1 /********************************************************************************
2 *                                                                               *
3 *       D o u b l e - P r e c i s i o n   3 - E l e m e n t   V e c t o r       *
4 *                                                                               *
5 *********************************************************************************
6 * Copyright (C) 1994,2006 by Jeroen van der Zijp.   All Rights Reserved.        *
7 *********************************************************************************
8 * This library is free software; you can redistribute it and/or                 *
9 * modify it under the terms of the GNU Lesser General Public                    *
10 * License as published by the Free Software Foundation; either                  *
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12 *                                                                               *
13 * This library is distributed in the hope that it will be useful,               *
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16 * Lesser General Public License for more details.                               *
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18 * You should have received a copy of the GNU Lesser General Public              *
19 * License along with this library; if not, write to the Free Software           *
20 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA.    *
21 *********************************************************************************
22 * $Id: FXVec3d.h 3297 2015-12-14 20:30:04Z arthurcnorman $                           *
23 ********************************************************************************/
24 #ifndef FXVEC3D_H
25 #define FXVEC3D_H
26 
27 
28 namespace FX {
29 
30 
31 class FXMat3d;
32 class FXMat4d;
33 
34 
35 /// Double-precision 3-element vector
36 class FXAPI FXVec3d {
37 public:
38   FXdouble x;
39   FXdouble y;
40   FXdouble z;
41 public:
42 
43   /// Default constructor
FXVec3d()44   FXVec3d(){}
45 
46   /// Initialize from another vector
FXVec3d(const FXVec3d & v)47   FXVec3d(const FXVec3d& v){x=v.x;y=v.y;z=v.z;}
48 
49   /// Initialize from array of doubles
FXVec3d(const FXdouble v[])50   FXVec3d(const FXdouble v[]){x=v[0];y=v[1];z=v[2];}
51 
52   /// Initialize with components
53   FXVec3d(FXdouble xx,FXdouble yy,FXdouble zz=1.0){x=xx;y=yy;z=zz;}
54 
55   /// Initialize with color
56   FXVec3d(FXColor color);
57 
58   /// Return a non-const reference to the ith element
59   FXdouble& operator[](FXint i){return (&x)[i];}
60 
61   /// Return a const reference to the ith element
62   const FXdouble& operator[](FXint i) const {return (&x)[i];}
63 
64   /// Assign color
65   FXVec3d& operator=(FXColor color);
66 
67   /// Assignment
68   FXVec3d& operator=(const FXVec3d& v){x=v.x;y=v.y;z=v.z;return *this;}
69 
70   /// Assignment from array of doubles
71   FXVec3d& operator=(const FXdouble v[]){x=v[0];y=v[1];z=v[2];return *this;}
72 
73   /// Set value from another vector
set(const FXVec3d & v)74   FXVec3d& set(const FXVec3d& v){x=v.x;y=v.y;z=v.z;return *this;}
75 
76   /// Set value from array of floats
set(const FXdouble v[])77   FXVec3d& set(const FXdouble v[]){x=v[0];y=v[1];z=v[2];return *this;}
78 
79   /// Set value from components
