topical media & game development
lib-of-vs-addons-ofxVectorMath-src-ofxVec3f.cpp / cpp
include <ofxVec3f.h>
ofxVec3f::ofxVec3f( float _x,
float _y,
float _z )
{
x = _x;
y = _y;
z = _z;
}
ofxVec3f::ofxVec3f( const ofPoint& pnt ) {
x = pnt.x;
y = pnt.y;
z = pnt.z;
}
// Getters and Setters.
//
//
void ofxVec3f::set( float _x, float _y, float _z ) {
x = _x;
y = _y;
z = _z;
}
void ofxVec3f::set( const ofPoint& vec ) {
x = vec.x;
y = vec.y;
z = vec.z;
}
float& ofxVec3f::operator[]( const int& i ) {
switch(i) {
case 0: return x;
case 1: return y;
case 2: return z;
default: return x;
}
}
// Check similarity/equality.
//
//
bool ofxVec3f::operator==( const ofPoint& vec ) {
return (x == vec.x) && (y == vec.y) && (z == vec.z);
}
bool ofxVec3f::operator!=( const ofPoint& vec ) {
return (x != vec.x) || (y != vec.y) || (z != vec.z);
}
bool ofxVec3f::match( const ofPoint& vec, float tollerance ) {
return (fabs(x - vec.x) < tollerance)
&& (fabs(y - vec.y) < tollerance)
&& (fabs(z - vec.z) < tollerance);
}
Checks if vectors look in the same direction.
bool ofxVec3f::align( const ofxVec3f& vec, float tollerance ) const {
float angle = this->angle( vec );
return angle < tollerance;
}
bool ofxVec3f::alignRad( const ofxVec3f& vec, float tollerance ) const {
float angle = this->angleRad( vec );
return angle < tollerance;
}
// Operator overloading for ofPoint
//
//
void ofxVec3f::operator=( const ofPoint& vec ){
x = vec.x;
y = vec.y;
z = vec.z;
}
ofxVec3f ofxVec3f::operator+( const ofPoint& pnt ) const {
return ofxVec3f( x+pnt.x, y+pnt.y, z+pnt.z );
}
ofxVec3f& ofxVec3f::operator+=( const ofPoint& pnt ) {
x+=pnt.x;
y+=pnt.y;
z+=pnt.z;
return *this;
}
ofxVec3f ofxVec3f::operator-( const ofPoint& vec ) const {
return ofxVec3f( x-vec.x, y-vec.y, z-vec.z );
}
ofxVec3f& ofxVec3f::operator-=( const ofPoint& vec ) {
x -= vec.x;
y -= vec.y;
z -= vec.z;
return *this;
}
ofxVec3f ofxVec3f::operator*( const ofPoint& vec ) const {
return ofxVec3f( x*vec.x, y*vec.y, z*vec.z );
}
ofxVec3f& ofxVec3f::operator*=( const ofPoint& vec ) {
x*=vec.x;
y*=vec.y;
z*=vec.z;
return *this;
}
ofxVec3f ofxVec3f::operator/( const ofPoint& vec ) const {
return ofxVec3f( vec.x!=0 ? x/vec.x : x , vec.y!=0 ? y/vec.y : y, vec.z!=0 ? z/vec.z : z );
}
ofxVec3f& ofxVec3f::operator/=( const ofPoint& vec ) {
vec.x!=0 ? x/=vec.x : x;
vec.y!=0 ? y/=vec.y : y;
vec.z!=0 ? z/=vec.z : z;
return *this;
}
ofxVec3f ofxVec3f::operator-() const {
return ofxVec3f( -x, -y, -z );
}
//operator overloading for float
//
//
void ofxVec3f::operator=( const float f){
x = f;
y = f;
z = f;
}
ofxVec3f ofxVec3f::operator+( const float f ) const {
return ofxVec3f( x+f, y+f, z+f);
}
ofxVec3f& ofxVec3f::operator+=( const float f ) {
x += f;
y += f;
z += f;
return *this;
}
ofxVec3f ofxVec3f::operator-( const float f ) const {
return ofxVec3f( x-f, y-f, z-f);
}
ofxVec3f& ofxVec3f::operator-=( const float f ) {
x -= f;
y -= f;
z -= f;
return *this;
}
ofxVec3f ofxVec3f::operator*( const float f ) const {
return ofxVec3f( x*f, y*f, z*f );
}
ofxVec3f& ofxVec3f::operator*=( const float f ) {
x*=f;
y*=f;
