/******************************************************************************** * 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 #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