📄 algebra3.h
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/***************************************************************** ** C++ Vector and Matrix Algebra routines ** Author: Jean-Francois DOUE ** Version 3.1 --- October 1993 ** *****************************************************************/#include <stream.h>#include <stdlib.h>// this line defines a new type: pointer to a function which returns a// double and takes as argument a doubletypedef double (*V_FCT_PTR)(double);// min-max macros#define MIN(A,B) ((A) < (B) ? (A) : (B))#define MAX(A,B) ((A) > (B) ? (A) : (B))// error handling macro#define V_ERROR(E) { cerr << E; exit(1); }class vec2;class vec3;class vec4;class mat3;class mat4;enum {VX, VY, VZ, VW}; // axesenum {PA, PB, PC, PD}; // planesenum {RED, GREEN, BLUE}; // colorsenum {KA, KD, KS, ES}; // phong coefficients/***************************************************************** ** 2D Vector ** *****************************************************************/class vec2{protected: double n[2];public:// Constructorsvec2();vec2(const double x, const double y);vec2(const double d);vec2(const vec2& v); // copy constructorvec2(const vec3& v); // cast v3 to v2vec2(const vec3& v, int dropAxis); // cast v3 to v2// Assignment operatorsvec2& operator = ( const vec2& v ); // assignment of a vec2vec2& operator += ( const vec2& v ); // incrementation by a vec2vec2& operator -= ( const vec2& v ); // decrementation by a vec2vec2& operator *= ( const double d ); // multiplication by a constantvec2& operator /= ( const double d ); // division by a constantdouble& operator [] ( int i); // indexing// special functionsdouble length(); // length of a vec2double length2(); // squared length of a vec2vec2& normalize(); // normalize a vec2vec2& apply(V_FCT_PTR fct); // apply a func. to each component// friendsfriend vec2 operator - (const vec2& v); // -v1friend vec2 operator + (const vec2& a, const vec2& b); // v1 + v2friend vec2 operator - (const vec2& a, const vec2& b); // v1 - v2friend vec2 operator * (const vec2& a, const double d); // v1 * 3.0friend vec2 operator * (const double d, const vec2& a); // 3.0 * v1friend vec2 operator * (const mat3& a, const vec2& v); // M . vfriend vec2 operator * (const vec2& v, mat3& a); // v . Mfriend double operator * (const vec2& a, const vec2& b); // dot productfriend vec2 operator / (const vec2& a, const double d); // v1 / 3.0friend vec3 operator ^ (const vec2& a, const vec2& b); // cross productfriend int operator == (const vec2& a, const vec2& b); // v1 == v2 ?friend int operator != (const vec2& a, const vec2& b); // v1 != v2 ?friend ostream& operator << (ostream& s, vec2& v); // output to streamfriend istream& operator >> (istream& s, vec2& v); // input from strm.friend void swap(vec2& a, vec2& b); // swap v1 & v2friend vec2 min(const vec2& a, const vec2& b); // min(v1, v2)friend vec2 max(const vec2& a, const vec2& b); // max(v1, v2)friend vec2 prod(const vec2& a, const vec2& b); // term by term *// necessary friend declarationsfriend class vec3;};/***************************************************************** ** 3D Vector ** *****************************************************************/class vec3{protected: double n[3];public:// Constructorsvec3();vec3(const double x, const double y, const double z);vec3(const double d);vec3(const vec3& v); // copy constructorvec3(const vec2& v); // cast v2 to v3vec3(const vec2& v, double d); // cast v2 to v3vec3(const vec4& v); // cast v4 to v3vec3(const vec4& v, int dropAxis); // cast v4 to v3// Assignment operatorsvec3& operator = ( const vec3& v ); // assignment of a vec3vec3& operator += ( const vec3& v ); // incrementation by a vec3vec3& operator -= ( const vec3& v ); // decrementation by a vec3vec3& operator *= ( const double d ); // multiplication by a constantvec3& operator /= ( const double d ); // division by a constantdouble& operator [] ( int i); // indexing// special functionsdouble length(); // length of a vec3double length2(); // squared length of