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00001 /******************************************************************************** 00002 * * 00003 * D o u b l e - P r e c i s i o n 3 - E l e m e n t V e c t o r * 00004 * * 00005 ********************************************************************************* 00006 * Copyright (C) 1994,2009 by Jeroen van der Zijp. All Rights Reserved. * 00007 ********************************************************************************* 00008 * This library is free software; you can redistribute it and/or modify * 00009 * it under the terms of the GNU Lesser General Public License as published by * 00010 * the Free Software Foundation; either version 3 of the License, or * 00011 * (at your option) any later version. * 00012 * * 00013 * This library is distributed in the hope that it will be useful, * 00014 * but WITHOUT ANY WARRANTY; without even the implied warranty of * 00015 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * 00016 * GNU Lesser General Public License for more details. * 00017 * * 00018 * You should have received a copy of the GNU Lesser General Public License * 00019 * along with this program. If not, see <http://www.gnu.org/licenses/> * 00020 ********************************************************************************* 00021 * $Id: FXVec3d.h,v 1.29 2009/02/04 18:11:55 fox Exp $ * 00022 ********************************************************************************/ 00023 #ifndef FXVEC3D_H 00024 #define FXVEC3D_H 00025 00026 00027 namespace FX { 00028 00029 00030 class FXMat3d; 00031 class FXMat4d; 00032 00033 00034 /// Double-precision 3-element vector 00035 class FXAPI FXVec3d { 00036 public: 00037 FXdouble x; 00038 FXdouble y; 00039 FXdouble z; 00040 public: 00041 00042 /// Default constructor; value is not initialized 00043 FXVec3d(){} 00044 00045 /// Initialize from another vector 00046 FXVec3d(const FXVec3d& v){x=v.x;y=v.y;z=v.z;} 00047 00048 /// Initialize from array of doubles 00049 FXVec3d(const FXdouble v[]){x=v[0];y=v[1];z=v[2];} 00050 00051 /// Initialize with components 00052 FXVec3d(FXdouble xx,FXdouble yy,FXdouble zz=1.0){x=xx;y=yy;z=zz;} 00053 00054 /// Return a non-const reference to the ith element 00055 FXdouble& operator[](FXint i){return (&x)[i];} 00056 00057 /// Return a const reference to the ith element 00058 const FXdouble& operator[](FXint i) const {return (&x)[i];} 00059 00060 /// Assignment 00061 FXVec3d& operator=(const FXVec3d& v){x=v.x;y=v.y;z=v.z;return *this;} 00062 00063 /// Assignment from array of doubles 00064 FXVec3d& operator=(const FXdouble v[]){x=v[0];y=v[1];z=v[2];return *this;} 00065 00066 /// Set value from another vector 00067 FXVec3d& set(const FXVec3d& v){x=v.x;y=v.y;z=v.z;return *this;} 00068 00069 /// Set value from array of floats 00070 FXVec3d& set(const FXdouble v[]){x=v[0];y=v[1];z=v[2];return *this;} 00071 00072 /// Set value from components 00073 FXVec3d& set(FXdouble xx,FXdouble yy,FXdouble zz){x=xx;y=yy;z=zz;return *this;} 00074 00075 /// Assigning operators 00076 FXVec3d& operator*=(FXdouble n){x*=n;y*=n;z*=n;return *this;} 00077 FXVec3d& operator/=(FXdouble n){x/=n;y/=n;z/=n;return *this;} 00078 FXVec3d& operator+=(const FXVec3d& v){x+=v.x;y+=v.y;z+=v.z;return *this;} 00079 