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authorKelly Rauchenberger <fefferburbia@gmail.com>2016-05-02 22:57:13 -0400
committerKelly Rauchenberger <fefferburbia@gmail.com>2016-05-02 22:57:13 -0400
commit330f75e663c22e1198a92fd134865ada98c3957b (patch)
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-rw-r--r--vector3d.h130
1 files changed, 130 insertions, 0 deletions
diff --git a/vector3d.h b/vector3d.h new file mode 100644 index 0000000..7daadd6 --- /dev/null +++ b/vector3d.h
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1#ifndef VECTOR3D_H_26B75ED0
2#define VECTOR3D_H_26B75ED0
3
4#include <ostream>
5#include <cmath>
6
7class Vector3D {
8 public:
9 double x, y, z;
10
11 Vector3D() : x(0.0), y(0.0), z(0.0) {}
12 Vector3D(double x, double y, double z) : x(x), y(y), z(z) {}
13 Vector3D(double c) : x(c), y(c), z(c) {}
14 Vector3D(const Vector3D& v) : x(v.x), y(v.y), z(v.z) {}
15
16 inline double& operator[] (const int& index)
17 {
18 // Yuck
19 return ( &x )[ index ];
20 }
21
22 inline const double& operator[] (const int& index) const
23 {
24 return ( &x )[ index ];
25 }
26
27 inline bool operator==(const Vector3D& v) const
28 {
29 return v.x == x && v.y == y && v.z == z;
30 }
31
32 inline Vector3D operator-() const
33 {
34 return Vector3D( -x, -y, -z );
35 }
36
37 inline Vector3D operator+(const Vector3D& v) const
38 {
39 return Vector3D( x + v.x, y + v.y, z + v.z );
40 }
41
42 inline Vector3D operator-(const Vector3D& v) const
43 {
44 return Vector3D( x - v.x, y - v.y, z - v.z );
45 }
46
47 inline Vector3D operator*(const double& c) const
48 {
49 return Vector3D( x * c, y * c, z * c );
50 }
51
52 inline Vector3D operator/(const double& c) const
53 {
54 const double rc = 1.0/c;
55 return Vector3D( rc * x, rc * y, rc * z );
56 }
57
58 inline void operator+=(const Vector3D& v)
59 {
60 x += v.x;
61 y += v.y;
62 z += v.z;
63 }
64
65 inline void operator-=(const Vector3D& v)
66 {
67 x -= v.x;
68 y -= v.y;
69 z -= v.z;
70 }
71
72 inline void operator*=(const double& c)
73 {
74 x *= c;
75 y *= c;
76 z *= c;
77 }
78
79 inline void operator/=(const double& c)
80 {
81 (*this) *= ( 1./c );
82 }
83
84 inline double norm() const
85 {
86 return sqrt( x*x + y*y + z*z );
87 }
88
89 inline double norm2() const
90 {
91 return x*x + y*y + z*z;
92 }
93
94 inline Vector3D unit() const
95 {
96 double rNorm = 1. / sqrt( x*x + y*y + z*z );
97 return Vector3D( rNorm*x, rNorm*y, rNorm*z );
98 }
99
100 inline void normalize()
101 {
102 (*this) /= norm();
103 }
104
105};
106
107// left scalar multiplication
108inline Vector3D operator* (const double& c, const Vector3D& v)
109{
110 return Vector3D( c * v.x, c * v.y, c * v.z );
111}
112
113// dot product (a.k.a. inner or scalar product)
114inline double dot(const Vector3D& u, const Vector3D& v)
115{
116 return u.x*v.x + u.y*v.y + u.z*v.z ;
117}
118
119// cross product
120inline Vector3D cross(const Vector3D& u, const Vector3D& v)
121{
122 return Vector3D( u.y*v.z - u.z*v.y,
123 u.z*v.x - u.x*v.z,
124 u.x*v.y - u.y*v.x );
125}
126
127// prints components
128std::ostream& operator<<(std::ostream& os, const Vector3D& v);
129
130#endif /* end of include guard: VECTOR3D_H_26B75ED0 */