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blVector3d.hpp
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#ifndef BL_VECTOR3D_HPP
#define BL_VECTOR3D_HPP
///-------------------------------------------------------------------
///
///
///
/// PURPOSE: A simple 3d vector class
///
/// AUTHOR: Vincenzo Barbato
///
/// NOTE: All things in this library are defined within the
/// blMathAPI namespace
///
/// LISENSE: MIT-LICENCE
/// http://www.opensource.org/licenses/mit-license.php
///
///
///
///-------------------------------------------------------------------
//-------------------------------------------------------------------
// Includes needed for this file
//-------------------------------------------------------------------
#include "blPoint2dOperations.hpp"
//-------------------------------------------------------------------
//-------------------------------------------------------------------
// NOTE: This class is defined within the blMathAPI namespace
//-------------------------------------------------------------------
namespace blMathAPI
{
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
class blVector3d
{
public: // Constructors and destructors
// Default constructor
blVector3d(const blNumberType& x = 0,
const blNumberType& y = 0,
const blNumberType& z = 0);
// Copy constructor
template<typename blNumberType2>
blVector3d(const blVector3d<blNumberType2>& vector);
// Constructor from a point
template<typename blNumberType2>
blVector3d(const blPoint2d<blNumberType2>& point);
// Destructor
~blVector3d()
{
}
public: // Overloaded operators
template<typename blNumberType2>
blVector3d<blNumberType>& operator=(const blVector3d<blNumberType2>& vector);
template<typename blNumberType2>
blVector3d<blNumberType>& operator=(const blPoint2d<blNumberType2>& point);
bool operator==(const blVector3d<blNumberType>& vector)const;
bool operator!=(const blVector3d<blNumberType>& vector)const;
const blVector3d<blNumberType> operator-()const;
blVector3d<blNumberType>& operator+=(const blVector3d<blNumberType>& vector);
blVector3d<blNumberType>& operator-=(const blVector3d<blNumberType>& vector);
blVector3d<blNumberType>& operator*=(const blNumberType& scalar);
blVector3d<blNumberType>& operator/=(const blNumberType& scalar);
const blVector3d<blNumberType> operator+(const blVector3d<blNumberType>& vector)const;
const blVector3d<blNumberType> operator-(const blVector3d<blNumberType>& vector)const;
const blVector3d<blNumberType> operator*(const blNumberType& scalar)const;
const blVector3d<blNumberType> operator/(const blNumberType& scalar)const;
// Dot product
blNumberType operator*(const blVector3d<blNumberType>& vector)const;
public: // Public functions
// Functions used to get/set the
// vector's components
const blNumberType& x()const;
const blNumberType& y()const;
const blNumberType& z()const;
blNumberType& x();
blNumberType& y();
blNumberType& z();
private: // Private variables
// The vector's x,y
// and z coordinates
blNumberType m_x;
blNumberType m_y;
blNumberType m_z;
};
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline blVector3d<blNumberType>::blVector3d(const blNumberType& x,
const blNumberType& y,
const blNumberType& z)
{
m_x = x;
m_y = y;
m_z = z;
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
template<typename blNumberType2>
inline blVector3d<blNumberType>::blVector3d(const blVector3d<blNumberType2>& vector)
{
m_x = static_cast<blNumberType>(vector.x());
m_y = static_cast<blNumberType>(vector.y());
m_z = static_cast<blNumberType>(vector.z());
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
template<typename blNumberType2>
inline blVector3d<blNumberType>::blVector3d(const blPoint2d<blNumberType2>& point)
{
m_x = static_cast<blNumberType>(point.x());
m_y = static_cast<blNumberType>(point.y());
m_z = 0;
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
template<typename blNumberType2>
inline blVector3d<blNumberType>& blVector3d<blNumberType>::operator=(const blVector3d<blNumberType2>& vector)
{
if(this != &vector)
{
m_x = static_cast<blNumberType>(vector.x());
m_y = static_cast<blNumberType>(vector.y());
m_z = static_cast<blNumberType>(vector.z());
}
return (*this);
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
template<typename blNumberType2>
inline blVector3d<blNumberType>& blVector3d<blNumberType>::operator=(const blPoint2d<blNumberType2>& point)