FXVec3d& operator-=(const FXVec3d& v){x-=v.x;y-=v.y;z-=v.z;return *this;} 00080 00081 /// Conversions 00082 operator FXdouble*(){return &x;} 00083 operator const FXdouble*() const {return &x;} 00084 operator FXVec2d&(){return *reinterpret_cast<FXVec2d*>(this);} 00085 operator const FXVec2d&() const {return *reinterpret_cast<const FXVec2d*>(this);} 00086 00087 /// Unary 00088 FXVec3d operator+() const { return *this; } 00089 FXVec3d operator-() const { return FXVec3d(-x,-y,-z); } 00090 00091 /// Vector and vector 00092 FXVec3d operator+(const FXVec3d& v) const { return FXVec3d(x+v.x,y+v.y,z+v.z); } 00093 FXVec3d operator-(const FXVec3d& v) const { return FXVec3d(x-v.x,y-v.y,z-v.z); } 00094 00095 /// Vector and matrix 00096 FXVec3d operator*(const FXMat3d& m) const; 00097 FXVec3d operator*(const FXMat4d& m) const; 00098 00099 /// Scaling 00100 friend inline FXVec3d operator*(const FXVec3d& a,FXdouble n); 00101 friend inline FXVec3d operator*(FXdouble n,const FXVec3d& a); 00102 friend inline FXVec3d operator/(const FXVec3d& a,FXdouble n); 00103 friend inline FXVec3d operator/(FXdouble n,const FXVec3d& a); 00104 00105 /// Dot product 00106 FXdouble operator*(const FXVec3d& v) const { return x*v.x+y*v.y+z*v.z; } 00107 00108 /// Cross product 00109 FXVec3d operator^(const FXVec3d& v) const { return FXVec3d(y*v.z-z*v.y, z*v.x-x*v.z, x*v.y-y*v.x); } 00110 00111 /// Test if zero 00112 FXbool operator!() const { return x==0.0 && y==0.0 && z==0.0; } 00113 00114 /// Equality tests 00115 FXbool operator==(const FXVec3d& v) const { return x==v.x && y==v.y && z==v.z; } 00116 FXbool operator!=(const FXVec3d& v) const { return x!=v.x || y!=v.y || z!=v.z; } 00117 00118 friend inline FXbool operator==(const FXVec3d& a,FXdouble n); 00119 friend inline FXbool operator!=(const FXVec3d& a,FXdouble n); 00120 friend inline FXbool operator==(FXdouble n,const FXVec3d& a); 00121 friend inline FXbool operator!=(FXdouble n,const FXVec3d& a); 00122 00123 /// Inequality tests 00124 FXbool operator<(const FXVec3d& v) const { return x<v.x && y<v.y && z<v.z; } 00125 FXbool operator<=(const FXVec3d& v) const { return x<=v.x && y<=v.y && z<=v.z; } 00126 FXbool operator>(const FXVec3d& v) const { return x>v.x && y>v.y && z>v.z; } 00127 FXbool operator>=(const FXVec3d& v) const { return x>=v.x && y>=v.y && z>=v.z; } 00128 00129 friend inline FXbool operator<(const FXVec3d& a,FXdouble n); 00130 friend inline FXbool operator<=(const FXVec3d& a,FXdouble n); 00131 friend inline FXbool operator>(const FXVec3d& a,FXdouble n); 00132 friend inline FXbool operator>=(const FXVec3d& a,FXdouble n); 00133 00134 friend inline FXbool operator<(FXdouble n,const FXVec3d& a); 00135 friend inline FXbool operator<=(FXdouble n,const FXVec3d& a); 00136 friend inline FXbool operator>(FXdouble n,const FXVec3d& a); 00137 friend inline FXbool operator>=(FXdouble n,const FXVec3d& a); 00138 00139 /// Length and square of length 00140 FXdouble length2() const { return x*x+y*y+z*z; } 00141 FXdouble length() const { return sqrt(length2()); } 00142 00143 /// Clamp values of vector between limits 00144 FXVec3d& clamp(FXdouble lo,FXdouble hi){x=FXCLAMP(lo,x,hi);y=FXCLAMP(lo,y,hi);z=FXCLAMP(lo,z,hi);return *this;} 00145 00146 /// Lowest or highest components 00147 friend inline FXVec3d