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cvector.cpp
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cvector.cpp
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#include "cvector.h"
#include <math.h>
#include <QtOpenGL>
CVector::CVector(){
m_values[0] = m_values[1] = m_values[2] = 0;
}
CVector::CVector( const CVector& v ){
m_values[0] = v.m_values[0];
m_values[1] = v.m_values[1];
m_values[2] = v.m_values[2];
}
CVector::CVector( float a , float b , float c ){
m_values[0] = a;
m_values[1] = b;
m_values[2] = c;
}
float* CVector::array(){
return m_values;
}
float CVector::x(){
return m_values[0];
}
float CVector::y(){
return m_values[1];
}
float CVector::z(){
return m_values[2];
}
void CVector::setX( float v ){
m_values[0] = v;
}
void CVector::setY( float v ){
m_values[1] = v;
}
void CVector::setZ( float v ){
m_values[2] = v;
}
float CVector::length(){
return sqrtf( (m_values[0]*m_values[0]) +
(m_values[1]*m_values[1]) +
(m_values[2]*m_values[2]) );
}
void CVector::normalize(){
float l = length();
m_values[0] /= l;
m_values[1] /= l;
m_values[2] /= l;
}
float CVector::angleFrom(CVector v){
float l[3];
l[0] = length();
l[1] = v.length();
l[2] = ( *this - v ).length();
float a,b;
a = ((l[0] * l[0]) + (l[1] * l[1]) - (l[2] * l[2]));
b = 2 * l[0] * l[1];
if( a == 0 || b == 0 )
return 0;
return acos( a / b );
}
CVector CVector::operator -( CVector v ) const {
return CVector( m_values[0] - v.m_values[0] ,
m_values[1] - v.m_values[1] ,
m_values[2] - v.m_values[2] );
}
CVector CVector::operator + ( CVector v ) const {
return CVector( m_values[0] + v.m_values[0] ,
m_values[1] + v.m_values[1] ,
m_values[2] + v.m_values[2] );
}
bool CVector::operator == ( CVector v ) const {
return m_values[0] == v.m_values[0] &&
m_values[1] == v.m_values[1] &&
m_values[2] == v.m_values[2];
}
void CVector::operator =( CVector v ){
m_values[0] = v.x();
m_values[1] = v.y();
m_values[2] = v.z();
}
CVector CVector::cross( CVector v ) const {
return CVector( (m_values[1] * v.m_values[2]) - ( m_values[2] * v.m_values[1]),
(m_values[2] * v.m_values[0]) - ( m_values[0] * v.m_values[2]),
(m_values[0] * v.m_values[1]) - ( m_values[1] * v.m_values[0]) );
}
CVector CVector::operator *( float v ) const {
return CVector( m_values[0] * v , m_values[1] * v , m_values[2] * v );
}
void CVector::renderAsNormal( float size ){
glPushMatrix();
glDisable( GL_LIGHTING );
glLineWidth( 3 );
glBegin( GL_LINES );
glVertex3f( 0,0,0 );
CVector fv( *this );
fv = fv * size;
glVertex3fv( fv.array() );
glEnd();
glEnable( GL_LIGHTING );
glPopMatrix();
}
void CVector::set( float a , float b , float c ){
m_values[0] = a;
m_values[1] = b;
m_values[2] = c;
}