📄 vector.h
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#ifndef _VECTOR_H
#define _VECTOR_H
#include <math.h>
#ifndef PI180
#define PI180 0.0174532925199432957692369076848861f // pi / 180
#endif
class CVector
{
public:
union
{
struct
{
float x, y, z;
};
float v[3];
};
CVector(){}
inline CVector( const CVector &a);
inline CVector( const float a, const float b, const float c);
inline void set( const float a, const float b, const float c);
inline void clear();
inline CVector operator+() const;
inline CVector operator-() const; // negative
inline void operator+= ( const CVector &a);
inline void operator-= ( const CVector &a);
inline void operator*= ( const CVector &a);
inline void operator/= ( const CVector &a);
inline void operator+= ( const float f);
inline void operator-= ( const float f);
inline void operator*= ( const float f);
inline void operator/= ( const float f);
inline CVector CROSS( const CVector &a) const;
inline float DOT3( const CVector &a) const;
inline float Length() const;
inline void RotX( const float angle);
inline void RotY( const float angle);
inline void RotZ( const float angle);
inline void Normalise();
inline void ArbitraryRotate(float theta, CVector r);
inline friend CVector operator+ ( const CVector &a, const CVector &b );
inline friend CVector operator- ( const CVector &a, const CVector &b );
inline friend CVector operator* ( const CVector &a, const CVector &b );
inline friend CVector operator/ ( const CVector &a, const CVector &b );
inline friend CVector operator+ ( const float f, const CVector &a );
inline friend CVector operator- ( const float f, const CVector &a );
inline friend CVector operator* ( const float f, const CVector &a );
// inline friend CVector operator/ ( const float f, const CVector &a );
inline friend CVector operator+ ( const CVector &a, const float f );
inline friend CVector operator- ( const CVector &a, const float f );
inline friend CVector operator* ( const CVector &a, const float f );
inline friend CVector operator/ ( const CVector &a, const float f );
inline friend CVector CROSS ( const CVector &a, const CVector &b );
inline friend float DOT3 ( const CVector &a, const CVector &b );
inline friend float Distance ( const CVector &a, const CVector &b);
};
inline CVector::CVector( const CVector &a)
{ x = a.x; y = a.y; z = a.z;}
inline CVector::CVector( const float a, const float b, const float c )
{ x = a; y = b; z = c;}
inline void CVector::set( const float a, const float b, const float c)
{ x = a; y = b; z = c;}
inline void CVector::clear()
{ x = 0.f; y = 0.f; z = 0.f;}
inline CVector CVector::operator+() const { return *this;}
inline CVector CVector::operator-() const { return CVector( -x, -y, -z);}
inline void CVector::operator+= ( const CVector &a){ x += a.x; y += a.y; z += a.z;}
inline void CVector::operator-= ( const CVector &a){ x -= a.x; y -= a.y; z -= a.z;}
inline void CVector::operator*= ( const CVector &a){ x *= a.x; y *= a.y; z *= a.z;}
inline void CVector::operator/= ( const CVector &a){ x /= a.x; y /= a.y; z /= a.z;}
inline void CVector::operator+= ( const float f){ x += f; y += f; z += f; }
inline void CVector::operator-= ( const float f){ x -= f; y -= f; z -= f; }
inline void CVector::operator*= ( const float f){ x *= f; y *= f; z *= f; }
inline void CVector::operator/= ( const float f){ x /= f; y /= f; z /= f; }
inline CVector operator+ ( const CVector &a, const CVector &b ){return CVector( a.x+b.x, a.y+b.y, a.z+b.z );}
inline CVector operator- ( const CVector &a, const CVector &b ){return CVector( a.x-b.x, a.y-b.y, a.z-b.z );}
inline CVector operator* ( const CVector &a, const CVector &b ){return CVector( a.x*b.x, a.y*b.y, a.z*b.z );}
