/*! * \file src/Vector3d.cpp * \brief 3D Math vector * * \author Mongoose */ #include #include "Vector3d.h" Vector3d::Vector3d() { mVec[0] = mVec[1] = mVec[2] = 0.0f; } Vector3d::Vector3d(vec3_t v) { mVec[0] = v[0]; mVec[1] = v[1]; mVec[2] = v[2]; } Vector3d::Vector3d(vec_t x, vec_t y, vec_t z) { mVec[0] = x; mVec[1] = y; mVec[2] = z; } Vector3d::~Vector3d() { } vec_t Vector3d::dot(const Vector3d &u, const Vector3d &v) { return (u.mVec[0]*v.mVec[0] + u.mVec[1]*v.mVec[1] + u.mVec[2]*v.mVec[2]); } Vector3d Vector3d::cross(const Vector3d &u, const Vector3d &v) { return Vector3d(u.mVec[1] * v.mVec[2] - u.mVec[2] * v.mVec[1], u.mVec[2] * v.mVec[0] - u.mVec[0] * v.mVec[2], u.mVec[0] * v.mVec[1] - u.mVec[1] * v.mVec[0]); } vec_t Vector3d::magnitude() { return sqrtf(mVec[0]*mVec[0] + mVec[1]*mVec[1] + mVec[2]*mVec[2]); } Vector3d Vector3d::unit() { vec_t norm = magnitude(); return Vector3d(mVec[0] / norm, mVec[1] / norm, mVec[2] / norm); } Vector3d Vector3d::zeroVector() { return Vector3d(0, 0, 0); } Vector3d Vector3d::operator +(const Vector3d &v) { return Vector3d(mVec[0] + v.mVec[0], mVec[1] + v.mVec[1], mVec[2] + v.mVec[2]); } Vector3d Vector3d::operator -(const Vector3d &v) { return Vector3d(mVec[0] - v.mVec[0], mVec[1] - v.mVec[1], mVec[2] - v.mVec[2]); } Vector3d Vector3d::operator -() { return Vector3d(-mVec[0], -mVec[1], -mVec[2]); } Vector3d Vector3d::operator *(vec_t s) { return Vector3d(s * mVec[0], s * mVec[1], s * mVec[2]); } Vector3d Vector3d::operator /(vec_t s) { return Vector3d(mVec[0] / s, mVec[1] / s, mVec[2] / s); } vec_t Vector3d::operator *(const Vector3d &v) { return dot(*this, v); } void Vector3d::normalize() { vec_t norm = magnitude(); mVec[0] /= norm; mVec[1] /= norm; mVec[2] /= norm; } void Vector3d::zero() { mVec[0] = 0; mVec[1] = 0; mVec[2] = 0; } Vector3d &Vector3d::operator =(const Vector3d &v) { mVec[0] = v.mVec[0]; mVec[1] = v.mVec[1]; mVec[2] = v.mVec[2]; return *this; } Vector3d &Vector3d::operator +=(const Vector3d &v) { mVec[0] += v.mVec[0]; mVec[1] += v.mVec[1]; mVec[2] += v.mVec[2]; return *this; } Vector3d &Vector3d::operator -=(const Vector3d &v) { mVec[0] -= v.mVec[0]; mVec[1] -= v.mVec[1]; mVec[2] -= v.mVec[2]; return *this; } Vector3d &Vector3d::operator *=(vec_t s) { mVec[0] *= s; mVec[1] *= s; mVec[2] *= s; return *this; }