/* * PPOGL - PlanetPenguin Open Game Library * Copyright (C) 2004-2005 Volker Stroebel * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public License * as published by the Free Software Foundation; either version 2.1 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "vec3d.h" #include namespace ppogl{ Vec3d::Vec3d() { values[0]=0.0; values[1]=0.0; values[2]=0.0; } Vec3d::Vec3d(const double x, const double y, const double z) { values[0]=x; values[1]=y; values[2]=z; } Vec3d::Vec3d(const double *v) { values[0]=v[0]; values[1]=v[1]; values[2]=v[2]; } double Vec3d::normalize() { double len = length(); if (len>0.0) { x() /= len; y() /= len; z() /= len; } return(len); } double Vec3d::length() const { return sqrt(x()*x()+y()*y()+z()*z()); } double Vec3d::length2() const { return x()*x()+y()*y()+z()*z(); } Vec3d operator+(const Vec3d& vec1,const Vec3d& vec2) { return Vec3d(vec1.x()+vec2.x(),vec1.y()+vec2.y(),vec1.z()+vec2.z()); } Vec3d operator-(const Vec3d& vec1,const Vec3d& vec2) { return Vec3d(vec1.x()-vec2.x(),vec1.y()-vec2.y(),vec1.z()-vec2.z()); } Vec3d operator*(const Vec3d& vec, const double scalar) { return Vec3d(vec.x()*scalar,vec.y()*scalar,vec.z()*scalar); } Vec3d operator*(const double scalar, const Vec3d& vec) { return Vec3d(vec.x()*scalar,vec.y()*scalar,vec.z()*scalar); } double operator*(const Vec3d& vec1,const Vec3d& vec2) { return vec1.x()*vec2.x()+vec1.y()*vec2.y()+vec1.z()*vec2.z(); } Vec3d operator^(const Vec3d& vec1,const Vec3d& vec2) { return Vec3d( vec1.y() * vec2.z() - vec1.z() * vec2.y(), vec1.z() * vec2.x() - vec1.x() * vec2.z(), vec1.x() * vec2.y() - vec1.y() * vec2.x() ); } } //namespace ppogl