reactphysics3d/testbed/opengl-framework/src/maths/Vector3.h

204 lines
6.3 KiB
C++

/********************************************************************************
* OpenGL-Framework *
* Copyright (c) 2013 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 OPENGLFRAMEWORK_VECTOR3_H
#define OPENGLFRAMEWORK_VECTOR3_H
// Libraries
#include <cmath>
#include <cassert>
#include <limits>
namespace openglframework {
// Class Vector3
// This class represents a 3D vector.
class Vector3 {
public:
// -------------------- Attributes -------------------- //
// Components of the vector
float x, y, z;
// -------------------- Methods -------------------- //
// Constructor
Vector3(float x=0, float y=0, float z=0) : x(x), y(y), z(z) {}
// Constructor
Vector3(const Vector3& vector) : x(vector.x), y(vector.y), z(vector.z) {}
// Constructor
~Vector3() {}
// = operator
Vector3& operator=(const Vector3& vector) {
if (&vector != this) {
x = vector.x;
y = vector.y;
z = vector.z;
}
return *this;
}
// + operator
Vector3 operator+(const Vector3 &v) const {
return Vector3(x + v.x, y + v.y, z + v.z);
}
// += operator
Vector3& operator+=(const Vector3 &v) {
x += v.x; y += v.y; z += v.z;
return *this;
}
// - operator
Vector3 operator-(const Vector3 &v) const {
return Vector3(x - v.x, y - v.y, z - v.z);
}
// -= operator
Vector3& operator-=(const Vector3 &v) {
x -= v.x; y -= v.y; z -= v.z;
return *this;
}
// == operator
bool operator==(const Vector3 &v) const {
return x == v.x && y == v.y && z == v.z;
}
// != operator
bool operator!=(const Vector3 &v) const {
return !( *this == v );
}
// * operator
Vector3 operator*(float f) const {
return Vector3(f*x, f*y, f*z);
}
// *= operator
Vector3 &operator*=(float f) {
x *= f; y *= f; z *= f;
return *this;
}
// / operator
Vector3 operator/(float f) const {
assert(f > std::numeric_limits<float>::epsilon() );
float inv = 1.f / f;
return Vector3(x * inv, y * inv, z * inv);
}
// /= operator
Vector3 &operator/=(float f) {
assert(f > std::numeric_limits<float>::epsilon());
float inv = 1.f / f;
x *= inv; y *= inv; z *= inv;
return *this;
}
// - operator
Vector3 operator-() const {
return Vector3(-x, -y, -z);
}
// [] operator
float &operator[](int i) {
assert(i >= 0 && i <= 2);
switch (i) {
case 0: return x;
case 1: return y;
case 2: return z;
}
return z;
}
// [] operator
const float &operator[](int i) const {
assert(i >= 0 && i <= 2);
switch (i) {
case 0: return x;
case 1: return y;
case 2: return z;
}
return z;
}
// Cross product operator
Vector3 cross(const Vector3 &v) const{
return Vector3(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
}
// Dot product operator
float dot(const Vector3 &v) const{
return x * v.x + y * v.y + z * v.z;
}
// Normalize the vector and return it
Vector3 normalize() {
float l = length();
if(l < std::numeric_limits<float>::epsilon() ) {
return *this;
}
x /= l;
y /= l;
z /= l;
return *this;
}
bool isNull() const {
return( x == 0. && y == 0. && z == 0. );
}
// Clamp the values between 0 and 1
Vector3 clamp01() {
if (x>1.f) x=1.f;
else if (x<0.f) x=0.f;
if (y>1.f) y=1.f;
else if (y<0.f) y=0.f;
if (z>1.f) z=1.f;
else if (z<0.f) z=0.f;
return *this;
}
// Return the squared length of the vector
float lengthSquared() const { return x*x + y*y + z*z; }
// Return the length of the vector
float length() const { return sqrt(lengthSquared()); }
};
inline Vector3 operator*(float f, const Vector3 & o) {
return o*f;
}
}
#endif