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Vector.h
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Vector.h
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#ifndef Vector_h
#define Vector_h
#include "Math.h"
#include <iosfwd>
#include <math.h>
class Point;
class Vector {
public:
Vector() {
}
Vector(double x, double y, double z) {
data[0] = x; data[1] = y; data[2] = z;
}
inline explicit Vector(const Point& copy);
Vector(const Vector& copy) {
for(int i=0;i<3;i++)
data[i] = copy.data[i];
}
Vector& operator=(const Vector& copy) {
for(int i=0;i<3;i++)
data[i] = copy.data[i];
return *this;
}
bool isNull() {
return data[0] == 0.0 &&
data[1] == 0.0 &&
data[2] == 0.0;
}
~Vector() {
}
double x() const {
return data[0];
}
double y() const {
return data[1];
}
double z() const {
return data[2];
}
Vector operator+(const Vector& v) const {
return Vector(data[0]+v.data[0], data[1]+v.data[1], data[2]+v.data[2]);
}
Vector operator-(const Vector& v) const {
return Vector(data[0]-v.data[0], data[1]-v.data[1], data[2]-v.data[2]);
}
Vector operator-() const {
return Vector(-data[0], -data[1], -data[2]);
}
Vector& operator+=(const Vector& v) {
data[0]+=v.data[0]; data[1]+=v.data[1]; data[2]+=v.data[2];
return *this;
}
Vector& operator-=(const Vector& v) {
data[0]-=v.data[0]; data[1]-=v.data[1]; data[2]-=v.data[2];
return *this;
}
Vector operator*(const Vector& v) const {
return Vector(data[0]*v.data[0], data[1]*v.data[1], data[2]*v.data[2]);
}
Vector operator*(double s) const {
return Vector(data[0]*s, data[1]*s, data[2]*s);
}
Vector& operator*=(const Vector& v) {
data[0]*=v.data[0]; data[1]*=v.data[1]; data[2]*=v.data[2];
return *this;
}
Vector& operator*=(double s) {
data[0]*=s; data[1]*=s; data[2]*=s;
return *this;
}
Vector operator/(double s) const {
double inv_s = 1./s;
return Vector(data[0]*inv_s, data[1]*inv_s, data[2]*inv_s);
}
Vector& operator/=(double s) {
double inv_s = 1./s;
data[0]*=inv_s; data[1]*=inv_s; data[2]*=inv_s;
return *this;
}
Vector operator/(const Vector& v) const {
return Vector(data[0]/v.data[0], data[1]/v.data[1], data[2]/v.data[2]);
}
double length() const {
return sqrt(data[0]*data[0]+data[1]*data[1]+data[2]*data[2]);
}
double length2() const {
return data[0]*data[0]+data[1]*data[1]+data[2]*data[2];
}
double normalize() {
double l = length();
double scale = 1./l;
*this *= scale;
return l;
}
double minComponent() const {
return Min(data[0], data[1], data[2]);
}
double maxComponent() const {
return Max(data[0], data[1], data[2]);
}
Vector inverse() const {
return Vector(1./data[0], 1./data[1], 1./data[2]);
}
Vector absoluteValue() const {
return Vector(Abs(data[0]), Abs(data[1]), Abs(data[2]));
}
static Vector zero() {
return Vector(0,0,0);
}
static Vector one() {
return Vector(1,1,1);
}
private:
double data[3];
};
#include "Point.h"
inline Vector::Vector(const Point& copy)
{
data[0] = copy.x(); data[1] = copy.y(); data[2] = copy.z();
}
inline Vector operator*(double s, const Vector& v) {
return Vector(s*v.x(), s*v.y(), s*v.z());
}
inline double Dot(const Vector& v1, const Vector& v2)
{
return v1.x()*v2.x() + v1.y()*v2.y() + v1.z()*v2.z();
}
inline Vector Cross(const Vector& v1, const Vector& v2)
{
return Vector(v1.y()*v2.z() - v1.z()*v2.y(),
v1.z()*v2.x() - v1.x()*v2.z(),
v1.x()*v2.y() - v1.y()*v2.x());
}
inline double Clamp(double v, double min, double max)
{
return v > max ? max : (v < min ? min : v);
}
inline Vector Min(const Vector& p1, const Vector& p2)
{
return Vector(Min(p1.x(), p2.x()), Min(p1.y(), p2.y()), Min(p1.z(), p2.z()));
}
inline Vector Max(const Vector& p1, const Vector& p2)
{
return Vector(Max(p1.x(), p2.x()), Max(p1.y(), p2.y()), Max(p1.z(), p2.z()));
}
std::ostream& operator<<(std::ostream&, const Vector& v);
#endif