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📄 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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