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00001 /******************************************************************************** 00002 * * 00003 * D o u b l e - P r e c i s i o n 3 - E l e m e n t V e c t o r * 00004 * * 00005 ********************************************************************************* 00006 * Copyright (C) 1994,2006 by Jeroen van der Zijp. All Rights Reserved. * 00007 ********************************************************************************* 00008 * This library is free software; you can redistribute it and/or * 00009 * modify it under the terms of the GNU Lesser General Public * 00010 * License as published by the Free Software Foundation; either * 00011 * version 2.1 of the License, or (at your option) any later version. * 00012 * * 00013 * This library is distributed in the hope that it will be useful, * 00014 * but WITHOUT ANY WARRANTY; without even the implied warranty of * 00015 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * 00016 * Lesser General Public License for more details. * 00017 * * 00018 * You should have received a copy of the GNU Lesser General Public * 00019 * License along with this library; if not, write to the Free Software * 00020 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA. * 00021 ********************************************************************************* 00022 * $Id: FXVec3d.h,v 1.22 2006/01/22 17:58:12 fox Exp $ * 00023 ********************************************************************************/ 00024 #ifndef FXVEC3D_H 00025 #define FXVEC3D_H 00026 00027 00028 namespace FX { 00029 00030 00031 class FXMat3d; 00032 class FXMat4d; 00033 00034 00035 /// Double-precision 3-element vector 00036 class FXAPI FXVec3d { 00037 public: 00038 FXdouble x; 00039 FXdouble y; 00040 FXdouble z; 00041 public: 00042 00043 /// Default constructor 00044 FXVec3d(){} 00045 00046 /// Initialize from another vector 00047 FXVec3d(const FXVec3d& v){x=v.x;y=v.y;z=v.z;} 00048 00049 /// Initialize from array of doubles 00050 FXVec3d(const FXdouble v[]){x=v[0];y=v[1];z=v[2];} 00051 00052 /// Initialize with components 00053 FXVec3d(FXdouble xx,FXdouble yy,FXdouble zz=1.0){x=xx;y=yy;z=zz;} 00054 00055 /// Initialize with color 00056 FXVec3d(FXColor color); 00057 00058 /// Return a non-const reference to the ith element 00059 FXdouble& operator[](FXint i){return (&x)[i];} 00060 00061 /// Return a const reference to the ith element 00062 const FXdouble& operator[](FXint i) const {return (&x)[i];} 00063 00064 /// Assign color 00065 FXVec3d& operator=(FXColor color); 00066 00067 /// Assignment 00068 FXVec3d& operator=(const FXVec3d& v){x=v.x;y=v.y;z=v.z;return *this;} 00069 00070 /// Assignment from array of doubles 00071 FXVec3d& operator=(const FXdouble v[]){x=v[0];y=v[1];z=v[2];return *this;} 00072 00073 /// Set value from another vector 00074 FXVec3d& set(const FXVec3d& v){x=v.x;y=v.y;z=v.z;return *this;} 00075 00076 /// Set value from array of floats 00077 FXVec3d& set(const FXdouble v[]){x=v[0];y=v[1];z=v[2];return *this;} 00078 00079 /// Set value from components 00080 FXVec3d& set(FXdouble xx,FXdouble yy,FXdouble zz){x=xx;y=yy;z=zz;return *this;} 00081 00082 /// Assigning operators 00083 