reactphysics3d/sources/mathematics/Vector3D.h

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/********************************************************************************
* 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. *
********************************************************************************/
#ifndef VECTOR3D_H
#define VECTOR3D_H
// Libraries
#include <cmath>
#include "exceptions.h"
#include "mathematics_functions.h"
// TODO : Remove the methods getX(), getY(), getZ(), setX(), setY(), setZ() and replace the attributes
// x, y and z by an array values[3]
// ReactPhysics3D namespace
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class Vector3D :
This classrepresents 3 dimensionnal vector in space.
-------------------------------------------------------------------
*/
class Vector3D {
private :
double x; // X component of the vector
double y; // Y component of the vector
double z; // Z component of the vector
public :
Vector3D(); // Constructor of the class Vector3D
Vector3D(double x, double y, double z); // Constructor with arguments
Vector3D(const Vector3D& vector); // Copy-constructor
virtual ~Vector3D(); // Destructor
double getValue(int index) const throw(std::invalid_argument); // Get a component of the vector
void setValue(int index, double value) throw(std::invalid_argument); // Set a component of the vector
double getX() const; // Get the x component of the vector
double getY() const; // Get the y component of the vector
double getZ() const; // Get the z component of the vector
void setX(double x); // Set the x component of the vector
void setY(double y); // Set the y component of the vector
void setZ(double z); // Set the z component of the vector
void setAllValues(double x, double y, double z); // Set all the values of the vector
double length() const; // Return the lenght of the vector
Vector3D getUnit() const throw(MathematicsException); // Return the corresponding unit vector
bool isUnit() const; // Return true if the vector is unit and false otherwise
bool isZero() const; // Return true if the current vector is the zero vector
Vector3D getOpposite() const; // Return the vector in the opposite direction
Vector3D getOneOrthogonalVector() const; // Return one unit orthogonal vectors of the current vector
double scalarProduct(const Vector3D& vector) const; // Scalar product of two vectors
Vector3D crossProduct(const Vector3D& vector) const; // Cross product of two vectors
bool isParallelWith(const Vector3D& vector) const; // Return true if two vectors are parallel
// --- Overloaded operators --- //
Vector3D operator+(const Vector3D& vector) const; // Overloaded operator for addition
Vector3D operator-(const Vector3D& vector) const ; // Overloaded operator for substraction
Vector3D operator*(double number) const; // Overloaded operator for multiplication with a number
Vector3D& operator=(const Vector3D& vector); // Overloaded operator for the assignement to a Vector
bool operator==(const Vector3D& vector) const; // Overloaded operator for the equality condition
};
// Get the x component of the vector (inline)
inline double Vector3D::getX() const {
return x;
}
// Get the y component of the vector (inline)
inline double Vector3D::getY() const {
return y;
}
// Get the z component of the vector (inline)
inline double Vector3D::getZ() const {
return z;
}
// Set the x component of the vector (inline)
inline void Vector3D::setX(double x) {
this->x = x;
}
// Set the y component of the vector (inline)
inline void Vector3D::setY(double y) {
this->y = y;
}
// Set the z component of the vector (inline)
inline void Vector3D::setZ(double z) {
this->z = z;
}
// Get a component of the vector
inline double Vector3D::getValue(int index) const throw(std::invalid_argument) {
switch(index) {
case 0: return x;
case 1: return y;
case 2: return z;
default: // Throw an exception because of the wrong argument
throw std::invalid_argument("The argument is outside the bounds of the Vector3D");
}
}
// Set a component of the vector
inline void Vector3D::setValue(int index, double value) throw(std::invalid_argument) {
switch(index) {
case 0: x = value;
case 1: y = value;
case 2: z = value;
default: // Throw an exception because of the wrong argument
throw std::invalid_argument("The argument is outside the bounds of the Vector3D");
}
}
// Set all the values of the vector (inline)
inline void Vector3D::setAllValues(double x, double y, double z) {
this->x = x;
this->y = y;
this->z = z;
}
// Return the length of the vector (inline)
inline double Vector3D::length() const {
// Compute and return the length of the vector
return sqrt(x*x + y*y + z*z);
}
// Return the vector in the opposite direction
inline Vector3D Vector3D::getOpposite() const {
return (Vector3D(0.0, 0.0, 0.0) - *this);
}
// Scalar product of two vectors (inline)
inline double Vector3D::scalarProduct(const Vector3D& vector) const {
// Compute and return the result of the scalar product
return (x * vector.x + y * vector.y + z * vector.z);
}
// Cross product of two vectors (inline)
inline Vector3D Vector3D::crossProduct(const Vector3D& vector) const {
// Compute and return the cross product
return Vector3D(y * vector.z - z * vector.y, z * vector.x - x * vector.z , x * vector.y - y * vector.x);
}
// Return true if two vectors are parallel
inline bool Vector3D::isParallelWith(const Vector3D& vector) const {
double scalarProd = this->scalarProduct(vector);
return approxEqual(std::abs(scalarProd), length() * vector.length());
}
// Return true if the vector is unit and false otherwise
inline bool Vector3D::isUnit() const {
return approxEqual(x*x+y*y+z*z, 1.0);
}
// Return true if the vector is the zero vector
inline bool Vector3D::isZero() const {
return approxEqual(x*x+y*y+z*z, 0.0);
}
// Overloaded operator for multiplication between a number and a Vector3D (inline)
inline Vector3D operator * (double number, const Vector3D& vector) {
// Compute and return the result vector
return vector * number;
}
// Overloaded operator for the equality condition
inline bool Vector3D::operator == (const Vector3D& vector) const {
return (x == vector.x && y == vector.y && z == vector.z);
}
} // End of the ReactPhysics3D namespace
#endif