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vector.h
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#ifndef VECTOR_H
#define VECTOR_H
#define _USE_MATH_DEFINES
#include <math.h>
#include <stdlib.h>
#include <cfloat>
#include <iostream>
#include <vector>
#define drand48() ((double)rand()/RAND_MAX)
/*! 3 Paramater Vector3D object, operators and functions
*
* object can be initialized with 0, 1, or 3 values.
*/
class Vector3D {
public:
/*! Three value object for location or color
*
* Example:
*
* Vector3D zero;
*/
Vector3D() {}
/*! Three value object for location or color
*
* Example:
*
* Vector3D one(1) // Vector3D one(1, 1, 1);
*/
Vector3D(double e0) { m_dE[0] = e0; m_dE[1] = e0; m_dE[2] = e0; }
/*! Three value object for location or color
*
* Example:
*
* Vector3D three(1, 2, 3);
*/
Vector3D(double e0, double e1, double e2) { m_dE[0] = e0; m_dE[1] = e1; m_dE[2] = e2; }
inline double x() const { return m_dE[0]; } //!< Returns first (X) location parameter in Vector3D
inline double y() const { return m_dE[1]; } //!< Returns second (Y) location parameter in Vector3D
inline double z() const { return m_dE[2]; } //!< Returns third (Z) location parameter in Vector3D
inline double r() const { return m_dE[0]; } //!< Returns first (R) color parameter in Vector3D
inline double g() const { return m_dE[1]; } //!< Returns second (G) color parameter in Vector3D
inline double b() const { return m_dE[2]; } //!< Returns third (B) color parameter in Vector3D
inline const Vector3D &operator+() const { return *this; } //!< Add Vector3D Operator
inline Vector3D operator-() const { return Vector3D(-m_dE[0], -m_dE[1], -m_dE[2]); } //!< Subtract Vector3D Operator
inline double operator[](int i) const { return m_dE[i]; } //!< Constant Vector3D Array Operator
inline double &operator[](int i) { return m_dE[i]; } //!< Vector3D Array Operator
inline Vector3D &operator+=(const Vector3D &v2); //!< Add Assign Vector3D Operator
inline Vector3D &operator-=(const Vector3D &v2); //!< Subtract Assign Assign Operator
inline Vector3D &operator*=(const Vector3D &v2); //!< Multiply Assign Vector3D Operator
inline Vector3D &operator/=(const Vector3D &v2); //!< Divide Assign Vector3D Operator
inline Vector3D &operator*=(const double t); //!< Multiply Double Operator
inline Vector3D &operator/=(const double t); //!< Divide Double Operator
inline double Length() const { return sqrt(m_dE[0] * m_dE[0] + m_dE[1] * m_dE[1] + m_dE[2] * m_dE[2]); } //!< Return length (double) of Vector3D
inline double SquaredLength() const { return m_dE[0] * m_dE[0] + m_dE[1] * m_dE[1] + m_dE[2] * m_dE[2]; } //!< Return squared length (double) of Vector3D
inline double Dot(const Vector3D &v2) { return m_dE[0] * v2.m_dE[0] + m_dE[1] * v2.m_dE[1] + m_dE[2] * v2.m_dE[2]; } //!< Return dot product (double) of two Vector3D
/*! Return cross product (Vector3D) of two Vector3D */
inline Vector3D Cross(const Vector3D &v2) {
return Vector3D((m_dE[1] * v2.m_dE[2] - m_dE[2] * v2.m_dE[1]),
(-(m_dE[0] * v2.m_dE[2] - m_dE[2] * v2.m_dE[0])),
(m_dE[0] * v2.m_dE[1] - m_dE[1] * v2.m_dE[0]));
}
inline void MakeUnitVector(); //!< Convert Vector3D into unit vector
double m_dE[3]; //!< Value array (double) for color or location parameters
};
inline std::istream &operator>>(std::istream &is, Vector3D &t) {