FXVec3d& operator*=(FXdouble n){x*=n;y*=n;z*=n;return *this;} 00084 FXVec3d& operator/=(FXdouble n){x/=n;y/=n;z/=n;return *this;} 00085 FXVec3d& operator+=(const FXVec3d& v){x+=v.x;y+=v.y;z+=v.z;return *this;} 00086 FXVec3d& operator-=(const FXVec3d& v){x-=v.x;y-=v.y;z-=v.z;return *this;} 00087 00088 /// Conversions 00089 operator FXdouble*(){return &x;} 00090 operator const FXdouble*() const {return &x;} 00091 operator FXVec2d&(){return *reinterpret_cast<FXVec2d*>(this);} 00092 operator const FXVec2d&() const {return *reinterpret_cast<const FXVec2d*>(this);} 00093 00094 /// Convert to color 00095 operator FXColor() const; 00096 00097 /// Unary 00098 FXVec3d operator+() const { return *this; } 00099 FXVec3d operator-() const { return FXVec3d(-x,-y,-z); } 00100 00101 /// Vector and vector 00102 FXVec3d operator+(const FXVec3d& v) const { return FXVec3d(x+v.x,y+v.y,z+v.z); } 00103 FXVec3d operator-(const FXVec3d& v) const { return FXVec3d(x-v.x,y-v.y,z-v.z); } 00104 00105 /// Vector and matrix 00106 FXVec3d operator*(const FXMat3d& m) const; 00107 FXVec3d operator*(const FXMat4d& m) const; 00108 00109 /// Scaling 00110 friend inline FXVec3d operator*(const FXVec3d& a,FXdouble n); 00111 friend inline FXVec3d operator*(FXdouble n,const FXVec3d& a); 00112 friend inline FXVec3d operator/(const FXVec3d& a,FXdouble n); 00113 friend inline FXVec3d operator/(FXdouble n,const FXVec3d& a); 00114 00115 /// Dot product 00116 FXdouble operator*(const FXVec3d& v) const { return x*v.x+y*v.y+z*v.z; } 00117 00118 /// Cross product 00119 FXVec3d operator^(const FXVec3d& v) const { return FXVec3d(y*v.z-z*v.y, z*v.x-x*v.z, x*v.y-y*v.x); } 00120 00121 /// Test if zero 00122 bool operator!() const { return x==0.0 && y==0.0 && z==0.0; } 00123 00124 /// Equality tests 00125 bool operator==(const FXVec3d& v) const { return x==v.x && y==v.y && z==v.z; } 00126 bool operator!=(const FXVec3d& v) const { return x!=v.x || y!=v.y || z!=v.z; } 00127 00128 friend inline bool operator==(const FXVec3d& a,FXdouble n); 00129 friend inline bool operator!=(const FXVec3d& a,FXdouble n); 00130 friend inline bool operator==(FXdouble n,const FXVec3d& a); 00131 friend inline bool operator!=(FXdouble n,const FXVec3d& a); 00132 00133 /// Inequality tests 00134 bool operator<(const FXVec3d& v) const { return x<v.x && y<v.y && z<v.z; } 00135 bool operator<=(const FXVec3d& v) const { return x<=v.x && y<=v.y && z<=v.z; } 00136 bool operator>(const FXVec3d& v) const { return x>v.x && y>v.y && z>v.z; } 00137 bool operator>=(const FXVec3d& v) const { return x>=v.x && y>=v.y && z>=v.z; } 00138 00139 friend inline bool operator<(const FXVec3d& a,FXdouble n); 00140 friend inline bool operator<=(const FXVec3d& a,FXdouble n); 00141 friend inline bool operator>(const FXVec3d& a,FXdouble n); 00142 friend inline bool operator>=(const FXVec3d& a,FXdouble n); 00143 00144 friend inline bool operator<(FXdouble n,const FXVec3d& a); 00145 friend inline bool operator<=(FXdouble n,const FXVec3d& a); 00146 friend inline bool operator>(FXdouble n,const FXVec3d& a); 00147 friend inline bool operator>=(FXdouble n,const FXVec3d& a); 00148 00149 /// Length and square of length 00150 FXdouble length2() const { return x*x+y*y+z*z; } 00151 FXdouble