www.pudn.com > terra-0_7.zip > Vec3.h
#ifndef VEC3_INCLUDED // -*- C++ -*-
#define VEC3_INCLUDED
class Vec3 {
protected:
real elt[3];
inline void copy(const Vec3& v);
public:
// Standard constructors
Vec3(real x=0, real y=0, real z=0) { elt[0]=x; elt[1]=y; elt[2]=z; }
Vec3(const Vec2& v, real z) { elt[0]=v[0]; elt[1]=v[1]; elt[2]=z; }
Vec3(const Vec3& v) { copy(v); }
Vec3(const real *v) { elt[0]=v[0]; elt[1]=v[1]; elt[2]=v[2]; }
// Access methods
real& operator()(int i) { return elt[i]; }
const real& operator()(int i) const { return elt[i]; }
real& operator[](int i) { return elt[i]; }
const real& operator[](int i) const { return elt[i]; }
// Assignment methods
inline Vec3& operator=(const Vec3& v);
inline Vec3& operator+=(const Vec3& v);
inline Vec3& operator-=(const Vec3& v);
inline Vec3& operator*=(real s);
inline Vec3& operator/=(real s);
// Arithmetic methods
inline Vec3 operator+(const Vec3& v) const;
inline Vec3 operator-(const Vec3& v) const;
inline Vec3 operator-() const;
inline Vec3 operator*(real s) const;
inline Vec3 operator/(real s) const;
inline real operator*(const Vec3& v) const;
inline Vec3 operator^(const Vec3& v) const;
#ifdef IOSTREAMH
// Input/Output methods
friend ostream& operator<<(ostream&, const Vec3&);
friend istream& operator>>(istream&, Vec3&);
#endif
// Additional vector methods
inline real length();
inline real norm();
inline real norm2();
inline real unitize();
};
inline void Vec3::copy(const Vec3& v)
{
elt[0]=v.elt[0]; elt[1]=v.elt[1]; elt[2]=v.elt[2];
}
inline Vec3& Vec3::operator=(const Vec3& v)
{
copy(v);
return *this;
}
inline Vec3& Vec3::operator+=(const Vec3& v)
{
elt[0] += v[0];
elt[1] += v[1];
elt[2] += v[2];
return *this;
}
inline Vec3& Vec3::operator-=(const Vec3& v)
{
elt[0] -= v[0];
elt[1] -= v[1];
elt[2] -= v[2];
return *this;
}
inline Vec3& Vec3::operator*=(real s)
{
elt[0] *= s;
elt[1] *= s;
elt[2] *= s;
return *this;
}
inline Vec3& Vec3::operator/=(real s)
{
elt[0] /= s;
elt[1] /= s;
elt[2] /= s;
return *this;
}
///////////////////////
inline Vec3 Vec3::operator+(const Vec3& v) const
{
Vec3 w(elt[0]+v[0], elt[1]+v[1], elt[2]+v[2]);
return w;
}
inline Vec3 Vec3::operator-(const Vec3& v) const
{
Vec3 w(elt[0]-v[0], elt[1]-v[1], elt[2]-v[2]);
return w;
}
inline Vec3 Vec3::operator-() const
{
return Vec3(-elt[0], -elt[1], -elt[2]);
}
inline Vec3 Vec3::operator*(real s) const
{
Vec3 w(elt[0]*s, elt[1]*s, elt[2]*s);
return w;
}
inline Vec3 Vec3::operator/(real s) const
{
Vec3 w(elt[0]/s, elt[1]/s, elt[2]/s);
return w;
}
inline real Vec3::operator*(const Vec3& v) const
{
return elt[0]*v[0] + elt[1]*v[1] + elt[2]*v[2];
}
inline Vec3 Vec3::operator^(const Vec3& v) const
{
Vec3 w( elt[1]*v[2] - v[1]*elt[2],
-elt[0]*v[2] + v[0]*elt[2],
elt[0]*v[1] - v[0]*elt[1] );
return w;
}
inline real Vec3::length()
{
return norm();
}
inline real Vec3::norm()
{
return sqrt(elt[0]*elt[0] + elt[1]*elt[1] + elt[2]*elt[2]);
}
inline real Vec3::norm2()
{
return elt[0]*elt[0] + elt[1]*elt[1] + elt[2]*elt[2];
}
inline real Vec3::unitize()
{
real l=norm();
if( l!=1.0 )
(*this)/=l;
return l;
}
#ifdef IOSTREAMH
inline ostream& operator<<(ostream& out, const Vec3& v)
{
return out << "[" << v[0] << " " << v[1] << " " << v[2] << "]";
}
inline istream& operator>>(istream& in, Vec3& v)
{
return in >> "[" >> v[0] >> v[1] >> v[2] >> "]";
}
#endif
#endif