is >> t.m_dE[0] >> t.m_dE[1] >> t.m_dE[2];
return is;
}
inline std::ostream &operator<<(std::ostream &os, const Vector3D &t) {
os << t.m_dE[0] << " " << t.m_dE[1] << " " << t.m_dE[2];
return os;
}
inline void Vector3D::MakeUnitVector() {
double k = 1.0 / sqrt(m_dE[0] * m_dE[0] + m_dE[1] * m_dE[1] + m_dE[2] * m_dE[2]);
m_dE[0] *= k; m_dE[1] *= k; m_dE[2] *= k;
}
inline Vector3D operator+(const Vector3D &v1, const Vector3D &v2) {
return Vector3D(v1.m_dE[0] + v2.m_dE[0], v1.m_dE[1] + v2.m_dE[1], v1.m_dE[2] + v2.m_dE[2]);
}
inline Vector3D operator+(const Vector3D &v1, const int &i2) {
return Vector3D(v1.m_dE[0] + i2, v1.m_dE[1] + i2, v1.m_dE[2] + i2);
}
inline Vector3D operator+(const Vector3D &v1, const double &i2) {
return Vector3D(v1.m_dE[0] + i2, v1.m_dE[1] + i2, v1.m_dE[2] + i2);
}
inline Vector3D operator-(const Vector3D &v1, const Vector3D &v2) {
return Vector3D(v1.m_dE[0] - v2.m_dE[0], v1.m_dE[1] - v2.m_dE[1], v1.m_dE[2] - v2.m_dE[2]);
}
inline Vector3D operator-(const Vector3D &v1, const int &i2) {
return Vector3D(v1.m_dE[0] - i2, v1.m_dE[1] - i2, v1.m_dE[2] - i2);
}
inline Vector3D operator-(const Vector3D &v1, double &i2) {
return Vector3D(v1.m_dE[0] - i2, v1.m_dE[1] - i2, v1.m_dE[2] - i2);
}
inline Vector3D operator*(const Vector3D &v1, const Vector3D &v2) {
return Vector3D(v1.m_dE[0] * v2.m_dE[0], v1.m_dE[1] * v2.m_dE[1], v1.m_dE[2] * v2.m_dE[2]);
}
inline Vector3D operator/(const Vector3D &v1, const Vector3D &v2) {
return Vector3D(v1.m_dE[0] / v2.m_dE[0], v1.m_dE[1] / v2.m_dE[1], v1.m_dE[2] / v2.m_dE[2]);
}
inline Vector3D operator*(double t, const Vector3D &v) {
return Vector3D(t*v.m_dE[0], t*v.m_dE[1], t*v.m_dE[2]);
}
inline Vector3D operator/(Vector3D v, double t) {
return Vector3D(v.m_dE[0] / t, v.m_dE[1] / t, v.m_dE[2] / t);
}
inline Vector3D operator/(double t, Vector3D v) {
return Vector3D(t / v.m_dE[0], t / v.m_dE[1], t / v.m_dE[2]);
}
inline Vector3D operator*(const Vector3D &v, double t) {
return Vector3D(t*v.m_dE[0], t*v.m_dE[1], t*v.m_dE[2]);
}
inline Vector3D &Vector3D::operator+=(const Vector3D &v) {
m_dE[0] += v.m_dE[0];
m_dE[1] += v.m_dE[1];
m_dE[2] += v.m_dE[2];
return *this;
}
inline Vector3D &Vector3D::operator*=(const Vector3D &v) {
m_dE[0] *= v.m_dE[0];
m_dE[1] *= v.m_dE[1];
m_dE[2] *= v.m_dE[2];
return *this;
}
inline Vector3D &Vector3D::operator/=(const Vector3D &v) {
m_dE[0] /= v.m_dE[0];
m_dE[1] /= v.m_dE[1];
m_dE[2] /= v.m_dE[2];
return *this;
}
inline Vector3D &Vector3D::operator-=(const Vector3D& v) {
m_dE[0] -= v.m_dE[0];
m_dE[1] -= v.m_dE[1];
m_dE[2] -= v.m_dE[2];
return *this;
}
inline Vector3D &Vector3D::operator*=(const double t) {
m_dE[0] *= t;
m_dE[1] *= t;
m_dE[2] *= t;
return *this;
}
inline Vector3D &Vector3D::operator/=(const double t) {
double k = 1.0 / t;
m_dE[0] *= k;
m_dE[1] *= k;
m_dE[2] *= k;
return *this;
}
inline Vector3D UnitVector(Vector3D v) {
return v / v.Length();
}
inline double StdDot(const Vector3D &v1, const Vector3D &v2) {
return v1.m_dE[0] * v2.m_dE[0] + v1.m_dE[1] * v2.m_dE[1] + v1.m_dE[2] * v2.m_dE[2];
}
inline Vector3D StdCross(const Vector3D &v1, const Vector3D &v2) {
return Vector3D((v1.m_dE[1] * v2.m_dE[2] - v1.m_dE[2] * v2.m_dE[1]),
(-(v1.m_dE[0] * v2.m_dE[2] - v1.m_dE[2] * v2.m_dE[0])),
(v1.m_dE[0] * v2.m_dE[1] - v1.m_dE[1] * v2.m_dE[0]));
}
#endif // VECTOR_H