set(FXdouble xx,FXdouble yy,FXdouble zz)80   FXVec3d& set(FXdouble xx,FXdouble yy,FXdouble zz){x=xx;y=yy;z=zz;return *this;}
81 
82   /// Assigning operators
83   FXVec3d& operator*=(FXdouble n){x*=n;y*=n;z*=n;return *this;}
84   FXVec3d& operator/=(FXdouble n){x/=n;y/=n;z/=n;return *this;}
85   FXVec3d& operator+=(const FXVec3d& v){x+=v.x;y+=v.y;z+=v.z;return *this;}
86   FXVec3d& operator-=(const FXVec3d& v){x-=v.x;y-=v.y;z-=v.z;return *this;}
87 
88   /// Conversions
89   operator FXdouble*(){return &x;}
90   operator const FXdouble*() const {return &x;}
91   operator FXVec2d&(){return *reinterpret_cast<FXVec2d*>(this);}
92   operator const FXVec2d&() const {return *reinterpret_cast<const FXVec2d*>(this);}
93 
94   /// Convert to color
95   operator FXColor() const;
96 
97   /// Unary
98   FXVec3d operator+() const { return *this; }
99   FXVec3d operator-() const { return FXVec3d(-x,-y,-z); }
100 
101   /// Vector and vector
102   FXVec3d operator+(const FXVec3d& v) const { return FXVec3d(x+v.x,y+v.y,z+v.z); }
103   FXVec3d operator-(const FXVec3d& v) const { return FXVec3d(x-v.x,y-v.y,z-v.z); }
104 
105   /// Vector and matrix
106   FXVec3d operator*(const FXMat3d& m) const;
107   FXVec3d operator*(const FXMat4d& m) const;
108 
109   /// Scaling
110   friend inline FXVec3d operator*(const FXVec3d& a,FXdouble n);
111   friend inline FXVec3d operator*(FXdouble n,const FXVec3d& a);
112   friend inline FXVec3d operator/(const FXVec3d& a,FXdouble n);
113   friend inline FXVec3d operator/(FXdouble n,const FXVec3d& a);
114 
115   /// Dot product
116   FXdouble operator*(const FXVec3d& v) const { return x*v.x+y*v.y+z*v.z; }
117 
118   /// Cross product
119   FXVec3d operator^(const FXVec3d& v) const { return FXVec3d(y*v.z-z*v.y, z*v.x-x*v.z, x*v.y-y*v.x); }
120 
121   /// Test if zero
122   bool operator!() const { return x==0.0 && y==0.0 && z==0.0; }
123 
124   /// Equality tests
125   bool operator==(const FXVec3d& v) const { return x==v.x && y==v.y && z==v.z; }
126   bool operator!=(const FXVec3d& v) const { return x!=v.x || y!=v.y || z!=v.z; }
127 
128   friend inline bool operator==(const FXVec3d& a,FXdouble n);
129   friend inline bool operator!=(const FXVec3d& a,FXdouble n);
130   friend inline bool operator==(FXdouble n,const FXVec3d& a);
131   friend inline bool operator!=(FXdouble n,const FXVec3d& a);
132 
133   /// Inequality tests
134   bool operator<(const FXVec3d& v) const { return x<v.x && y<v.y && z<v.z; }
135   bool operator<=(const FXVec3d& v) const { return x<=v.x && y<=v.y && z<=v.z; }
136   bool operator>(const FXVec3d& v) const { return x>v.x && y>v.y && z>v.z; }
137   bool operator>=(const FXVec3d& v) const { return x>=v.x && y>=v.y && z>=v.z; }
138 
139   friend inline bool operator<(const FXVec3d& a,FXdouble n);
140   friend inline bool operator<=(const FXVec3d& a,FXdouble n);
141   friend inline bool operator>(const FXVec3d& a,FXdouble n);
142   friend inline bool operator>=(const FXVec3d& a,FXdouble n);
143 
144   friend inline bool operator<(FXdouble n,const FXVec3d& a);
145   friend inline bool operator<=(FXdouble n,const FXVec3d& a);
146   friend inline bool operator>(FXdouble n,const FXVec3d& a);
147   friend inline bool operator>=(FXdouble n,const FXVec3d& a);
148 
149   /// Length and square of length