lo(const FXVec3d& a,const FXVec3d& b); 00148 friend inline FXVec3d hi(const FXVec3d& a,const FXVec3d& b); 00149 00150 /// Convert vector to color and back 00151 friend FXAPI FXColor colorFromVec3d(const FXVec3d& vec); 00152 friend FXAPI FXVec3d colorToVec3d(FXColor clr); 00153 00154 /// Compute normal from three points a,b,c 00155 friend FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c); 00156 00157 /// Compute approximate normal from four points a,b,c,d 00158 friend FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c,const FXVec3d& d); 00159 00160 /// Normalize vector 00161 friend FXAPI FXVec3d normalize(const FXVec3d& v); 00162 00163 /// Save vector to a stream 00164 friend FXAPI FXStream& operator<<(FXStream& store,const FXVec3d& v); 00165 00166 /// Load vector from a stream 00167 friend FXAPI FXStream& operator>>(FXStream& store,FXVec3d& v); 00168 }; 00169 00170 00171 inline FXVec3d operator*(const FXVec3d& a,FXdouble n){return FXVec3d(a.x*n,a.y*n,a.z*n);} 00172 inline FXVec3d operator*(FXdouble n,const FXVec3d& a){return FXVec3d(n*a.x,n*a.y,n*a.z);} 00173 inline FXVec3d operator/(const FXVec3d& a,FXdouble n){return FXVec3d(a.x/n,a.y/n,a.z/n);} 00174 inline FXVec3d operator/(FXdouble n,const FXVec3d& a){return FXVec3d(n/a.x,n/a.y,n/a.z);} 00175 00176 inline FXbool operator==(const FXVec3d& a,FXdouble n){return a.x==n && a.y==n && a.z==n;} 00177 inline FXbool operator!=(const FXVec3d& a,FXdouble n){return a.x!=n || a.y!=n || a.z!=n;} 00178 inline FXbool operator==(FXdouble n,const FXVec3d& a){return n==a.x && n==a.y && n==a.z;} 00179 inline FXbool operator!=(FXdouble n,const FXVec3d& a){return n!=a.x || n!=a.y || n!=a.z;} 00180 00181 inline FXbool operator<(const FXVec3d& a,FXdouble n){return a.x<n && a.y<n && a.z<n;} 00182 inline FXbool operator<=(const FXVec3d& a,FXdouble n){return a.x<=n && a.y<=n && a.z<=n;} 00183 inline FXbool operator>(const FXVec3d& a,FXdouble n){return a.x>n && a.y>n && a.z>n;} 00184 inline FXbool operator>=(const FXVec3d& a,FXdouble n){return a.x>=n && a.y>=n && a.z>=n;} 00185 00186 inline FXbool operator<(FXdouble n,const FXVec3d& a){return n<a.x && n<a.y && n<a.z;} 00187 inline FXbool operator<=(FXdouble n,const FXVec3d& a){return n<=a.x && n<=a.y && n<=a.z;} 00188 inline FXbool operator>(FXdouble n,const FXVec3d& a){return n>a.x && n>a.y && n>a.z;} 00189 inline FXbool operator>=(FXdouble n,const FXVec3d& a){return n>=a.x && n>=a.y && n>=a.z;} 00190 00191 inline FXVec3d lo(const FXVec3d& a,const FXVec3d& b){return FXVec3d(FXMIN(a.x,b.x),FXMIN(a.y,b.y),FXMIN(a.z,b.z));} 00192 inline FXVec3d hi(const FXVec3d& a,const FXVec3d& b){return FXVec3d(FXMAX(a.x,b.x),FXMAX(a.y,b.y),FXMAX(a.z,b.z));} 00193 00194 extern FXAPI FXColor colorFromVec3d(const FXVec3d& vec); 00195 extern FXAPI FXVec3d colorToVec3d(FXColor clr); 00196 00197 extern FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c); 00198 extern FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c,const FXVec3d& d); 00199 00200 extern FXAPI FXVec3d normalize(const FXVec3d& v); 00201 00202 extern FXAPI FXStream& operator<<(FXStream& store,const FXVec3d& v); 00203 extern FXAPI FXStream& operator>>(FXStream& store,FXVec3d& v); 00204 00205 } 00206 00207 #endif
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