/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2016 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. * * * ********************************************************************************/ // Libraries #include "Vector3.h" #include #include // Namespaces using namespace reactphysics3d; // Constructor of the class Vector3D Vector3::Vector3() : x(0.0), y(0.0), z(0.0) { } // Constructor with arguments Vector3::Vector3(decimal newX, decimal newY, decimal newZ) : x(newX), y(newY), z(newZ) { } // Copy-constructor Vector3::Vector3(const Vector3& vector) : x(vector.x), y(vector.y), z(vector.z) { } // Destructor Vector3::~Vector3() { } // Return the corresponding unit vector Vector3 Vector3::getUnit() const { decimal lengthVector = length(); if (lengthVector < MACHINE_EPSILON) { return *this; } // Compute and return the unit vector decimal lengthInv = decimal(1.0) / lengthVector; return Vector3(x * lengthInv, y * lengthInv, z * lengthInv); } // Return one unit orthogonal vector of the current vector Vector3 Vector3::getOneUnitOrthogonalVector() const { assert(length() > MACHINE_EPSILON); // Get the minimum element of the vector Vector3 vectorAbs(fabs(x), fabs(y), fabs(z)); int minElement = vectorAbs.getMinAxis(); if (minElement == 0) { return Vector3(0.0, -z, y) / sqrt(y*y + z*z); } else if (minElement == 1) { return Vector3(-z, 0.0, x) / sqrt(x*x + z*z); } else { return Vector3(-y, x, 0.0) / sqrt(x*x + y*y); } }