ewol/Sources/libetk/etk/math/Vector3D.h

421 lines
11 KiB
C++

/**
*******************************************************************************
* @file etk/math/Vector3D.h
* @brief Ewol Tool Kit : Vector 3 dimention (x, y, z)
* @author Edouard DUPIN
* @date 26/10/2012
* @par Project
* Ewol TK
*
* @par Copyright
* Copyright 2011 Edouard DUPIN, all right reserved
*
* This software is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY.
*
* Licence summary :
* You can modify and redistribute the sources code and binaries.
* You can send me the bug-fix
*
* Term of the licence in in the file licence.txt.
*
*******************************************************************************
*/
#ifndef __ETK_MATH_VECTOR3D_H__
#define __ETK_MATH_VECTOR3D_H__
namespace etk
{
template <typename T> class Vector3D
{
public:
T x;
T y;
T z;
public:
/*****************************************************
* Constructor
*****************************************************/
Vector3D(void) : x(0), y(0), z(0) { };
Vector3D(double _x, double _y, double _z) : x(_x), y(_y), z(_z) { };
Vector3D(float _x, float _y, float _z) : x(_x), y(_y), z(_z) { };
Vector3D(int32_t _x, int32_t _y, int32_t _z) : x(_x), y(_y), z(_z) { };
Vector3D(const Vector3D<double>& obj) : x((T)obj.x), y((T)obj.y), z((T)obj.z) { };
Vector3D(const Vector3D<float>& obj) : x((T)obj.x), y((T)obj.y), z((T)obj.z) { };
Vector3D(const Vector3D<int32_t>& obj) : x((T)obj.x), y((T)obj.y), z((T)obj.z) { };
~Vector3D(void) { };
/*****************************************************
* = assigment
*****************************************************/
const Vector3D<T>& operator= (const Vector3D<T>& obj ) {
x = (T)obj.x;
y = (T)obj.y;
z = (T)obj.z;
return *this;
}
/*****************************************************
* == operator
*****************************************************/
bool operator== (const Vector3D<T>& obj) const {
if ((T)obj.x == x && (T)obj.y == y && (T)obj.z == z) {
return true;
}
return false;
}
/*****************************************************
* != operator
*****************************************************/
bool operator!= (const Vector3D<T>& obj) const {
if ((T)obj.x == x && (T)obj.y == y && (T)obj.z == z) {
return false;
}
return true;
}
/*****************************************************
* += operator
*****************************************************/
const Vector3D<T>& operator+= (const Vector3D<T>& obj) {
x += (T)obj.x;
y += (T)obj.y;
z += (T)obj.z;
return *this;
}
const Vector3D<T>& operator+= (const float val) {
x += val;
y += val;
z += val;
return *this;
}
/*****************************************************
* + operator
*****************************************************/
Vector3D<T> operator+ (const Vector3D<T>& obj) {
Vector3D<T> tmpp(x,y,y);
tmpp.x += (T)obj.x;
tmpp.y += (T)obj.y;
tmpp.z += (T)obj.z;
return *this;
}
Vector3D<T> operator+ (const float val) {
Vector3D<T> tmpp(x,y,y);
tmpp.x += val;
tmpp.y += val;
tmpp.z += val;
return *this;
}
/*****************************************************
* -= operator