z*=f;
return *this;
}
ofxVec3f ofxVec3f::operator/( const float f ) const {
if(f == 0) return ofxVec3f( x, y, z);
return ofxVec3f( x/f, y/f, z/f );
}
ofxVec3f& ofxVec3f::operator/=( const float f ) {
if(f == 0) return *this;
x/=f;
y/=f;
z/=f;
return *this;
}
//Scale
//
//
ofxVec3f ofxVec3f::rescaled( const float length ) const {
return getScaled(length);
}
ofxVec3f ofxVec3f::getScaled( const float length ) const {
float l = (float)sqrt(x*x + y*y + z*z);
if( l > 0 )
return ofxVec3f( (x/l)*length, (y/l)*length, (z/l)*length );
else
return ofxVec3f();
}
ofxVec3f& ofxVec3f::rescale( const float length ) {
return scale(length);
}
ofxVec3f& ofxVec3f::scale( const float length ) {
float l = (float)sqrt(x*x + y*y + z*z);
if (l > 0) {
x = (x/l)*length;
y = (y/l)*length;
z = (z/l)*length;
}
return *this;
}
// Rotation
//
//
ofxVec3f ofxVec3f::rotated( float angle, const ofxVec3f& axis ) const {
return getRotated(angle, axis);
}
ofxVec3f ofxVec3f::getRotated( float angle, const ofxVec3f& axis ) const {
ofxVec3f ax = axis.normalized();
float a = (float)(angle*DEG_TO_RAD);
float sina = sin( a );
float cosa = cos( a );
float cosb = 1.0f - cosa;
return ofxVec3f( x*(ax.x*ax.x*cosb + cosa)
+ y*(ax.x*ax.y*cosb - ax.z*sina)
+ z*(ax.x*ax.z*cosb + ax.y*sina),
x*(ax.y*ax.x*cosb + ax.z*sina)
+ y*(ax.y*ax.y*cosb + cosa)
+ z*(ax.y*ax.z*cosb - ax.x*sina),
x*(ax.z*ax.x*cosb - ax.y*sina)
+ y*(ax.z*ax.y*cosb + ax.x*sina)
+ z*(ax.z*ax.z*cosb + cosa) );
}
ofxVec3f ofxVec3f::getRotatedRad( float angle, const ofxVec3f& axis ) const {
ofxVec3f ax = axis.normalized();
float a = angle;
float sina = sin( a );
float cosa = cos( a );
float cosb = 1.0f - cosa;
return ofxVec3f( x*(ax.x*ax.x*cosb + cosa)
+ y*(ax.x*ax.y*cosb - ax.z*sina)
+ z*(ax.x*ax.z*cosb + ax.y*sina),
x*(ax.y*ax.x*cosb + ax.z*sina)
+ y*(ax.y*ax.y*cosb + cosa)
+ z*(ax.y*ax.z*cosb - ax.x*sina),
x*(ax.z*ax.x*cosb - ax.y*sina)
+ y*(ax.z*ax.y*cosb + ax.x*sina)
+ z*(ax.z*ax.z*cosb + cosa) );
}
ofxVec3f& ofxVec3f::rotate( float angle, const ofxVec3f& axis ) {
ofxVec3f ax = axis.normalized();
float a = (float)(angle*DEG_TO_RAD);
float sina = sin( a );
float cosa = cos( a );
float cosb = 1.0f - cosa;
float nx = x*(ax.x*ax.x*cosb + cosa)
+ y*(ax.x*ax.y*cosb - ax.z*sina)
+ z*(ax.x*ax.z*cosb + ax.y*sina);
float ny = x*(ax.y*ax.x*cosb + ax.z*sina)
+ y*(ax.y*ax.y*cosb + cosa)
+ z*(ax.y*ax.z*cosb - ax.x*sina);
float nz = x*(ax.z*ax.x*cosb - ax.y*sina)
+ y*(ax.z*ax.y*cosb + ax.x*sina)
+ z*(ax.z*ax.z*cosb + cosa);
x = nx; y = ny; z = nz;
return *this;
}
ofxVec3f& ofxVec3f::rotateRad(float angle, const ofxVec3f& axis ) {
ofxVec3f ax = axis.normalized();
float a = angle;
float sina = sin( a );
float cosa = cos( a );
float cosb = 1.0f - cosa;
float nx = x*(ax.x*ax.x*cosb + cosa)
+ y*(ax.x*ax.y*cosb - ax.z*sina)
+ z*(ax.x*ax.z*cosb + ax.y*sina);
float ny = x*(ax.y*ax.x*cosb + ax.z*sina)
+ y*(ax.y*ax.y*cosb + cosa)
+ z*(ax.y*ax.z*cosb - ax.x*sina);
float nz = x*(ax.z*ax.x*cosb - ax.y*sina)
+ y*(ax.z*ax.y*cosb + ax.x*sina)
+ z*(ax.z*ax.z*cosb + cosa);
x = nx; y = ny; z = nz;
return *this;
}
// const???