a vec3vec3& normalize(); // normalize a vec3vec3& apply(V_FCT_PTR fct); // apply a func. to each component// friendsfriend vec3 operator - (const vec3& v); // -v1friend vec3 operator + (const vec3& a, const vec3& b); // v1 + v2friend vec3 operator - (const vec3& a, const vec3& b); // v1 - v2friend vec3 operator * (const vec3& a, const double d); // v1 * 3.0friend vec3 operator * (const double d, const vec3& a); // 3.0 * v1friend vec3 operator * (const mat4& a, const vec3& v); // M . vfriend vec3 operator * (const vec3& v, mat4& a); // v . Mfriend double operator * (const vec3& a, const vec3& b); // dot productfriend vec3 operator / (const vec3& a, const double d); // v1 / 3.0friend vec3 operator ^ (const vec3& a, const vec3& b); // cross productfriend int operator == (const vec3& a, const vec3& b); // v1 == v2 ?friend int operator != (const vec3& a, const vec3& b); // v1 != v2 ?friend ostream& operator << (ostream& s, vec3& v); // output to streamfriend istream& operator >> (istream& s, vec3& v); // input from strm.friend void swap(vec3& a, vec3& b); // swap v1 & v2friend vec3 min(const vec3& a, const vec3& b); // min(v1, v2)friend vec3 max(const vec3& a, const vec3& b); // max(v1, v2)friend vec3 prod(const vec3& a, const vec3& b); // term by term *// necessary friend declarationsfriend class vec2;friend class vec4;friend class mat3;friend vec2 operator * (const mat3& a, const vec2& v); // linear transformfriend mat3 operator * (mat3& a, mat3& b); // matrix 3 product};/***************************************************************** ** 4D Vector ** *****************************************************************/class vec4{protected: double n[4];public:// Constructorsvec4();vec4(const double x, const double y, const double z, const double w);vec4(const double d);vec4(const vec4& v); // copy constructorvec4(const vec3& v); // cast vec3 to vec4vec4(const vec3& v, const double d); // cast vec3 to vec4// Assignment operatorsvec4& operator = ( const vec4& v ); // assignment of a vec4vec4& operator += ( const vec4& v ); // incrementation by a vec4vec4& operator -= ( const vec4& v ); // decrementation by a vec4vec4& operator *= ( const double d ); // multiplication by a constantvec4& operator /= ( const double d ); // division by a constantdouble& operator [] ( int i); // indexing// special functionsdouble length(); // length of a vec4double length2(); // squared length of a vec4vec4& normalize(); // normalize a vec4vec4& apply(V_FCT_PTR fct); // apply a func. to each component// friendsfriend vec4 operator - (const vec4& v); // -v1friend vec4 operator + (const vec4& a, const vec4& b); // v1 + v2friend vec4 operator - (const vec4& a, const vec4& b); // v1 - v2friend vec4 operator * (const vec4& a, const double d); // v1 * 3.0friend vec4 operator * (const double d, const vec4& a); // 3.0 * v1friend vec4 operator * (const mat4& a, const vec4& v); // M . vfriend vec4 operator * (const vec4& v, mat4& a); // v . Mfriend double operator * (const vec4& a, const vec4& b); // dot productfriend vec4 operator / (const vec4& a, const double d); // v1 / 3.0friend int operator == (const vec4& a, const vec4& b); // v1 == v2 ?friend int operator != (const vec4& a, const vec4& b); // v1 != v2 ?friend ostream& operator << (ostream& s, vec4& v); // output to streamfriend istream& operator >> (istream& s, vec4& v); // input from strm.friend void swap(vec4& a, vec4& b); // swap v1 & v2friend vec4 min(const vec4& a, const vec4& b); // min(v1, v2)friend vec4 max(const vec4& a, const vec4& b); // max(v1, v2)friend vec4 prod(const vec4& a, const vec4& b); // term by term *// necessary friend declarationsfriend class vec3;friend class mat4;friend vec3 operator * (const mat4& a, const vec3& v); // linear transformfriend mat4 operator * (mat4& a, mat4& b); // matrix 4 product};/***************************************************************** ** 3x3 Matrix ** *****************************************************************/class mat3{protected: vec3 v[3];public:// Constructorsmat3();mat3(const