reactphysics3d/sources/mathematics/Vector3D.cpp

131 lines
4.7 KiB
C++
Raw Normal View History

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010 Daniel Chappuis *
*********************************************************************************
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy *
* of this software and associated documentation files (the "Software"), to deal *
* in the Software without restriction, including without limitation the rights *
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell *
* copies of the Software, and to permit persons to whom the Software is *
* furnished to do so, subject to the following conditions: *
* *
* The above copyright notice and this permission notice shall be included in *
* all copies or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR *
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, *
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE *
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER *
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, *
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN *
* THE SOFTWARE. *
********************************************************************************/
// Libraries
#include "Vector3D.h"
#include <iostream>
#include <cassert>
#include <vector>
// Namespaces
using namespace reactphysics3d;
// Constructor of the class Vector3D
Vector3D::Vector3D()
:x(0.0), y(0.0), z(0.0) {
}
// Constructor with arguments
Vector3D::Vector3D(double x, double y, double z)
:x(x), y(y), z(z) {
}
// Copy-constructor
Vector3D::Vector3D(const Vector3D& vector)
:x(vector.x), y(vector.y), z(vector.z) {
}
// Destructor
Vector3D::~Vector3D() {
}
// Return the corresponding unit vector
Vector3D Vector3D::getUnit() const throw(MathematicsException) {
double lengthVector = length();
// Check if the length is equal to zero
if (lengthVector != 0) {
// Compute and return the unit vector
double lengthInv = 1.0 / lengthVector;
return Vector3D(x * lengthInv, y * lengthInv, z*lengthInv);
}
else {
// Throw an exception because the length of the vector is zero
throw MathematicsException("MathematicsException : Impossible to compute the unit vector because the length of the vector is zero");
}
}
// Return two unit orthogonal vectors of the current vector
Vector3D Vector3D::getOneOrthogonalVector() const {
assert(!this->isZero());
Vector3D unitVector = this->getUnit();
// Compute a first orthogonal vector
Vector3D vector1;
if (!approxEqual(x, 0.0)) { // If x != 0
vector1.setY(x);
vector1.setZ((-2*x*y*z + 2*x*z)/(2*(z*z + x*x)));
vector1.setX((-x*y-z*vector1.getZ())/x);
}
else if (!approxEqual(y, 0.0)) { // If y != 0
vector1.setZ(y);
vector1.setX((-2*x*y*z + 2*x*y)/(2*(y*y + x*x)));
vector1.setY((-z*y-x*vector1.getX())/y);
}
else if (!approxEqual(z, 0.0)) { // If z != 0
vector1.setX(z);
vector1.setY((-2*x*y*z + 2*y*z)/(2*(z*z + y*y)));
vector1.setZ((-x*z-y*vector1.getY())/z);
}
assert(vector1.isUnit());
return vector1;
}
// Overloaded operator for addition
Vector3D Vector3D::operator+(const Vector3D& vector) const {
// Compute and return the sum of the two vectors
return Vector3D(x + vector.x, y + vector.y, z + vector.z);
}
// Overloaded operator for substraction
Vector3D Vector3D::operator-(const Vector3D& vector) const {
// Compute and return the substraction of the two vectors
return Vector3D(x - vector.x, y - vector.y, z - vector.z);
}
// Overloaded operator for multiplication with a number
Vector3D Vector3D::operator*(double number) const {
// Compute and return the result
return Vector3D(x * number, y * number, z * number);
}
// Overloaded operator for the assignement to a Vector
Vector3D& Vector3D::operator=(const Vector3D& vector) {
// Check for self-assignment
if (this != &vector) {
// Copy the vector
x = vector.x;
y = vector.y;
z = vector.z;
}
// Return a reference to the vector
return *this;
}