OpenGTA/math/vector.hpp
Anonymous Maarten e20673c2cd 2007-04-16
2015-12-03 01:37:37 +01:00

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#ifndef GOMEZ_Vector_H
#define GOMEZ_Vector_H
#include <cmath>
/**
* Taken from:
* http://www.gamasutra.com/features/19990702/data_structures_01.htm
* http://www.gamasutra.com/features/19991018/Gomez_1.htm
*
* Both by Miguel Gomez
*/
namespace GomezMath {
// A floating point number
//
typedef float Scalar;
//
// A 3D vector
//
class Vector
{
public:
Scalar x, y, z; //x,y,z coordinates
public:
Vector ():x (0), y (0), z (0)
{
}
Vector (const Scalar & a, const Scalar & b, const Scalar & c):x (a), y (b),
z (c)
{
}
//index a component
//NOTE: returning a reference allows
//you to assign the indexed element
Scalar & operator [](const long i)
{
return *((&x) + i);
}
//compare
const bool operator == (const Vector & v) const
{
return (v.x == x && v.y == y && v.z == z);
}
const bool operator != (const Vector & v) const
{
return !(v == *this);
}
//negate
const Vector operator - () const
{
return Vector (-x, -y, -z);
}
//assign
const Vector & operator = (const Vector & v)
{
x = v.x;
y = v.y;
z = v.z;
return *this;
}
//increment
const Vector & operator += (const Vector & v)
{
x += v.x;
y += v.y;
z += v.z;
return *this;
}
//decrement
const Vector & operator -= (const Vector & v)
{
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
}
//self-multiply
const Vector & operator *= (const Scalar & s)
{
x *= s;
y *= s;
z *= s;
return *this;
}
//self-divide
const Vector & operator /= (const Scalar & s)
{
const Scalar r = 1 / s;
x *= r;
y *= r;
z *= r;
return *this;
}
//add
const Vector operator + (const Vector & v) const
{
return Vector (x + v.x, y + v.y, z + v.z);
}
//subtract
const Vector operator - (const Vector & v) const
{
return Vector (x - v.x, y - v.y, z - v.z);
}
//post-multiply by a scalar
const Vector operator * (const Scalar & s) const
{
return Vector (x * s, y * s, z * s);
}
//pre-multiply by a scalar
friend inline const Vector operator * (const Scalar & s, const Vector & v)
{
return v * s;
}
//divide
const Vector operator / (Scalar s) const
{
s = 1 / s;
return Vector (s * x, s * y, s * z);
}
//cross product
const Vector cross (const Vector & v) const
{
//Davis, Snider, "Introduction to Vector Analysis", p. 44
return Vector (y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
}
//scalar dot product
const Scalar dot (const Vector & v) const
{
return x * v.x + y * v.y + z * v.z;
}
//length
const Scalar length () const
{
return (Scalar) sqrt ((double) this->dot (*this));
}
//unit vector
const Vector unit () const
{
return (*this) / length ();
}
//make this a unit vector
void normalize ()
{
(*this) /= length ();
}
//equal within an error e
const bool nearlyEquals (const Vector & v, const Scalar e) const
{
return fabs (x - v.x) < e && fabs (y - v.y) < e && fabs (z - v.z) < e;
}
// component-wise maximum
const Vector max(const Vector & other) const {
Vector _res;
_res.x = (x > other.x) ? x : other.x;
_res.y = (y > other.y) ? y : other.y;
_res.z = (z > other.x) ? z : other.z;
return _res;
}
const Vector abs() const {
Vector _res;
_res.x = (x >= 0) ? x : -x;
_res.y = (y >= 0) ? y : -y;
_res.z = (z >= 0) ? z : -z;
return _res;
}
};
//
// A 3D position
//
typedef Vector Point;
}
#endif