vec3& v0, const vec3& v1, const vec3& v2);mat3(const double d);mat3(const mat3& m);// Assignment operatorsmat3& operator = ( const mat3& m ); // assignment of a mat3mat3& operator += ( const mat3& m ); // incrementation by a mat3mat3& operator -= ( const mat3& m ); // decrementation by a mat3mat3& operator *= ( const double d ); // multiplication by a constantmat3& operator /= ( const double d ); // division by a constantvec3& operator [] ( int i); // indexing// special functionsmat3 transpose(); // transposemat3 inverse(); // inversemat3& apply(V_FCT_PTR fct); // apply a func. to each element// friendsfriend mat3 operator - (const mat3& a); // -m1friend mat3 operator + (const mat3& a, const mat3& b); // m1 + m2friend mat3 operator - (const mat3& a, const mat3& b); // m1 - m2friend mat3 operator * (mat3& a, mat3& b); // m1 * m2friend mat3 operator * (const mat3& a, const double d); // m1 * 3.0friend mat3 operator * (const double d, const mat3& a); // 3.0 * m1friend mat3 operator / (const mat3& a, const double d); // m1 / 3.0friend int operator == (const mat3& a, const mat3& b); // m1 == m2 ?friend int operator != (const mat3& a, const mat3& b); // m1 != m2 ?friend ostream& operator << (ostream& s, mat3& m); // output to streamfriend istream& operator >> (istream& s, mat3& m); // input from strm.friend void swap(mat3& a, mat3& b); // swap m1 & m2// necessary friend declarationsfriend vec3 operator * (const mat3& a, const vec3& v); // linear transformfriend vec2 operator * (const mat3& a, const vec2& v); // linear transform};/***************************************************************** ** 4x4 Matrix ** *****************************************************************/class mat4{protected: vec4 v[4];public:// Constructorsmat4();mat4(const vec4& v0, const vec4& v1, const vec4& v2, const vec4& v3);mat4(const double d);mat4(const mat4& m);// Assignment operatorsmat4& operator = ( const mat4& m ); // assignment of a mat4mat4& operator += ( const mat4& m ); // incrementation by a mat4mat4& operator -= ( const mat4& m ); // decrementation by a mat4mat4& operator *= ( const double d ); // multiplication by a constantmat4& operator /= ( const double d ); // division by a constantvec4& operator [] ( int i); // indexing// special functionsmat4 transpose(); // transposemat4 inverse(); // inversemat4& apply(V_FCT_PTR fct); // apply a func. to each element// friendsfriend mat4 operator - (const mat4& a); // -m1friend mat4 operator + (const mat4& a, const mat4& b); // m1 + m2friend mat4 operator - (const mat4& a, const mat4& b); // m1 - m2friend mat4 operator * (mat4& a, mat4& b); // m1 * m2friend mat4 operator * (const mat4& a, const double d); // m1 * 4.0friend mat4 operator * (const double d, const mat4& a); // 4.0 * m1friend mat4 operator / (const mat4& a, const double d); // m1 / 3.0friend int operator == (const mat4& a, const mat4& b); // m1 == m2 ?friend int operator != (const mat4& a, const mat4& b); // m1 != m2 ?friend ostream& operator << (ostream& s, mat4& m); // output to streamfriend istream& operator >> (istream& s, mat4& m); // input from strm.friend void swap(mat4& a, mat4& b); // swap m1 & m2// necessary friend declarationsfriend vec4 operator * (const mat4& a, const vec4& v); // linear transformfriend vec3 operator * (const mat4& a, const vec3& v); // linear transform};/***************************************************************** ** 2D functions and 3D functions ** *****************************************************************/mat3 identity2D(); // identity 2Dmat3 translation2D(vec2& v); // translation 2Dmat3 rotation2D(vec2& Center, const double angleDeg); // rotation 2Dmat3 scaling2D(vec2& scaleVector); // scaling 2Dmat4 identity3D(); // identity 3Dmat4 translation3D(vec3& v); // translation 3Dmat4 rotation3D(vec3& Axis, const double angleDeg); // rotation 3Dmat4 scaling3D(vec3& scaleVector); // scaling 3Dmat4 perspective3D(const double d); // perspective 3D
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