reactphysics3d/src/mathematics/Vector3.h

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/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2010-2012 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef VECTOR3_H
#define VECTOR3_H
// Libraries
#include <cmath>
#include <cassert>
#include "mathematics_functions.h"
#include "../decimal.h"
// ReactPhysics3D namespace
namespace reactphysics3d {
/* -------------------------------------------------------------------
Structure Vector3 :
This class represents a 3D vector.
-------------------------------------------------------------------
*/
struct Vector3 {
public:
// -------------------- Attributes -------------------- //
// Values of the 3D vector
decimal x, y, z;
// -------------------- Methods -------------------- //
// Constructor of the class Vector3D
Vector3();
// Constructor with arguments
Vector3(decimal newX, decimal newY, decimal newZ);
// Copy-constructor
Vector3(const Vector3& vector);
// Destructor
~Vector3();
// Set all the values of the vector
void setAllValues(decimal newX, decimal newY, decimal newZ);
// Return the lenght of the vector
decimal length() const;
// Return the square of the length of the vector
decimal lengthSquare() const;
// Return the corresponding unit vector
Vector3 getUnit() const;
// Return one unit orthogonal vector of the current vector
Vector3 getOneUnitOrthogonalVector() const;
// Return true if the vector is unit and false otherwise
bool isUnit() const;
// Return true if the current vector is the zero vector
bool isZero() const;
// Dot product of two vectors
decimal dot(const Vector3& vector) const;
// Cross product of two vectors
Vector3 cross(const Vector3& vector) const;
// Normalize the vector
void normalize();
// Return the corresponding absolute value vector
Vector3 getAbsoluteVector() const;
// Return the axis with the minimal value
int getMinAxis() const;
// Return the axis with the maximal value
int getMaxAxis() const;
// Return true if two vectors are parallel
bool isParallelWith(const Vector3& vector) const;
// Overloaded operator for the equality condition
bool operator== (const Vector3& vector) const;
// Overloaded operator for the is different condition
bool operator!= (const Vector3& vector) const;
// Overloaded operator for addition with assignment
Vector3& operator+=(const Vector3& vector);
// Overloaded operator for substraction with assignment
Vector3& operator-=(const Vector3& vector);
// Overloaded operator for multiplication with a number with assignment
Vector3& operator*=(decimal number);
// Overloaded operator for division by a number with assignment
Vector3& operator/=(decimal number);
// Overloaded operator for value access
decimal& operator[] (int index);
// Overloaded operator for value access
const decimal& operator[] (int index) const;
// Overloaded operator
Vector3& operator=(const Vector3& vector);
// -------------------- Friends -------------------- //
friend Vector3 operator+(const Vector3& vector1, const Vector3& vector2);
friend Vector3 operator-(const Vector3& vector1, const Vector3& vector2);
friend Vector3 operator-(const Vector3& vector);
friend Vector3 operator*(const Vector3& vector, decimal number);
friend Vector3 operator*(decimal number, const Vector3& vector);
friend Vector3 operator/(const Vector3& vector, decimal number);
};
// Set all the values of the vector
inline void Vector3::setAllValues(decimal newX, decimal newY, decimal newZ) {
x = newX;
y = newY;
z = newZ;
}
// Return the length of the vector
inline decimal Vector3::length() const {
return sqrt(x*x + y*y + z*z);
}
// Return the square of the length of the vector
inline decimal Vector3::lengthSquare() const {
return x*x + y*y + z*z;
}
// Scalar product of two vectors (inline)
inline decimal Vector3::dot(const Vector3& vector) const {
return (x*vector.x + y*vector.y + z*vector.z);
}
// Cross product of two vectors (inline)
inline Vector3 Vector3::cross(const Vector3& vector) const {
return Vector3(y * vector.z - z * vector.y,
z * vector.x - x * vector.z,
x * vector.y - y * vector.x);
}
// Normalize the vector
inline void Vector3::normalize() {
decimal l = length();
assert(l > std::numeric_limits<decimal>::epsilon());
x /= l;
y /= l;
z /= l;
}
// Return the corresponding absolute value vector
inline Vector3 Vector3::getAbsoluteVector() const {
return Vector3(std::abs(x), std::abs(y), std::abs(z));
}
// Return true if two vectors are parallel
inline bool Vector3::isParallelWith(const Vector3& vector) const {
decimal scalarProd = this->dot(vector);
return approxEqual(std::abs(scalarProd), length() * vector.length());
}
// Return the axis with the minimal value
inline int Vector3::getMinAxis() const {
return (x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2));
}
// Return the axis with the maximal value
inline int Vector3::getMaxAxis() const {
return (x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0));
}
// Return true if the vector is unit and false otherwise
inline bool Vector3::isUnit() const {
return approxEqual(lengthSquare(), 1.0);
}
// Return true if the vector is the zero vector
inline bool Vector3::isZero() const {
return approxEqual(lengthSquare(), 0.0);
}
// Overloaded operator for the equality condition
inline bool Vector3::operator== (const Vector3& vector) const {
return (x == vector.x && y == vector.y && z == vector.z);
}
// Overloaded operator for the is different condition
inline bool Vector3::operator!= (const Vector3& vector) const {
return !(*this == vector);
}
// Overloaded operator for addition with assignment
inline Vector3& Vector3::operator+=(const Vector3& vector) {
x += vector.x;
y += vector.y;
z += vector.z;
return *this;
}
// Overloaded operator for substraction with assignment
inline Vector3& Vector3::operator-=(const Vector3& vector) {
x -= vector.x;
y -= vector.y;
z -= vector.z;
return *this;
}
// Overloaded operator for multiplication with a number with assignment
inline Vector3& Vector3::operator*=(decimal number) {
x *= number;
y *= number;
z *= number;
return *this;
}
// Overloaded operator for division by a number with assignment
inline Vector3& Vector3::operator/=(decimal number) {
assert(number > std::numeric_limits<decimal>::epsilon());
x /= number;
y /= number;
z /= number;
return *this;
}
// Overloaded operator for value access
inline decimal& Vector3::operator[] (int index) {
return (&x)[index];
}
// Overloaded operator for value access
inline const decimal& Vector3::operator[] (int index) const {
return (&x)[index];
}
// Overloaded operator for addition
inline Vector3 operator+(const Vector3& vector1, const Vector3& vector2) {
return Vector3(vector1.x + vector2.x, vector1.y + vector2.y, vector1.z + vector2.z);
}
// Overloaded operator for substraction
inline Vector3 operator-(const Vector3& vector1, const Vector3& vector2) {
return Vector3(vector1.x - vector2.x, vector1.y - vector2.y, vector1.z - vector2.z);
}
// Overloaded operator for the negative of a vector
inline Vector3 operator-(const Vector3& vector) {
return Vector3(-vector.x, -vector.y, -vector.z);
}
// Overloaded operator for multiplication with a number
inline Vector3 operator*(const Vector3& vector, decimal number) {
return Vector3(number * vector.x, number * vector.y, number * vector.z);
}
// Overloaded operator for division by a number
inline Vector3 operator/(const Vector3& vector, decimal number) {
assert(number > std::numeric_limits<decimal>::epsilon());
return Vector3(vector.x / number, vector.y / number, vector.z / number);
}
// Overloaded operator for multiplication with a number
inline Vector3 operator*(decimal number, const Vector3& vector) {
return vector * number;
}
// Assignment operator
inline Vector3& Vector3::operator=(const Vector3& vector) {
if (&vector != this) {
x = vector.x;
y = vector.y;
z = vector.z;
}
return *this;
}
}
#endif