ofxVec3f ofxVec3f::rotated(float ax, float ay, float az) {
return getRotated(ax,ay,az);
}
ofxVec3f ofxVec3f::getRotated(float ax, float ay, float az) const {
float a = (float)cos(DEG_TO_RAD*(ax));
float b = (float)sin(DEG_TO_RAD*(ax));
float c = (float)cos(DEG_TO_RAD*(ay));
float d = (float)sin(DEG_TO_RAD*(ay));
float e = (float)cos(DEG_TO_RAD*(az));
float f = (float)sin(DEG_TO_RAD*(az));
float nx = c * e * x - c * f * y + d * z;
float ny = (a * f + b * d * e) * x + (a * e - b * d * f) * y - b * c * z;
float nz = (b * f - a * d * e) * x + (a * d * f + b * e) * y + a * c * z;
return ofxVec3f( nx, ny, nz );
}
ofxVec3f ofxVec3f::getRotatedRad(float ax, float ay, float az) const {
float a = cos(ax);
float b = sin(ax);
float c = cos(ay);
float d = sin(ay);
float e = cos(az);
float f = sin(az);
float nx = c * e * x - c * f * y + d * z;
float ny = (a * f + b * d * e) * x + (a * e - b * d * f) * y - b * c * z;
float nz = (b * f - a * d * e) * x + (a * d * f + b * e) * y + a * c * z;
return ofxVec3f( nx, ny, nz );
}
ofxVec3f& ofxVec3f::rotate(float ax, float ay, float az) {
float a = (float)cos(DEG_TO_RAD*(ax));
float b = (float)sin(DEG_TO_RAD*(ax));
float c = (float)cos(DEG_TO_RAD*(ay));
float d = (float)sin(DEG_TO_RAD*(ay));
float e = (float)cos(DEG_TO_RAD*(az));
float f = (float)sin(DEG_TO_RAD*(az));
float nx = c * e * x - c * f * y + d * z;
float ny = (a * f + b * d * e) * x + (a * e - b * d * f) * y - b * c * z;
float nz = (b * f - a * d * e) * x + (a * d * f + b * e) * y + a * c * z;
x = nx; y = ny; z = nz;
return *this;
}
ofxVec3f& ofxVec3f::rotateRad(float ax, float ay, float az) {
float a = cos(ax);
float b = sin(ax);
float c = cos(ay);
float d = sin(ay);
float e = cos(az);
float f = sin(az);
float nx = c * e * x - c * f * y + d * z;
float ny = (a * f + b * d * e) * x + (a * e - b * d * f) * y - b * c * z;
float nz = (b * f - a * d * e) * x + (a * d * f + b * e) * y + a * c * z;
x = nx; y = ny; z = nz;
return *this;
}
// Normalization
//
//
ofxVec3f ofxVec3f::normalized() const {
return getNormalized();
}
ofxVec3f ofxVec3f::getNormalized() const {
float length = (float)sqrt(x*x + y*y + z*z);
if( length > 0 ) {
return ofxVec3f( x/length, y/length, z/length );
} else {
return ofxVec3f();
}
}
ofxVec3f& ofxVec3f::normalize() {
float length = (float)sqrt(x*x + y*y + z*z);
if( length > 0 ) {
x /= length;
y /= length;
z /= length;
}
return *this;
}
// Limit length.