length2()150   FXdouble length2() const { return x*x+y*y+z*z; }
length()151   FXdouble length() const { return sqrt(length2()); }
152 
153   /// Clamp values of vector between limits
clamp(FXdouble lo,FXdouble hi)154   FXVec3d& clamp(FXdouble lo,FXdouble hi){x=FXCLAMP(lo,x,hi);y=FXCLAMP(lo,y,hi);z=FXCLAMP(lo,z,hi);return *this;}
155 
156   /// Lowest or highest components
157   friend inline FXVec3d lo(const FXVec3d& a,const FXVec3d& b);
158   friend inline FXVec3d hi(const FXVec3d& a,const FXVec3d& b);
159 
160   /// Compute normal from three points a,b,c
161   friend FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c);
162 
163   /// Compute approximate normal from four points a,b,c,d
164   friend FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c,const FXVec3d& d);
165 
166   /// Normalize vector
167   friend FXAPI FXVec3d normalize(const FXVec3d& v);
168 
169   /// Save vector to a stream
170   friend FXAPI FXStream& operator<<(FXStream& store,const FXVec3d& v);
171 
172   /// Load vector from a stream
173   friend FXAPI FXStream& operator>>(FXStream& store,FXVec3d& v);
174   };
175 
176 
177 inline FXVec3d operator*(const FXVec3d& a,FXdouble n){return FXVec3d(a.x*n,a.y*n,a.z*n);}
178 inline FXVec3d operator*(FXdouble n,const FXVec3d& a){return FXVec3d(n*a.x,n*a.y,n*a.z);}
179 inline FXVec3d operator/(const FXVec3d& a,FXdouble n){return FXVec3d(a.x/n,a.y/n,a.z/n);}
180 inline FXVec3d operator/(FXdouble n,const FXVec3d& a){return FXVec3d(n/a.x,n/a.y,n/a.z);}
181 
182 inline bool operator==(const FXVec3d& a,FXdouble n){return a.x==n && a.y==n && a.z==n;}
183 inline bool operator!=(const FXVec3d& a,FXdouble n){return a.x!=n || a.y!=n || a.z!=n;}
184 inline bool operator==(FXdouble n,const FXVec3d& a){return n==a.x && n==a.y && n==a.z;}
185 inline bool operator!=(FXdouble n,const FXVec3d& a){return n!=a.x || n!=a.y || n!=a.z;}
186 
187 inline bool operator<(const FXVec3d& a,FXdouble n){return a.x<n && a.y<n && a.z<n;}
188 inline bool operator<=(const FXVec3d& a,FXdouble n){return a.x<=n && a.y<=n && a.z<=n;}
189 inline bool operator>(const FXVec3d& a,FXdouble n){return a.x>n && a.y>n && a.z>n;}
190 inline bool operator>=(const FXVec3d& a,FXdouble n){return a.x>=n && a.y>=n && a.z>=n;}
191 
192 inline bool operator<(FXdouble n,const FXVec3d& a){return n<a.x && n<a.y && n<a.z;}
193 inline bool operator<=(FXdouble n,const FXVec3d& a){return n<=a.x && n<=a.y && n<=a.z;}
194 inline bool operator>(FXdouble n,const FXVec3d& a){return n>a.x && n>a.y && n>a.z;}
195 inline bool operator>=(FXdouble n,const FXVec3d& a){return n>=a.x && n>=a.y && n>=a.z;}
196 
lo(const FXVec3d & a,const FXVec3d & b)197 inline FXVec3d lo(const FXVec3d& a,const FXVec3d& b){return FXVec3d(FXMIN(a.x,b.x),FXMIN(a.y,b.y),FXMIN(a.z,b.z));}
hi(const FXVec3d & a,const FXVec3d & b)198 inline FXVec3d hi(const FXVec3d& a,const FXVec3d& b){return FXVec3d(FXMAX(a.x,b.x),FXMAX(a.y,b.y),FXMAX(a.z,b.z));}
199 
200 extern FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c);
201 extern FXAPI FXVec3d normal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c,const FXVec3d& d);
202 
203 extern FXAPI FXVec3d normalize(const FXVec3d& v);
204 
205 extern FXAPI FXStream& operator<<(FXStream& store,const FXVec3d& v);
206 extern FXAPI FXStream& operator>>(FXStream& store,FXVec3d& v);
207 
208 }
209 
210 #endif
211