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gezelter |
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#ifndef _VECTOR3D_H_ |
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#define _VECTOR3D_H_ |
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#include <cmath> |
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#include <iostream> |
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using namespace std; |
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class Vector3d{ |
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public: |
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Vector3d(){ |
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this->x = double(); |
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this->y = double(); |
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this->z = double(); |
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} |
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Vector3d( double x, double y, double z){ |
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this->x = x; |
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this->y = y; |
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this->z = z; |
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} |
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Vector3d(const Vector3d& v1){ |
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this->x = v1.x; |
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this->y = v1.y; |
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this->z = v1.z; |
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} |
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double& operator[](unsigned int index){ |
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switch (index){ |
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case 0 : |
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return x; |
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case 1 : |
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return y; |
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case 2 : |
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return z; |
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default: |
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cerr << index <<" is invalid index" << endl; |
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exit(1); |
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} |
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} |
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const double& operator[](unsigned int index) const{ |
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switch (index){ |
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case 0 : |
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return x; |
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case 1 : |
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return y; |
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case 2 : |
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return z; |
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default: |
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cerr << index <<" is invalid index" << endl; |
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exit(1); |
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} |
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} |
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Vector3d& operator=( const Vector3d& v1 ){ |
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if(this == & v1) |
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return *this; |
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this->x = v1.x; |
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this->y = v1.y; |
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this->z = v1.z; |
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return *this; |
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} |
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bool operator ==( const Vector3d& v1 ){ |
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return this->x == v1.x && this->y == v1.y && this->z == v1.z; |
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} |
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bool operator !=( const Vector3d& v1 ){ |
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return this->x != v1.x || this->y != v1.y || this->z != v1.z; |
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} |
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void neg(){ |
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this->x = -this->x; |
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this->y = -this->y; |
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this->z = -this->z; |
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} |
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void add( const Vector3d& v1 ){ |
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this->x += v1.x; |
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this->y += v1.y; |
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this->z += v1.z; |
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} |
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void add( const Vector3d& v1, const Vector3d &v2 ){ |
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this->x = v1.x + v1.x; |
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this->y = v1.y + v2.y; |
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this->z = v1.z + v2.z; |
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} |
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void sub( const Vector3d& v1 ){ |
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this->x -= v1.x; |
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this->y -= v1.y; |
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this->z -= v1.z; |
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} |
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void sub( const Vector3d& v1, const Vector3d &v2 ){ |
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this->x = v1.x - v1.x; |
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this->y = v1.y - v2.y; |
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this->z = v1.z - v2.z; |
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} |
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void mul( double r ){ |
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this->x *= r; |
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this->y *= r; |
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this->z *= r; |
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} |
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void mul( double r, const Vector3d& v1 ){ |
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this->x = r * v1.x; |
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this->y = r * v1.y; |
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this->z = r * v1.z; |
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} |
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void mul( const Vector3d& v1, double r ){ |
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this->x = v1.x * r; |
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this->y = v1.y * r; |
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this->z = v1.z * r; |
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} |
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void div( double r){ |
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this->x /= r; |
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this->y /= r; |
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this->z /= r; |
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} |
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void div( const Vector3d& v1, double r ){ |
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this->x = v1.x/r; |
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this->y = v1.y/r; |
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this->z = v1.z/r; |
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} |
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void operator +=( const Vector3d& v1 ){ |
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this->x += v1.x; |
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this->y += v1.y; |
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this->z += v1.z; |
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} |
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void operator -=( const Vector3d& v1 ){ |
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this->x -= v1.x; |
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this->y -= v1.y; |
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this->z -= v1.z; |
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} |
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void operator *=( double r ){ |
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this->x *= r; |
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this->y *= r; |
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this->z *= r; |
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} |
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void operator /=( double r ){ |
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this->x /= r; |
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this->y /= r; |
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this->z /= r; |
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} |
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//vector addition |
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friend Vector3d operator+ ( const Vector3d& v1, const Vector3d& v2){ |
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return Vector3d(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); |
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} |
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//vector subtraction |
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friend Vector3d operator- ( const Vector3d& v1, const Vector3d& v2) { |
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return Vector3d(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); |
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} |
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//unary minus |
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friend Vector3d operator- ( const Vector3d& v) { |
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return Vector3d(-v.x, -v.y, -v.z); |
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} |
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//multiply by a scalar |
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friend Vector3d operator* ( const double& r, const Vector3d& v) { |
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return Vector3d( r*v.x, r*v.y, r*v.z); |
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} |
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//multiply by a scalar |
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friend Vector3d operator* ( const Vector3d& v, const double& r) { |
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return Vector3d( r*v.x, r*v.y, r*v.z); |
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} |
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//divide by a scalar |
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friend Vector3d operator/ ( const Vector3d& v, const double& r) { |
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return Vector3d( v.x/r, v.y/r, v.z/r); |
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} |
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//dot product |
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friend double dotProduct (const Vector3d& v1, const Vector3d& v2){ |
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return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z; |
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} |
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//cross product |
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friend Vector3d crossProduct (const Vector3d& v1, const Vector3d& v2){ |
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Vector3d result; |
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result.x = v1.y * v2.z - v1.z * v2.y ; |
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result.y = -v1.x * v2.z + v1.z * v2.x ; |
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result.z = v1.x * v2.y - v1.y * v2.x; |
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return result; |
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} |
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void normalize(){ |
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double len; |
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len = length(); |
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x /= len ; |
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y /= len; |
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z /= len; |
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} |
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double length(){ |
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return sqrt(x*x + y*y + z*z); |
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} |
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double length2(){ |
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return x*x + y*y + z*z; |
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} |
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public: |
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double x; |
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double y; |
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double z; |
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}; |
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#endif //end ifndef _VECTOR3D_H_ |