*****************************************************/
const Vector3D<T>& operator-= (const Vector3D<T>& obj) {
x -= (T)obj.x;
y -= (T)obj.y;
z -= (T)obj.z;
return *this;
}
const Vector3D<T>& operator-= (const float val) {
x -= val;
y -= val;
z -= val;
return *this;
}
/*****************************************************
* - operator
*****************************************************/
Vector3D<T> operator- (const Vector3D<T>& obj) {
Vector3D<T> tmpp(x,y,y);
tmpp.x -= (T)obj.x;
tmpp.y -= (T)obj.y;
tmpp.z -= (T)obj.z;
return *this;
}
Vector3D<T> operator- (const float val) {
Vector3D<T> tmpp(x,y,y);
tmpp.x -= val;
tmpp.y -= val;
tmpp.z -= val;
return *this;
}
/*****************************************************
* /= operator
*****************************************************/
const Vector3D<T>& operator/= (const Vector3D<T>& obj) {
if (obj.x != 0) {
x /= (T)obj.x;
}
if (obj.y != 0) {
y /= (T)obj.y;
}
if (obj.z != 0) {
z /= (T)obj.z;
}
return *this;
}
const Vector3D<T>& operator/= (const float val) {
if (val==0) {
return *this;
}
x /= val;
y /= val;
z /= val;
return *this;
}
/*****************************************************
* / operator
*****************************************************/
Vector3D<T> operator/ (const Vector3D<T>& obj) {
Vector3D<T> tmpp(x,y,y);
if (obj.x != 0) {
tmpp.x /= (T)obj.x;
}
if (obj.y != 0) {
tmpp.y /= (T)obj.y;
}
if (obj.z != 0) {
tmpp.z /= (T)obj.z;
}
return tmpp;
}
Vector3D<T> operator/ (const float val) {
Vector3D<T> tmpp(x,y,y);
if (val==0) {
return tmpp;
}
tmpp.x /= val;
tmpp.y /= val;
tmpp.z /= val;
return tmpp;
}
/*****************************************************
* *= operator
*****************************************************/
const Vector3D<T>& operator*= (const Vector3D<T>& obj) {
x *= (T)obj.x;
y *= (T)obj.y;
z *= (T)obj.z;
return *this;
}
const Vector3D<T>& operator*= (const float val) {
x *= val;
y *= val;
z *= val;
return *this;
}
/*****************************************************
* * operator
*****************************************************/
Vector3D<T> operator* (const Vector3D<T>& obj) {
Vector3D<T> tmpp(x,y,y);
tmpp.x *= (T)obj.x;
tmpp.y *= (T)obj.y;
tmpp.z *= (T)obj.z;
return tmpp;
}
Vector3D<T> operator* (const float val) {
Vector3D<T> tmpp(x,y,y);
tmpp.x *= val;
tmpp.y *= val;
tmpp.z *= val;
return tmpp;
}
/*****************************************************
* ++ operator
*****************************************************/
Vector3D<T>& operator++() // prefix
{
++x;
++y;
++z;
return *this;
}
Vector3D<T> operator++(int unused) // postfix
{
Vector3D<T> result = *this;
++(*this);
return result;
}
/*****************************************************
* -- operator
*****************************************************/
Vector3D<T>& operator--() // prefix
{
--x;
--y;
--z;
return *this;
}
Vector3D<T> operator--(int unused) // postfix
{
Vector3D<T> result = *this;
--(*this);
return result;
}
void Zero(void)
{
x=0;
y=0;
z=0;
};
void One(void)
{
x=1;
y=1;
z=1;
};
//vector algebra
Vector3D<T> CrossProduct(const Vector3D<T>& obj) const
{
return Vector3D<T>( y*obj.z - z*obj.y,
z*obj.x - x*obj.z,
x*obj.y - y*obj.x);
