECTOR3D & rhs) const { return VECTOR3D(x + rhs.x, y + rhs.y, z + rhs.z); } VECTOR3D operator-(const VECTOR3D & rhs) const { return VECTOR3D(x - rhs.x, y - rhs.y, z - rhs.z); } VECTOR3D operator*(const float rhs) const { return VECTOR3D(x*rhs, y*rhs, z*rhs); } VECTOR3D operator/(const float rhs) const { return (rhs==0.0f) ? VECTOR3D(0.0f, 0.0f, 0.0f) : VECTOR3D(x / rhs, y / rhs, z / rhs); } //multiply by a float, eg 3*v friend VECTOR3D operator*(float scaleFactor, const VECTOR3D & rhs); //Add, subtract etc, saving the construction of a temporary void Add(const VECTOR3D & v2, VECTOR3D & result) { result.x=x+v2.x; result.y=y+v2.y; result.z=z+v2.z; } void Subtract(const VECTOR3D & v2, VECTOR3D & result) { result.x=x-v2.x; result.y=y-v2.y; result.z=z-v2.z; } bool operator==(const VECTOR3D & rhs) const; bool operator!=(const VECTOR3D & rhs) const { return !((*this)==rhs); } //self-add etc void operator+=(const VECTOR3D & rhs) { x+=rhs.x; y+=rhs.y; z+=rhs.z; } void operator-=(const VECTOR3D & rhs) { x-=rhs.x; y-=rhs.y; z-=rhs.z; } void operator*=(const float rhs) { x*=rhs; y*=rhs; z*=rhs; } void operator/=(const float rhs) { if(rhs==0.0f) return; else { x/=rhs; y/=rhs; z/=rhs; } } //unary operators VECTOR3D operator-(void) const {return VECTOR3D(-x, -y, -z);} VECTOR3D operator+(void) const {return *this;} //cast to pointer to a (float *) for glVertex3fv etc operator float* () const {return (float*) this;} operator const float* () const {return (const float*) this;} //member variables float x; float y; float z; }; #endif //VECTOR3D_H