// Check for equality
bool Vector::operator==(Vector const v)
{
- return (x == v.x && y == v.y && z == v.z ? true : false);
+ 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);
+ return ((x != v.x) || (y != v.y) || (z != v.z) ? true : false);
}
double Vector::Magnitude(void)
{
- return sqrt(x * x + y * y + z * z);
+ return sqrt((x * x) + (y * y) + (z * z));
}
//
-// Angle between these two vectors
+// Returns the smallest angle between these two vectors
//
double Vector::Angle(Vector v)
{
+// seems that something relies on this bad behavior... :-P
+#if 0
+ // Discard the sign from the subtraction
+ double angle = fabs(Angle() - v.Angle());
+
+ // Return the complementary angle if greater than 180⁰
+ return (angle <= 180.0 ? angle : 360.0 - angle);
+#else
return Angle() - v.Angle();
+#endif
}
bool Vector::isZero(double epsilon/*= 1e-6*/)
{
- return (fabs(x) < epsilon && fabs(y) < epsilon && fabs(z) < epsilon ? true : false);
+ return ((fabs(x) < epsilon) && (fabs(y) < epsilon) && (fabs(z) < epsilon) ? true : false);
}
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);
+ return sqrt((xx * xx) + (yy * yy) + (zz * zz));
}
#endif