/************************************************************************* "I Have No Tomatoes" Copyright (c) 2004, Mika Halttunen This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. Mika Halttunen *************************************************************************/ #ifndef VECT_H #define VECT_H #include // Basic vector class class VECT { public: // Components float x, y, z; // Constructors VECT() {} VECT(float f) { x = y = z = f; } VECT(float _x, float _y, float _z) { x = _x; y = _y; z = _z; } VECT(const float f[3]) { x = f[0]; y = f[1]; z = f[2]; } // Operators VECT& operator += (const VECT &v) { x += v.x; y += v.y; z += v.z; return *this; } VECT& operator -= (const VECT &v) { x -= v.x; y -= v.y; z -= v.z; return *this; } VECT& operator *= (const VECT &v) { x *= v.x; y *= v.y; z *= v.z; return *this; } VECT& operator /= (const VECT &v) { x /= v.x; y /= v.y; z /= v.z; return *this; } VECT& operator *= (float s) { x *= s; y *= s; z *= s; return *this; } VECT& operator /= (float s) { x /= s; y /= s; z /= s; return *this; } friend VECT operator + (const VECT &v) { return v; } friend VECT operator - (const VECT &v) { return VECT(-v.x, -v.y, -v.z); } friend VECT operator + (const VECT &v1, const VECT &v2) { return VECT(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z); } friend VECT operator - (const VECT &v1, const VECT &v2) { return VECT(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z); } friend VECT operator * (const VECT &v, float s) { return VECT(v.x * s, v.y * s, v.z * s); } friend VECT operator * (float s, const VECT &v) { return VECT(v.x * s, v.y * s, v.z * s); } friend VECT operator / (const VECT &v, float s) { return VECT(v.x / s, v.y / s, v.z / s); } }; // Basic vector operations (inlined) // Dot product inline float dot(VECT v1, VECT v2) { return(v1.x * v2.x + v1.y * v2.y + v1.z * v2.z); } // Cross product inline VECT cross(VECT v1, VECT v2) { VECT result; result.x = (v1.y * v2.z) - (v2.y * v1.z); result.y = (v1.z * v2.x) - (v2.z * v1.x); result.z = (v1.x * v2.y) - (v2.x * v1.y); return (result); } // Normalize a vector inline void normalize(VECT &v) { float len = (float)sqrt(v.x*v.x + v.y*v.y + v.z*v.z); v.x /= len; v.y /= len; v.z /= len; } // Return the length of a vector inline double vector_length(VECT v) { return (sqrt(v.x * v.x + v.y * v.y + v.z * v.z)); } // Set the length of a vector inline void set_vector_length(VECT &v, float l) { float len = (float)sqrt(v.x*v.x + v.y*v.y + v.z*v.z); v.x *= l/len; v.y *= l/len; v.z *= l/len; } // Return true if the vector is a zero vector inline bool is_zero_vector(VECT v) { if(v.x == 0 && v.y == 0 && v.z == 0) return true; else return false; } #endif