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Vector3.cpp
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188 lines (145 loc) · 2.56 KB
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#include "Vector3.h"
#include <math.h>
#include <iostream>
#include <cstring>
#include "Vector4.h"
#define PI 3.1415926535
Vector3::Vector3()
{
std::memset(m, 0, sizeof(m));
}
Vector3::Vector3(float m0, float m1, float m2)
{
m[0] = m0;
m[1] = m1;
m[2] = m2;
//this->set(m0, m1, m2);
}
Vector3::~Vector3()
{
//
}
float* Vector3::ptr()
{
return &m[0];
}
void Vector3::set(float x, float y, float z)
{
m[0] = x;
m[1] = y;
m[2] = z;
}
void Vector3::set(int index, float value)
{
m[index] = value;
}
float& Vector3::operator [] (int loc)
{
return m[loc];
}
Vector3 Vector3::add(Vector3 a)
{
Vector3 b;
//
b.set(m[0] + a[0], m[1] + a[1], m[2] + a[2]);
return b;
}
Vector3 Vector3::operator + (Vector3 a)
{
return add(a);
}
Vector3 Vector3::subtract(Vector3 a)
{
Vector3 b;
//
b.set(m[0] - a[0], m[1] - a[1], m[2] - a[2]);
return b;
}
Vector3 Vector3::operator - (Vector3 a)
{
return subtract(a);
}
Vector3 Vector3::negate(void)
{
Vector3 b;
//
b.set(-m[0], -m[1], -m[2]);
return b;
}
Vector3 Vector3::scale(float s)
{
Vector3 b;
//
b.set(s*m[0], s*m[1], s*m[2]);
return b;
}
Vector3 Vector3::multiply(float a)
{
Vector3 b;
//
b.set(a*m[0], a*m[1], a*m[2]);
return b;
}
Vector3 Vector3::operator * (float a)
{
return multiply(a);
}
Vector3 Vector3::multiply(Vector3 a)
{
Vector3 b;
//Coomponent-wise multiplication
b.set(m[0] * a[0], m[1] * a[1], m[2] * a[2]);
return b;
}
Vector3 Vector3::operator * (Vector3 a)
{
return multiply(a);
}
float Vector3::dot(Vector3 a)
{
//
float result = m[0] * a[0] + m[1] * a[1] + m[2] * a[2];
return result;
}
Vector3 Vector3::cross(Vector3 a)
{
Vector3 b;
//
b.set( a[2] * m[1] - a[1] * m[2],
a[0] * m[2] - a[2] * m[0],
a[1] * m[0] - a[0] * m[1]);
return b;
}
float Vector3::angle(Vector3 a)
{
//
float result = acos((dot(a)/(a.magnitude() * magnitude())));
return result;
}
float Vector3::magnitude(void)
{
//
float result = sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
return result;
}
Vector3 Vector3::normalize(void)
{
Vector3 b;
//
float mag = magnitude();
if (mag != 0)
b = multiply(1 / mag);
else
b = multiply(0);
return b;
}
Vector4 Vector3::toVector4(float w)
{
Vector4 b(m[0], m[1], m[2], w);
return b;
}
void Vector3::print(std::string comment)
{
std::cout << comment << std::endl;
std::cout << "<x:" << m[0] << ", y:" << m[1] << ", z:" << m[2] << ">" << std::endl;
}