X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fvector.cpp;h=ac5a2058191e4f7e11d24218ba8085e93d7372d8;hb=4b37ccbdf263a4798e53a62e33d869a728ace283;hp=da0d4c557aae2fe4e68b5df17d8cf0d4ce5f0ccf;hpb=9f6ad3fe0b9cb30115a5d38e8af3aebed0d70c08;p=architektonas diff --git a/src/vector.cpp b/src/vector.cpp index da0d4c5..ac5a205 100644 --- a/src/vector.cpp +++ b/src/vector.cpp @@ -1,7 +1,7 @@ // // vector.cpp: Various structures used for 3 dimensional imaging // -// by James L. Hammons +// by James Hammons // (C) 2006 Underground Software // // JLH = James L. Hammons @@ -11,6 +11,7 @@ // JLH 09/19/2006 Created this file // JLH 03/22/2011 Moved implementation of constructor from header to here // JLH 04/02/2011 Fixed divide-by-zero bug in Unit(), added Angle() function +// JLH 08/04/2013 Added Parameter() function // #include "vector.h" @@ -18,13 +19,18 @@ #include // For sqrt() #include "mathconstants.h" - // Vector implementation Vector::Vector(double xx/*= 0*/, double yy/*= 0*/, double zz/*= 0*/): x(xx), y(yy), z(zz) { } + +Vector::Vector(Vector head, Vector tail): x(head.x - tail.x), y(head.y - tail.y), z(head.z - tail.z) +{ +} + + Vector Vector::operator=(Vector const v) { x = v.x, y = v.y, z = v.z; @@ -32,16 +38,19 @@ Vector Vector::operator=(Vector const v) return *this; } + Vector Vector::operator+(Vector const v) { return Vector(x + v.x, y + v.y, z + v.z); } + Vector Vector::operator-(Vector const v) { return Vector(x - v.x, y - v.y, z - v.z); } + // Unary negation Vector Vector::operator-(void) @@ -49,6 +58,7 @@ Vector Vector::operator-(void) return Vector(-x, -y, -z); } + // Vector x constant Vector Vector::operator*(double const v) @@ -56,6 +66,7 @@ Vector Vector::operator*(double const v) return Vector(x * v, y * v, z * v); } + // Vector x constant Vector Vector::operator*(float const v) @@ -63,6 +74,7 @@ Vector Vector::operator*(float const v) return Vector(x * v, y * v, z * v); } + // Vector / constant Vector Vector::operator/(double const v) @@ -70,6 +82,7 @@ Vector Vector::operator/(double const v) return Vector(x / v, y / v, z / v); } + // Vector / constant Vector Vector::operator/(float const v) @@ -77,6 +90,7 @@ Vector Vector::operator/(float const v) return Vector(x / v, y / v, z / v); } + // Vector (cross) product Vector Vector::operator*(Vector const v) @@ -85,6 +99,7 @@ Vector Vector::operator*(Vector const v) return Vector((y * v.z) - (z * v.y), (z * v.x) - (x * v.z), (x * v.y) - (y * v.x)); } + // Dot product double Vector::Dot(Vector const v) @@ -102,6 +117,7 @@ Vector& Vector::operator*=(double const v) return *this; } + // Vector / constant, self assigned Vector& Vector::operator/=(double const v) @@ -120,6 +136,7 @@ Vector& Vector::operator+=(Vector const v) return *this; } + // Vector + constant, self assigned Vector& Vector::operator+=(double const v) @@ -130,6 +147,40 @@ Vector& Vector::operator+=(double const v) } +// Vector - vector, self assigned + +Vector& Vector::operator-=(Vector const v) +{ + x -= v.x, y -= v.y, z -= v.z; + + return *this; +} + + +// Vector - constant, self assigned + +Vector& Vector::operator-=(double const v) +{ + x -= v, y -= v, z -= v; + + return *this; +} + + +// Check for equality +bool Vector::operator==(Vector const v) +{ + return (x == v.x && y == v.y && z == v.z ? true : false); +} + + +// Check for inequality +bool Vector::operator!=(Vector const v) +{ + return (x != v.x || y != v.y || z != v.z ? true : false); +} + + Vector Vector::Unit(void) { double mag = Magnitude(); @@ -141,11 +192,13 @@ Vector Vector::Unit(void) return Vector(x / mag, y / mag, z / mag); } + double Vector::Magnitude(void) { return sqrt(x * x + y * y + z * z); } + double Vector::Angle(void) { // acos returns a value between zero and PI, which means we don't know which @@ -157,6 +210,7 @@ double Vector::Angle(void) return correctedAngle; } + bool Vector::isZero(double epsilon/*= 1e-6*/) { return (fabs(x) < epsilon && fabs(y) < epsilon && fabs(z) < epsilon ? true : false); @@ -169,3 +223,40 @@ double Vector::Dot(Vector v1, Vector v2) { return (v1.x * v2.x) + (v1.y * v2.y) + (v1.z * v2.z); } + + +double Vector::Magnitude(Vector v1, Vector v2) +{ + double xx = v1.x - v2.x; + double yy = v1.y - v2.y; + double zz = v1.z - v2.z; + return sqrt(xx * xx + yy * yy + zz * zz); +} + + +// Returns the parameter of a point in space to this vector. If the parameter +// is between 0 and 1, the normal of the vector to the point is on the vector. +double Vector::Parameter(Vector v1, Vector v2, Vector p) +{ + // Geometric interpretation: + // The parameterized point on the vector lineSegment is where the normal of + // the lineSegment to the point intersects lineSegment. If the pp < 0, then + // the perpendicular lies beyond the 1st endpoint. If pp > 1, then the + // perpendicular lies beyond the 2nd endpoint. + + Vector lineSegment = v1 - v2; + double magnitude = lineSegment.Magnitude(); + Vector pointSegment = p - v2; + double t = lineSegment.Dot(pointSegment) / (magnitude * magnitude); + return t; +} + + +// Return the normal to the linesegment formed by the passed in points. +// (Not sure which is head or tail, or which hand the normal lies) +/*static*/ Vector Vector::Normal(Vector v1, Vector v2) +{ + Vector v = (v1 - v2).Unit(); + return Vector(-v.y, v.x); +} +