reactphysics3d/sources/reactphysics3d/mathematics/Vector.h

137 lines
6.5 KiB
C++

/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU Lesser General Public License as published *
* by the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef VECTOR_H
#define VECTOR_H
// Libraries
#include "exceptions.h"
#include <cmath>
#include <cassert>
#include <iostream>
// ReactPhysics3D namespace
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class Vector :
This class represents a Vector.
-------------------------------------------------------------------
*/
class Vector {
private :
double* tab; // Array of the vector's components
unsigned int nbComponent; // number of components in the vector
public :
Vector(); // Constructor without argument
Vector(int n) throw(std::invalid_argument); // Constructor of the class Vector
Vector(const Vector& vector); // Copy-constructor of the class Vector
virtual ~Vector(); // Destructor of the class Vector
double getValue(int n) const throw(std::invalid_argument); // Get a component of the vector
void setValue(int n, double value) throw(std::invalid_argument); // Set the value of a component of the vector
int getNbComponent() const; // Get the number of components in the vector
double length() const; // Get the length of the vector
Vector getUnit() const throw(MathematicsException); // Return the corresponding unit vector
double scalarProduct(const Vector& vector) const throw(MathematicsException); // Scalar product of two vectors
Vector crossProduct(const Vector& vector) const throw(MathematicsException); // Cross product of two vectors (in 3D only)
void fillInSubVector(unsigned int index, const Vector& subVector); // Replace a part of the current vector with another sub-vector
bool isUnit() const; // Return true if the vector is unit and false otherwise
// --- Overloaded operators --- //
Vector operator+(const Vector& vector) const throw(MathematicsException); // Overloaded operator for addition
Vector operator-(const Vector& vector) const throw(MathematicsException); // Overloaded operator for substraction
Vector operator*(double number) const; // Overloaded operator for multiplication with a number
Vector& operator=(const Vector& vector) throw(MathematicsException); // Overloaded operator for the assignement to a Vector
bool operator==(const Vector& vector) const throw(MathematicsException); // Overloaded operator for the equality condition
};
// ------ Definition of inlines functions ------ //
// Method to get the value of a component of the vector (inline)
inline double Vector::getValue(int n) const throw(std::invalid_argument) {
// Check the argument
if (n>=0 && n<nbComponent) {
// Return the value of the component
return tab[n];
}
else {
// Throw an exception because of the wrong argument
throw std::invalid_argument("The argument is outside the bounds of the Vector");
}
}
// Method to set the value of a component of the vector
inline void Vector::setValue(int n, double value) throw(std::invalid_argument) {
// Check the argument
if (n >= 0 && n<nbComponent) {
// Set the value
tab[n] = value;
}
else {
// Throw an exception because of the wrong argument
throw std::invalid_argument("Exception : The argument is outside the bounds of the Vector");
}
}
// Method to get the number of components in the vector (inline)
inline int Vector::getNbComponent() const {
// Return the number of components in the vector
return nbComponent;
}
// Method to get the length of the vector
inline double Vector::length() const {
// Compute the length of the vector
double sum = 0.0;
for(int i=0; i<nbComponent; ++i) {
sum = sum + tab[i] * tab[i];
}
// Return the length of the vector
return sqrt(sum);
}
// Replace a part of the current vector with another sub-vector.
// The argument "rowIndex" is the row index where the subVector starts.
inline void Vector::fillInSubVector(unsigned int rowIndex, const Vector& subVector) {
assert(nbComponent-rowIndex >= subVector.nbComponent);
// For each value of the sub-vector
for (unsigned int i=0; i<subVector.nbComponent; ++i) {
tab[rowIndex + i] = subVector.getValue(i);
}
}
// Return true if the vector is unit and false otherwise
inline bool Vector::isUnit() const {
return (1.0 - EPSILON <= this->length() && this->length() <= 1.0 + EPSILON );
}
// Overloaded operator for multiplication between a number and a Vector (inline)
inline Vector operator*(double number, const Vector& vector) {
// Compute and return the result
return vector * number;
}
} // End of the ReactPhysics3D namespace
#endif