length() const { return sqrt(length2()); } 00152 00153 /// Clamp values of vector between limits 00154 FXVec3d& clamp(FXdouble lo,FXdouble hi){x=FXCLAMP(lo,x,hi);y=FXCLAMP(lo,y,hi);z=FXCLAMP(lo,z,hi);return *this;} 00155 00156 /// Lowest or highest components 00157 friend inline FXVec3d lo(const FXVec3d& a,const FXVec3d& b); 00158 friend inline FXVec3d hi(const FXVec3d& a,const FXVec3d& b); 00159 00160 /// Compute normal from three points a,b,c 00161 friend FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c); 00162 00163 /// Compute approximate normal from four points a,b,c,d 00164 friend FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c,const FXVec3d& d); 00165 00166 /// Normalize vector 00167 friend FXAPI FXVec3d normalize(const FXVec3d& v); 00168 00169 /// Save vector to a stream 00170 friend FXAPI FXStream& operator<<(FXStream& store,const FXVec3d& v); 00171 00172 /// Load vector from a stream 00173 friend FXAPI FXStream& operator>>(FXStream& store,FXVec3d& v); 00174 }; 00175 00176 00177 inline FXVec3d operator*(const FXVec3d& a,FXdouble n){return FXVec3d(a.x*n,a.y*n,a.z*n);} 00178 inline FXVec3d operator*(FXdouble n,const FXVec3d& a){return FXVec3d(n*a.x,n*a.y,n*a.z);} 00179 inline FXVec3d operator/(const FXVec3d& a,FXdouble n){return FXVec3d(a.x/n,a.y/n,a.z/n);} 00180 inline FXVec3d operator/(FXdouble n,const FXVec3d& a){return FXVec3d(n/a.x,n/a.y,n/a.z);} 00181 00182 inline bool operator==(const FXVec3d& a,FXdouble n){return a.x==n && a.y==n && a.z==n;} 00183 inline bool operator!=(const FXVec3d& a,FXdouble n){return a.x!=n || a.y!=n || a.z!=n;} 00184 inline bool operator==(FXdouble n,const FXVec3d& a){return n==a.x && n==a.y && n==a.z;} 00185 inline bool operator!=(FXdouble n,const FXVec3d& a){return n!=a.x || n!=a.y || n!=a.z;} 00186 00187 inline bool operator<(const FXVec3d& a,FXdouble n){return a.x<n && a.y<n && a.z<n;} 00188 inline bool operator<=(const FXVec3d& a,FXdouble n){return a.x<=n && a.y<=n && a.z<=n;} 00189 inline bool operator>(const FXVec3d& a,FXdouble n){return a.x>n && a.y>n && a.z>n;} 00190 inline bool operator>=(const FXVec3d& a,FXdouble n){return a.x>=n && a.y>=n && a.z>=n;} 00191 00192 inline bool operator<(FXdouble n,const FXVec3d& a){return n<a.x && n<a.y && n<a.z;} 00193 inline bool operator<=(FXdouble n,const FXVec3d& a){return n<=a.x && n<=a.y && n<=a.z;} 00194 inline bool operator>(FXdouble n,const FXVec3d& a){return n>a.x && n>a.y && n>a.z;} 00195 inline bool operator>=(FXdouble n,const FXVec3d& a){return n>=a.x && n>=a.y && n>=a.z;} 00196 00197 inline FXVec3d lo(const FXVec3d& a,const FXVec3d& b){return FXVec3d(FXMIN(a.x,b.x),FXMIN(a.y,b.y),FXMIN(a.z,b.z));} 00198 inline FXVec3d hi(const FXVec3d& a,const FXVec3d& b){return FXVec3d(FXMAX(a.x,b.x),FXMAX(a.y,b.y),FXMAX(a.z,b.z));} 00199 00200 extern FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c); 00201 extern FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c,const FXVec3d& d); 00202 00203 extern FXAPI FXVec3d normalize(const FXVec3d& v); 00204 00205 extern FXAPI FXStream& operator<<(FXStream& store,const FXVec3d& v); 00206 extern FXAPI FXStream& operator>>(FXStream& store,FXVec3d& v); 00207 00208 } 00209 00210 #endif
Copyright © 1997-2005 Jeroen van der Zijp |