2009-02-04 14:51:42 +00:00
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/****************************************************************************
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* Copyright (C) 2009 Daniel Chappuis *
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****************************************************************************
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* This file is part of ReactPhysics3D. *
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* *
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* ReactPhysics3D is free software: you can redistribute it and/or modify *
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2009-06-05 14:24:38 +00:00
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* it under the terms of the GNU Lesser General Public License as published *
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* by the Free Software Foundation, either version 3 of the License, or *
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2009-02-04 14:51:42 +00:00
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* (at your option) any later version. *
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* *
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* ReactPhysics3D is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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2009-06-05 14:24:38 +00:00
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* GNU Lesser General Public License for more details. *
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2009-02-04 14:51:42 +00:00
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* *
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2009-06-05 14:24:38 +00:00
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* You should have received a copy of the GNU Lesser General Public License *
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2009-02-04 14:51:42 +00:00
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* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
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***************************************************************************/
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#ifndef VECTOR_H
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#define VECTOR_H
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// Libraries
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#include "Vector3D.h"
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#include "../typeDefinitions.h"
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#include "mathematics_functions.h"
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#include "exceptions.h"
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#include <cmath>
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#include <cassert>
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#include <iostream>
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2010-04-14 21:53:06 +00:00
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2009-02-04 14:51:42 +00:00
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// ReactPhysics3D namespace
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namespace reactphysics3d {
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/* -------------------------------------------------------------------
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Class Vector :
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This class represents a Vector.
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-------------------------------------------------------------------
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*/
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class Vector {
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private :
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double* tab; // Array of the vector's components
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uint nbComponent; // number of components in the vector
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public :
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Vector(); // Constructor without argument
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Vector(int n) throw(std::invalid_argument); // Constructor of the class Vector
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Vector(const Vector& vector); // Copy-constructor of the class Vector
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Vector(const Vector3D& vector3d); // Conversion from Vector3D to Vector
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virtual ~Vector(); // Destructor of the class Vector
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double getValue(int n) const throw(std::invalid_argument); // Get a component of the vector
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void setValue(int n, double value) throw(std::invalid_argument); // Set the value of a component of the vector
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int getNbComponent() const; // Get the number of components in the vector
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void initWithValue(double value); // Init all the elements with a given value
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double length() const; // Get the length of the vector
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Vector getUnit() const throw(MathematicsException); // Return the corresponding unit vector
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double scalarProduct(const Vector& vector) const throw(MathematicsException); // Scalar product of two vectors
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Vector crossProduct(const Vector& vector) const throw(MathematicsException); // Cross product of two vectors (in 3D only)
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void fillInSubVector(uint index, const Vector& subVector); // Replace a part of the current vector with another sub-vector
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Vector getSubVector(uint index, uint nbElements) const throw(std::invalid_argument); // Return a sub-vector of the current vector
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bool isUnit() const; // Return true if the vector is unit and false otherwise
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// --- Overloaded operators --- //
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Vector operator+(const Vector& vector) const throw(MathematicsException); // Overloaded operator for addition
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Vector operator-(const Vector& vector) const throw(MathematicsException); // Overloaded operator for substraction
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Vector operator*(double number) const; // Overloaded operator for multiplication with a number
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Vector& operator=(const Vector& vector) throw(MathematicsException); // Overloaded operator for the assignement to a Vector
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bool operator==(const Vector& vector) const throw(MathematicsException); // Overloaded operator for the equality condition
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};
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// ------ Definition of inlines functions ------ //
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// Method to get the value of a component of the vector (inline)
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inline double Vector::getValue(int n) const throw(std::invalid_argument) {
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// Check the argument
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if (n>=0 && n<nbComponent) {
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// Return the value of the component
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return tab[n];
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}
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else {
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// Throw an exception because of the wrong argument
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throw std::invalid_argument("The argument is outside the bounds of the Vector");
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}
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}
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// Method to set the value of a component of the vector
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inline void Vector::setValue(int n, double value) throw(std::invalid_argument) {
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// Check the argument
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if (n >= 0 && n<nbComponent) {
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// Set the value
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tab[n] = value;
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}
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else {
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// Throw an exception because of the wrong argument
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throw std::invalid_argument("Exception : The argument is outside the bounds of the Vector");
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}
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}
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// Method to get the number of components in the vector (inline)
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inline int Vector::getNbComponent() const {
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// Return the number of components in the vector
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return nbComponent;
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}
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// Method to get the length of the vector
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inline double Vector::length() const {
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// Compute the length of the vector
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double sum = 0.0;
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for(int i=0; i<nbComponent; ++i) {
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sum = sum + tab[i] * tab[i];
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}
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// Return the length of the vector
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return sqrt(sum);
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}
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// Init all the elements with a given value
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inline void Vector::initWithValue(double value) {
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for (uint i=0; i<nbComponent; i++) {
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tab[i] = value;
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}
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}
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// Replace a part of the current vector with another sub-vector.
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// The argument "rowIndex" is the row index where the subVector starts.
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inline void Vector::fillInSubVector(uint rowIndex, const Vector& subVector) {
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assert(nbComponent-rowIndex >= subVector.nbComponent);
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// For each value of the sub-vector
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for (uint i=0; i<subVector.nbComponent; ++i) {
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tab[rowIndex + i] = subVector.getValue(i);
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}
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}
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// Return a sub-vector of the current vector
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inline Vector Vector::getSubVector(uint index, uint nbElements) const throw(std::invalid_argument) {
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// Check if the arguments are valid
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if (index < 0 || index+nbElements >= nbComponent) {
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throw std::invalid_argument("Error : arguments are out of bounds");
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}
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// Compute the sub-vector
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Vector subVector(nbElements);
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for (uint i=0, j=index; i<nbElements; i++, j++) {
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subVector.tab[i] = tab[j];
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}
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// Return the sub-vector
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return subVector;
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}
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2010-03-28 21:55:15 +00:00
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// Return true if the vector is unit and false otherwise
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inline bool Vector::isUnit() const {
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return approxEqual(1.0, length());
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}
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// Overloaded operator for multiplication between a number and a Vector (inline)
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inline Vector operator*(double number, const Vector& vector) {
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// Compute and return the result
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return vector * number;
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}
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} // End of the ReactPhysics3D namespace
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#endif
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