[37] | 1 | /* |
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| 2 | |
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| 3 | Brian Curless |
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| 4 | |
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| 5 | Computer Graphics Laboratory |
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| 6 | Stanford University |
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| 7 | |
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| 8 | --------------------------------------------------------------------- |
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| 9 | |
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| 10 | Copyright (1997) The Board of Trustees of the Leland Stanford Junior |
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| 11 | University. Except for commercial resale, lease, license or other |
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| 12 | commercial transactions, permission is hereby given to use, copy, |
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| 13 | modify this software for academic purposes only. No part of this |
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| 14 | software or any derivatives thereof may be used in the production of |
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| 15 | computer models for resale or for use in a commercial |
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| 16 | product. STANFORD MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY KIND |
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| 17 | CONCERNING THIS SOFTWARE. No support is implied or provided. |
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| 18 | |
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| 19 | */ |
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| 20 | |
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| 21 | |
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| 22 | #ifndef _VEC3F_ |
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| 23 | #define _VEC3F_ |
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| 24 | |
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| 25 | #include <math.h> |
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| 26 | #include "defines.h" |
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| 27 | #include <iostream> |
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| 28 | #include <stdio.h> |
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| 29 | |
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| 30 | ////////////////////////////////////////////////////////////////////////////// |
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| 31 | // |
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| 32 | // Class: Vec3f |
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| 33 | // |
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| 34 | // 3D vector used to represet points or directions. Each component of |
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| 35 | // the vector is a float. |
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| 36 | // |
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| 37 | ////////////////////////////////////////////////////////////////////////////// |
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| 38 | |
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| 39 | class Vec3f { |
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| 40 | |
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| 41 | // protected: |
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| 42 | |
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| 43 | public: |
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| 44 | float x, y, z; |
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| 45 | |
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| 46 | Vec3f() { } |
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| 47 | Vec3f(const float v[3]) { setValue(v); } |
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| 48 | Vec3f(float vx, float vy, float vz) { setValue(vx, vy, vz); } |
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| 49 | |
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| 50 | float dot(const Vec3f &v) const |
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| 51 | {return (x*v.x + y*v.y + z*v.z);} |
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| 52 | |
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| 53 | Vec3f cross(const Vec3f &v) const |
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| 54 | {return Vec3f(y*v.z - z*v.y, z*v.x - x*v.z, x*v.y - y*v.x);} |
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| 55 | |
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| 56 | Vec3f max(const Vec3f &v) const |
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| 57 | {return Vec3f(MAX(x, v.x), MAX(y, v.y), MAX(z, v.z));} |
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| 58 | |
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| 59 | Vec3f min(const Vec3f &v) const |
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| 60 | {return Vec3f(MIN(x, v.x), MIN(y, v.y), MIN(z, v.z));} |
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| 61 | |
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| 62 | float length() const {return sqrtf(this->dot(*this));} |
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| 63 | |
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| 64 | float lengthSquared() const {return this->dot(*this);} |
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| 65 | |
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| 66 | void normalize() |
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| 67 | { float len = length(); if (len > 0) *this /= len; } |
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| 68 | |
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| 69 | void negate() {*this *= -1;} |
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| 70 | |
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| 71 | void getValue(float &vx, float &vy, float &vz) |
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| 72 | const {vx = x; vy = y; vz = z;} |
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| 73 | |
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| 74 | void getValue(float *v) |
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| 75 | const {v[0] = x; v[1] = y; v[2] = z;} |
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| 76 | |
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| 77 | void print() |
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| 78 | {printf("%f %f %f\n", x, y, z);} |
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| 79 | |
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| 80 | Vec3f & clear() |
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| 81 | {setValue(0,0,0); return *this;} |
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| 82 | |
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| 83 | Vec3f & setValue(const float v[3]) |
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| 84 | { // handle: v = 0; |
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| 85 | if (v) { x = v[0]; y = v[1]; z = v[2]; } else x = y = z = 0; |
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| 86 | return *this; |
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| 87 | } |
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| 88 | |
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| 89 | Vec3f & setValue(float vx, float vy, float vz) |
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| 90 | { x = vx; y = vy; z = vz; return *this; } |
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| 91 | |
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| 92 | Vec3f & setValue(const Vec3f &v1) |
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| 93 | { x = v1.x; y = v1.y; z = v1.z; return *this; } |
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| 94 | |
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| 95 | Vec3f & translate(float vx, float vy, float vz) |
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| 96 | { x += vx; y += vy; z += vz; return *this; } |
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| 97 | |
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| 98 | Vec3f & operator *=(float d) |
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| 99 | { x *= d; y *= d; z *= d; return *this; } |
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| 100 | |
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| 101 | Vec3f & operator /=(float d) |
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| 102 | { return *this *= (1.0 / d); } |
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| 103 | |
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| 104 | Vec3f & operator +=(const Vec3f &v1) |
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| 105 | { x += v1.x; y += v1.y; z += v1.z; return *this; } |
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| 106 | |
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| 107 | Vec3f & operator -=(const Vec3f &v1) |
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| 108 | { x -= v1.x; y -= v1.y; z -= v1.z; return *this; } |
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| 109 | |
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| 110 | const float & operator [](int i) const |
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| 111 | { return (*(&x + i)); } |
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| 112 | |
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| 113 | friend int operator ==(const Vec3f &v1, const Vec3f &v2) |
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| 114 | { return ((v1.x == v2.x)&&(v1.y == v2.y) |
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| 115 | &&(v1.z == v2.z)); } |
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| 116 | |
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| 117 | friend int operator !=(const Vec3f &v1, const Vec3f &v2) |
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| 118 | { return !(v1 == v2); } |
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| 119 | |
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| 120 | friend Vec3f operator +(const Vec3f &v1, const Vec3f &v2) |
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| 121 | { return Vec3f(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z); } |
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| 122 | |
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| 123 | friend Vec3f operator -(const Vec3f &v1, const Vec3f &v2) |
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| 124 | { return Vec3f(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z); } |
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| 125 | |
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| 126 | friend Vec3f operator *(const float d, const Vec3f &v1) |
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| 127 | { return Vec3f(d * v1.x, d * v1.y, d * v1.z); } |
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| 128 | |
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| 129 | friend Vec3f operator *(const Vec3f &v1, const float d) |
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| 130 | { return d * v1; } |
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| 131 | }; |
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| 132 | |
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| 133 | std::ostream &operator<<(std::ostream &, const Vec3f &); |
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| 134 | |
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| 135 | #endif |
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| 136 | |
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