//
//
ofxVec3f ofxVec3f::limited(float max) const {
return getLimited(max);
}
ofxVec3f ofxVec3f::getLimited(float max) const {
float length = (float)sqrt(x*x + y*y + z*z);
if( length > max && length > 0 ) {
return ofxVec3f( (x/length)*max, (y/length)*max, (z/length)*max );
} else {
return ofxVec3f( x, y, z );
}
}
ofxVec3f& ofxVec3f::limit(float max) {
float length = (float)sqrt(x*x + y*y + z*z);
if( length > max && length > 0 ) {
x = (x/length)*max;
y = (y/length)*max;
z = (z/length)*max;
}
return *this;
}
// Perpendicular vector.
//
//
ofxVec3f ofxVec3f::crossed( const ofxVec3f& vec ) const {
return getCrossed(vec);
}
ofxVec3f ofxVec3f::getCrossed( const ofxVec3f& vec ) const {
return ofxVec3f( y*vec.z - z*vec.y,
z*vec.x - x*vec.z,
x*vec.y - y*vec.x );
}
ofxVec3f& ofxVec3f::cross( const ofxVec3f& vec ) {
float _x = y*vec.z - z*vec.y;
float _y = z*vec.x - x*vec.z;
z = x*vec.y - y*vec.x;
x = _x;
y = _y;
return *this;
}
Normalized perpendicular.
ofxVec3f ofxVec3f::perpendiculared( const ofxVec3f& vec ) const {
return getPerpendicular(vec);
}
ofxVec3f ofxVec3f::getPerpendicular( const ofxVec3f& vec ) const {
float crossX = y*vec.z - z*vec.y;
float crossY = z*vec.x - x*vec.z;
float crossZ = x*vec.y - y*vec.x;
float length = (float)sqrt(crossX*crossX +
crossY*crossY +
crossZ*crossZ);
if( length > 0 )
return ofxVec3f( crossX/length, crossY/length, crossZ/length );
else
return ofxVec3f();
}
ofxVec3f& ofxVec3f::perpendicular( const ofxVec3f& vec ) {
float crossX = y*vec.z - z*vec.y;
float crossY = z*vec.x - x*vec.z;
float crossZ = x*vec.y - y*vec.x;
float length = (float)sqrt(crossX*crossX +
crossY*crossY +
crossZ*crossZ);
if( length > 0 ) {
x = crossX/length;
y = crossY/length;
z = crossZ/length;
} else {
x = 0.f;
y = 0.f;
z = 0.f;
}
return *this;
}
// Length
//
//
float ofxVec3f::length() const {
return (float)sqrt( x*x + y*y + z*z );
}
float ofxVec3f::lengthSquared() const {
return squareLength();
}
float ofxVec3f::squareLength() const {
return (float)(x*x + y*y + z*z);
}
Angle (deg) between two vectors.
This is an unsigned relative angle from 0 to 180.
http://www.euclideanspace.com/maths/algebra/vectors/angleBetween/index.htm
*/
float ofxVec3f::angle( const ofxVec3f& vec ) const {
ofxVec3f n1 = this->normalized();
ofxVec3f n2 = vec.normalized();
return (float)(acos( n1.dot(n2) )*RAD_TO_DEG);
}
float ofxVec3f::angleRad( const ofxVec3f& vec ) const {
ofxVec3f n1 = this->normalized();
ofxVec3f n2 = vec.normalized();
return (float)acos( n1.dot(n2) );
}
Dot Product.
float ofxVec3f::dot( const ofxVec3f& vec ) const {
return x*vec.x + y*vec.y + z*vec.z;
}
// Non-Member operators
//
//
ofxVec3f operator+( float f, const ofxVec3f& vec ) {
return ofxVec3f( f+vec.x, f+vec.y, f+vec.z );
}
ofxVec3f operator-( float f, const ofxVec3f& vec ) {
return ofxVec3f( f-vec.x, f-vec.y, f-vec.z );
}
ofxVec3f operator*( float f, const ofxVec3f& vec ) {
return ofxVec3f( f*vec.x, f*vec.y, f*vec.z );
}
ofxVec3f operator/( float f, const ofxVec3f& vec ) {
return ofxVec3f( f/vec.x, f/vec.y, f/vec.z);
}
(C) Æliens
04/09/2009
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