{
m_x = static_cast<blNumberType>(point.x());
m_y = static_cast<blNumberType>(point.y());
m_z = 0;
return (*this);
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline const blNumberType& blVector3d<blNumberType>::x()const
{
return m_x;
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline const blNumberType& blVector3d<blNumberType>::y()const
{
return m_y;
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline const blNumberType& blVector3d<blNumberType>::z()const
{
return m_z;
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline blNumberType& blVector3d<blNumberType>::x()
{
return m_x;
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline blNumberType& blVector3d<blNumberType>::y()
{
return m_y;
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline blNumberType& blVector3d<blNumberType>::z()
{
return m_z;
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline bool blVector3d<blNumberType>::operator==(const blVector3d<blNumberType>& vector)const
{
// Check the components
if(m_x != vector.x())
return false;
if(m_y != vector.y())
return false;
if(m_z != vector.z())
return false;
// By now we know the components
// match so the vectors are equal
return true;
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline bool blVector3d<blNumberType>::operator!=(const blVector3d<blNumberType>& vector)const
{
// Check the components
if(m_x != vector.x())
return true;
if(m_y != vector.y())
return true;
if(m_z != vector.z())
return true;
// By now we know the components
// match so the vectors are equal
return false;
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline const blVector3d<blNumberType> blVector3d<blNumberType>::operator-()const
{
return blVector3d<blNumberType>(-m_x,-m_y,-m_z);
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline blVector3d<blNumberType>& blVector3d<blNumberType>::operator+=(const blVector3d<blNumberType>& vector)
{
m_x += vector.x();
m_y += vector.y();
m_z += vector.z();
return (*this);
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline blVector3d<blNumberType>& blVector3d<blNumberType>::operator-=(const blVector3d<blNumberType>& vector)
{
m_x -= vector.x();
m_y -= vector.y();
m_z -= vector.z();
return (*this);
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline blVector3d<blNumberType>& blVector3d<blNumberType>::operator*=(const blNumberType& scalar)
{
m_x *= scalar;
m_y *= scalar;
m_z *= scalar;
return (*this);
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline blVector3d<blNumberType>& blVector3d<blNumberType>::operator/=(const blNumberType& scalar)
{
m_x /= scalar;
m_y /= scalar;
m_z /= scalar;
return (*this);
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline blVector3d<blNumberType> operator*(const blNumberType& scalar,
const blVector3d<blNumberType>& vector)
{
return vector * scalar;
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline const blVector3d<blNumberType> blVector3d<blNumberType>::operator*(const blNumberType& scalar)const
{
return blVector3d<blNumberType>(m_x * scalar,m_y * scalar,m_z * scalar);
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline const blVector3d<blNumberType> blVector3d<blNumberType>::operator/(const blNumberType& scalar)const
{
return blVector3d<blNumberType>(m_x / scalar,m_y / scalar, m_z / scalar);
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline const blVector3d<blNumberType> blVector3d<blNumberType>::operator+(const blVector3d<blNumberType>& vector)const
{
return blVector3d<blNumberType>(m_x + vector.x(),m_y + vector.y(), m_z + vector.z());
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline const blVector3d<blNumberType> blVector3d<blNumberType>::operator-(const blVector3d<blNumberType>& vector)const
{
return blVector3d<blNumberType>(m_x - vector.x(),m_y - vector.y(),m_z - vector.z());
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
template<typename blNumberType>
inline blNumberType blVector3d<blNumberType>::operator*(const blVector3d<blNumberType>& vector)const
{
return (m_x * vector.x() + m_y * vector.y() + m_z * vector.z());
}
//-------------------------------------------------------------------
//-------------------------------------------------------------------
// End of the blMathAPI namespace
}
//-------------------------------------------------------------------
#endif // BL_VECTOR3D_HPP