inline CVector operator/ ( const CVector &a, const CVector &b ){return CVector( a.x/b.x, a.y/b.y, a.z/b.z );}
inline CVector operator+ ( const float f, const CVector &a ){return CVector( f+a.x, f+a.y, f+a.z );}
inline CVector operator- ( const float f, const CVector &a ){return CVector( f-a.x, f-a.y, f-a.z );}
inline CVector operator* ( const float f, const CVector &a ){return CVector( f*a.x, f*a.y, f*a.z );}
inline CVector operator+ ( const CVector &a, const float f ){return CVector( a.x+f, a.y+f, a.z+f );}
inline CVector operator- ( const CVector &a, const float f ){return CVector( a.x-f, a.y-f, a.z-f );}
inline CVector operator* ( const CVector &a, const float f ){return CVector( a.x*f, a.y*f, a.z*f );}
inline CVector operator/ ( const CVector &a, const float f ){float f_ = 1.0f/f;return CVector( a.x*f_, a.y*f_, a.z*f_ );}
inline CVector CROSS ( const CVector &a, const CVector &b )
{
return CVector( a.y*b.z - a.z*b.y, // i j k
a.z*b.x - a.x*b.z, // a.x a.y a.z
a.x*b.y - a.y*b.x ); // b.x b.y b.z
}
inline CVector CVector::CROSS( const CVector &a) const
{
return CVector( y*a.z - z*a.y,
z*a.x - x*a.z,
x*a.y - y*a.x );
}
inline float DOT3( const CVector &a, const CVector &b )
{
return( a.x*b.x + a.y*b.y + a.z*b.z );
}
inline float CVector::DOT3( const CVector &a) const
{
return (x*a.x + y*a.y +z*a.z);
}
inline float CVector::Length() const
{
return (float) sqrt(x*x + y*y + z*z);
}
inline void CVector::RotX( const float angle)
{
float s = (float) sin( PI180*angle );
float c = (float) cos( PI180*angle );
float Y=y;
y = y*c - z*s;
z = Y*s + z*c;
}
inline void CVector::RotY( const float angle)
{
float s = (float) sin( PI180*angle );
float c = (float) cos( PI180*angle );
float X=x;
x = x*c + z*s;
z = -X*s + z*c;
}
inline void CVector::RotZ( const float angle)
{
float s = (float) sin( PI180*angle );
float c = (float) cos( PI180*angle );
float X=x;
x = x*c - y*s;
y = X*s + y*c;
}
inline void CVector::Normalise()
{
float length;
length = (float) sqrt(x*x + y*y + z*z);
if (length != 0) {
x /= length;
y /= length;
z /= length;
} else {
x = 0;
y = 0;
z = 0;
}
}
// Rotate a vector by angle theta around an arbitrary axis r
// Positive angles are anticlockwise looking down the axis towards the origin.
inline void CVector::ArbitraryRotate(float theta, CVector r) // Rotate a vector by angle theta around an arbitrary axis r
{
CVector p(x,y,z);
float costheta,sintheta;
theta*=PI180;
r.Normalise();
costheta = (float)cos(theta);
sintheta = (float)sin(theta);
x = (costheta + (1 - costheta) * r.x * r.x) * p.x;
x += ((1 - costheta) * r.x * r.y - r.z * sintheta) * p.y;
x += ((1 - costheta) * r.x * r.z + r.y * sintheta) * p.z;
y = ((1 - costheta) * r.x * r.y + r.z * sintheta) * p.x;
y += (costheta + (1 - costheta) * r.y * r.y) * p.y;
y += ((1 - costheta) * r.y * r.z - r.x * sintheta) * p.z;
z = ((1 - costheta) * r.x * r.z - r.y * sintheta) * p.x;
z += ((1 - costheta) * r.y * r.z + r.x * sintheta) * p.y;
z += (costheta + (1 - costheta) * r.z * r.z) * p.z;
}
inline float Distance ( const CVector &a, const CVector &b)
{
CVector r = a-b;
return r.Length();
}
inline CVector ReflectedRay( const CVector &in, const CVector &n)
{
return (in - 2.f*n*DOT3( in, n));
}
inline char isInfPlus( const float &x)
{
float a;
*(unsigned int*)&a = (unsigned int)0x7f800000;
return ( x==a);
// return (*(unsigned int*) &x==0x7f800000);
}
inline char isInfMinus( const float &x)
{
float a;
*(unsigned int*)&a = (unsigned int)0xff800000;
return ( x==a);
// return (*(unsigned int*) &x==0xff800000);
}
#endif
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