};
float DotProduct(const Vector3D<T>& obj) const
{
return x*obj.x
+ y*obj.y
+ z*obj.z;
};
void Normalize()
{
float length=GetLength();
if(length==1 || length==0) {
return;
}
float scalefactor = 1.0f/length;
x *= scalefactor;
y *= scalefactor;
z *= scalefactor;
};
Vector3D<T> GetNormalized() const
{
Vector3D<T> tmpp(*this);
tmpp.Normalize();
return tmpp;
};
float GetLength() const
{
return (float)sqrt((x*x)+(y*y)+(z*z));
};
float GetSquaredLength() const
{
return (x*x)+(y*y)+(z*z);
};
//rotations
void RotateX(double angle)
{
(*this)=GetRotatedX(angle);
};
Vector3D<T> GetRotatedX(double angle) const
{
if(angle==0.0) {
return (*this);
}
float sinAngle=(float)sin(M_PI*angle/180);
float cosAngle=(float)cos(M_PI*angle/180);
return Vector3D<T>( x,
y*cosAngle - z*sinAngle,
y*sinAngle + z*cosAngle);
};
void RotateY(double angle)
{
(*this)=GetRotatedY(angle);
};
Vector3D<T> GetRotatedY(double angle) const
{
if(angle==0.0) {
return (*this);
}
float sinAngle=(float)sin(M_PI*angle/180);
float cosAngle=(float)cos(M_PI*angle/180);
return Vector3D<T>( x*cosAngle + z*sinAngle,
y,
-x*sinAngle + z*cosAngle);
};
void RotateZ(double angle)
{
(*this)=GetRotatedZ(angle);
};
Vector3D<T> GetRotatedZ(double angle) const
{
if(angle==0.0) {
return (*this);
}
float sinAngle=(float)sin(M_PI*angle/180);
float cosAngle=(float)cos(M_PI*angle/180);
return Vector3D<T>( x*cosAngle - y*sinAngle,
x*sinAngle + y*cosAngle,
z);
};
void RotateAxis(double angle, const Vector3D<T> & axis)
{
(*this)=GetRotatedAxis(angle, axis);
};
Vector3D<T> GetRotatedAxis(double angle, const Vector3D<T> & axis) const
{
if(angle==0.0) {
return (*this);
}
Vector3D<T> u=axis.GetNormalized();
Vector3D<T> rotMatrixRow0, rotMatrixRow1, rotMatrixRow2;
float sinAngle=(float)sin(M_PI*angle/180);
float cosAngle=(float)cos(M_PI*angle/180);
float MinusCosAngle=1.0f-cosAngle;
rotMatrixRow0.x=(u.x)*(u.x) + cosAngle*(1-(u.x)*(u.x));
rotMatrixRow0.y=(u.x)*(u.y)*(MinusCosAngle) - sinAngle*u.z;
rotMatrixRow0.z=(u.x)*(u.z)*(MinusCosAngle) + sinAngle*u.y;
rotMatrixRow1.x=(u.x)*(u.y)*(MinusCosAngle) + sinAngle*u.z;
rotMatrixRow1.y=(u.y)*(u.y) + cosAngle*(1-(u.y)*(u.y));
rotMatrixRow1.z=(u.y)*(u.z)*(MinusCosAngle) - sinAngle*u.x;
rotMatrixRow2.x=(u.x)*(u.z)*(MinusCosAngle) - sinAngle*u.y;
rotMatrixRow2.y=(u.y)*(u.z)*(MinusCosAngle) + sinAngle*u.x;
rotMatrixRow2.z=(u.z)*(u.z) + cosAngle*(1-(u.z)*(u.z));
return Vector3D<T>( this->DotProduct(rotMatrixRow0),
this->DotProduct(rotMatrixRow1),
this->DotProduct(rotMatrixRow2));
};
/**
* @brief Linar intermolation of the curent Vector
* @param[in] input
* @param[in] factor
* @return the interpolate vector
*/
Vector3D<T> LinearInterpolate(const Vector3D<T>& input, float factor) const
{
return (*this)*(1.0f-factor) + input*factor;
};
/**
* @brief Quadratic intermolation of the curent Vector
* @param[in] v1
* @param[in] v2
* @param[in] factor
* @return the interpolate vector
*/
Vector3D<T> QuadraticInterpolate(const Vector3D<T>& v2, const Vector3D<T>& v3, float factor) const
{
return (*this)*(1.0f-factor)*(1.0f-factor) + 2*v2*factor*(1.0f-factor) + v3*factor*factor;
};
};
};
#endif