📄 global.h
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/*************************************************************************** * Copyright (C) 2004 - 2006 by ZJUBase *
* National Lab of Industrial Control Tech. * * Zhejiang University, China *
* * * Team members: *
* Currently the team leader is, * * Hao JIANG (jianghao@iipc.zju.edu.cn; riveria@gmail.com) *
* In the next season, the leader will be * * Yifeng ZHANG (yfzhang@iipc.zju.edu.cn) *
* ZJUBase 3D agent is created by * * Dijun LUO (djluo@iipc.zju.edu.cn) *
* All the members who has ever contributed: * * Jun JIANG *
* Xinfeng DU (xfdu@iipc.zju.edu.cn) *
* Yang ZHOU (yzhou@iipc.zju.edu.cn) *
* Zhipeng YANG *
* Xiang FAN *
* *
* Team Manager: *
* Ms. Rong XIONG (rxiong@iipc.zju.edu.cn) *
* *
* If you met any problems or you have something to discuss about * * ZJUBase. Please feel free to contact us through EMails given below. * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * * This program is 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. See the * * GNU General Public License for more details. * * * * You should have received a copy of the GNU General Public License * * along with this program; if not, write to the * * Free Software Foundation, Inc., * * 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * ***************************************************************************/
#ifndef _GLOBAL_H_
#define _GLOBAL_H_
#pragma warning(disable:4786)
#pragma warning(disable:4503)
#define for if(0);else for
#include <math.h>
#include <gl/glaux.h>
const double pi = (double)acos(-1.);
const double eps = 1e-10;
class Vector2 {
public:
double x;
double y;
Vector2(double vx = 0, double vy = 0) { x = vx; y = vy; }
double mod(){return (double)sqrt(x*x + y*y );}
double ang(){
if(mod()>0)
return (double)(( y>=0 ? acos(x/mod()) : - acos(x/mod())) * 180/pi);
return 0;
}
~Vector2(){};
double& operator[](int inx) { return inx == 1 ? y : x; }
Vector2 operator -() { return Vector2(-x, -y); }
Vector2 operator +(const Vector2 &a) { return Vector2(x + a.x, y + a.y); }
Vector2 operator -(const Vector2 &a) { return Vector2(x - a.x, y - a.y); }
Vector2 operator *(const double &a) { return Vector2(x * a, y * a); }
Vector2 operator *(const Vector2 &a) { return Vector2(x * a.x, y * a.y); }
Vector2 operator /(const double &a) { return Vector2(x / a, y / a); }
Vector2 operator /(const Vector2 &a) { return Vector2(x / a.x, y / a.y); }
void operator =(const double &a) { x = a; y = a; }
void operator +=(const Vector2 &a) { x += a.x; y += a.y; }
void operator +=(const double &a) { x += a; y += a; }
void operator -=(const Vector2 &a) { x -= a.x; y -= a.y; }
void operator -=(const double &a) { x -= a; y -= a; }
void operator *=(const double &a) { x *= a; y *= a; }
void operator /=(const double &a) { x /= a; y /= a; }
operator !=(const Vector2 &a) { return (x != a.x) || (y != a.y); }
operator !=(const double &a) { return (x != a) || (y != a); }
operator ==(const Vector2 &a) { return (x == a.x) && (y == a.y); }
};
class Vector3 {
public:
double x;
double y;
double z;
Vector3(double vx = 0, double vy = 0,double vz = 0) { x = vx; y = vy;z=vz; }
~Vector3(){};
double* GetData() { return &x; }
double mod(){return (double)sqrt(x*x + y*y + z*z );}
Vector3 Normalized() { if (mod() == 0) return *this; return *this / mod(); }
double Dot(const Vector3 &a) const { return x * a.x + y * a.y + z * a.z; }
Vector3 Cross(const Vector3 &a) const {
double xx = y * a.z - z * a.y;
double yy = z * a.x - x * a.z;
double zz = x * a.y - y * a.x;
return Vector3(xx, yy, zz);
}
double& operator[](int inx) { return inx == 2 ? z : (inx == 1 ? y : x); }
Vector3 operator -() { return Vector3(-x, -y,-z); }
Vector3 operator +(const Vector3 &a) { return Vector3(x + a.x, y + a.y,z+a.z); }
Vector3 operator -(const Vector3 &a) { return Vector3(x - a.x, y - a.y,z-a.z); }
Vector3 operator *(const double &a) { return Vector3(x * a, y * a, z*a); }
Vector3 operator *(const Vector3 &a) { return Vector3(x * a.x, y * a.y,z*a.z); }
Vector3 operator /(const double &a) { return Vector3(x / a, y / a,z/a); }
Vector3 operator /(const Vector3 &a) { return Vector3(x / a.x, y / a.y,z/a.z); }
Vector3 operator =(const double &a) { x = a; y = a; z=z; return *this; }
Vector3 operator +=(const Vector3 &a) { x += a.x; y += a.y; z +=a.z; return *this; }
Vector3 operator +=(const double &a) { x += a; y += a; z +=a; return *this; }
Vector3 operator -=(const Vector3 &a) { x -= a.x; y -= a.y; z -=a.z; return *this; }
Vector3 operator -=(const double &a) { x -= a; y -= a; z -=a; return *this; }
Vector3 operator *=(const double &a) { x *= a; y *= a; z*=a; return *this; }
Vector3 operator /=(const double &a) { x /= a; y /= a; z/=a; return *this; }
bool operator !=(const Vector3 &a) { return (x != a.x) || (y != a.y) || (z != a.z); }
bool operator !=(const double &a) { return (x != a) || (y != a) || (z != a); }
bool operator ==(const Vector3 &a) { return (x == a.x) && (y == a.y) && (z == a.z); }
};
#endif
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