// $Id: vector3d.h 751 2006-03-31 15:43:49Z alex $ // vector3d.h // // Author : Mike // Purpose : Definition file for vector3d class // Version : 1.0 // Started : 29/11/95 /* @@tag:xara-cn@@ DO NOT MODIFY THIS LINE ================================XARAHEADERSTART=========================== Xara LX, a vector drawing and manipulation program. Copyright (C) 1993-2006 Xara Group Ltd. Copyright on certain contributions may be held in joint with their respective authors. See AUTHORS file for details. LICENSE TO USE AND MODIFY SOFTWARE ---------------------------------- This file is part of Xara LX. Xara LX is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. Xara LX and its component source files are 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. 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Xara Group Ltd, Gaddesden Place, Hemel Hempstead, HP2 6EX, UK. http://www.xara.com/ =================================XARAHEADEREND============================ */ #ifndef INC_VEC3D #define INC_VEC3D #include /******************************************************************************************** > class Vector3D Author: Mike_Kenny (Xara Group Ltd) Created: 17/08/94 Purpose: Define all 3 vector operations we need. ********************************************************************************************/ class Vector3D { public: Vector3D() { x=y=z=0; } Vector3D(double p) { x=y=z=p; } Vector3D(double px, double py, double pz) { x=px; y=py; z=pz; } Vector3D(const Vector3D& v) { x=v.x; y=v.y; z=v.z; } inline Vector3D operator+(const Vector3D& V) const { return Vector3D(x+V.x, y+V.y, z+V.z); } inline Vector3D operator-(const Vector3D& V) const { return Vector3D(x-V.x, y-V.y, z-V.z); } inline Vector3D operator*(const Vector3D& V) const { return Vector3D(x*V.x, y*V.y, z*V.z); } inline Vector3D operator/(const Vector3D& V) const { return Vector3D(x/V.x, y/V.y, z/V.z); } inline Vector3D operator+(const double& V) const { return Vector3D(x+V, y+V, z+V); } inline Vector3D operator-(const double& V) const { return Vector3D(x-V, y-V, z-V); } inline Vector3D operator*(const double& V) const { return Vector3D(x*V, y*V, z*V); } inline Vector3D operator/(const double& V) const { return Vector3D(x/V, y/V, z/V); } inline Vector3D operator+() const { return Vector3D(+x, +y, +z); } inline Vector3D operator-() const { return Vector3D(-x, -y, -z); } inline BOOL operator==(const Vector3D& V) { return x==V.x && y==V.y && z==V.z; } inline BOOL operator!=(const Vector3D& V) { return x!=V.x || y!=V.y || z!=V.z; } inline Vector3D& operator+=(const Vector3D& V); inline Vector3D& operator-=(const Vector3D& V); inline Vector3D& operator*=(const Vector3D& V); inline double xcomp() const { return x; } inline double ycomp() const { return y; } inline double zcomp() const { return z; } inline double Length() const { return ( sqrt(x*x + y*y + z*z) ); } inline double SumSquares() const { return ( x*x + y*y + z*z ); } inline double Dot(const Vector3D& p) const { return ( x*p.x + y*p.y + z*p.z ); } inline double SumMult(const Vector3D& p) const { return ( x*p.x + y*p.y + z*p.z); } inline double SqrDist(const Vector3D& p) const { return (p.x-x)*(p.x-x) + (p.y-y)*(p.y-y) + (p.z-z)*(p.z-z); } inline double DistanceTo(const Vector3D& p) const { return sqrt(SqrDist(p)); } inline Vector3D Mix(const Vector3D &mix, double t) const; void FaceForward(const Vector3D& p); double Normalise(); Vector3D NormaliseI(); Vector3D Cross(const Vector3D& q) const; //Vector3D TransformP(const Matrix3D& mat) const; //Vector3D TransformN(const Matrix3D& mat) const; //Vector3D TransformD(const Matrix3D& mat) const; static Vector3D Half(const Vector3D&, const Vector3D&); static Vector3D TorusUV(double srad, double trad, double u, double v); public: double x; double y; double z; }; /******************************************************************************************** ********************************************************************************************/ inline Vector3D& Vector3D::operator+=(const Vector3D& p) { x += p.x; y += p.y; z += p.z; return *this; } inline Vector3D& Vector3D::operator-=(const Vector3D& p) { x -= p.x; y -= p.y; z -= p.z; return *this; } inline Vector3D& Vector3D::operator*=(const Vector3D& p) { x *= p.x; y *= p.y; z *= p.z; return *this; } inline Vector3D Vector3D::Mix(const Vector3D &mix, double t) const { Vector3D v; v.x = (1.0-t)*x + t*mix.x; v.y = (1.0-t)*y + t*mix.y; v.z = (1.0-t)*z + t*mix.z; return v; } #endif