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#include "vector.hpp"
#include <cmath>
#include <math.h>
#include <stdexcept>
Vec2d::Vec2d() {
set(0, 0);
}
Vec2d::Vec2d(double x, double y) {
set(x, y);
}
void Vec2d::set(double x, double y) {
m_x = x;
m_y = y;
}
Vec3d::Vec3d() {
set(0, 0, 0);
}
Vec3d::Vec3d(double x, double y, double z) {
set(x, y, z);
}
void Vec3d::set(double x, double y, double z) {
m_x = x;
m_y = y;
m_z = z;
}
void Vec3d::normalize() {
auto len = length();
if (len == 0) {
throw std::runtime_error("Normalizing zero vector");
}
m_x /= len;
m_y /= len;
m_z /= len;
}
double Vec3d::length() const {
return sqrt(m_x * m_x + m_y * m_y + m_z * m_z);
}
double Vec3d::dot(const Vec3d &vec) const {
return m_x * vec.m_x + m_y * vec.m_y + m_z * vec.m_z;
}
Vec3d Vec3d::cross(const Vec3d &vec) const {
return Vec3d(
m_y * vec.m_z - m_z * vec.m_y,
m_z * vec.m_x - m_x * vec.m_z,
m_x * vec.m_y - m_y * vec.m_x
);
}
Vec3d Vec3d::operator+(const Vec3d &vec) const {
return Vec3d(
m_x + vec.m_x,
m_y + vec.m_y,
m_z + vec.m_z
);
}
Vec3d& Vec3d::operator+=(const Vec3d &vec) {
m_x += vec.m_x;
m_y += vec.m_y;
m_z += vec.m_z;
return *this;
}
Vec3d Vec3d::operator-(const Vec3d &vec) const {
return Vec3d(
m_x - vec.m_x,
m_y - vec.m_y,
m_z - vec.m_z
);
}
Vec3d Vec3d::operator-() const {
return Vec3d(
-m_x,
-m_y,
-m_z
);
}
Vec3d Vec3d::operator*(double op) const {
return Vec3d(
m_x * op,
m_y * op,
m_z * op
);
}
Vec3d Vec3d::operator*(const Vec3d &vec) const {
return Vec3d(
m_x * vec.m_x,
m_y * vec.m_y,
m_z * vec.m_z
);
}
Vec3d Vec3d::operator/(double op) const {
return Vec3d(
m_x / op,
m_y / op,
m_z / op
);
}
std::ostream& operator<<(std::ostream &out, const Vec3d &v){
out << "[ " << v.m_x << ", " << v.m_y << ", " << v.m_z << " ]";
return out;
}
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