259 lines
5.9 KiB
Text
259 lines
5.9 KiB
Text
/**
|
|
* @file vector3d.cc
|
|
*
|
|
* @auhtor Remus Claudiu Dumitru <r.dumitru@jacobs-university.de>
|
|
* @date 16 Feb 2012
|
|
*
|
|
*/
|
|
|
|
//==============================================================================
|
|
// Includes
|
|
//==============================================================================
|
|
#include "model/vector3d.h"
|
|
|
|
#include "model/util.h"
|
|
#include <math.h>
|
|
|
|
using namespace model;
|
|
|
|
//==============================================================================
|
|
// Implementation
|
|
//==============================================================================
|
|
|
|
model::Vector3d::Vector3d() {
|
|
// nothing to do
|
|
}
|
|
|
|
model::Vector3d::Vector3d(const double& x, const double& y, const double& z) {
|
|
this->x = x;
|
|
this->y = y;
|
|
this->z = z;
|
|
}
|
|
|
|
// constructor for vector b - a, where a and b are points
|
|
model::Vector3d::Vector3d(const Point3d& a, const Point3d& b) {
|
|
this->x = b.x - a.x;
|
|
this->y = b.y - a.y;
|
|
this->z = b.z - a.z;
|
|
}
|
|
|
|
model::Vector3d::Vector3d(const Vector3d& other) {
|
|
this->x = other.x;
|
|
this->y = other.y;
|
|
this->z = other.z;
|
|
}
|
|
|
|
model::Vector3d& model::Vector3d::operator=(const model::Vector3d& other) {
|
|
if (this != &other) {
|
|
this->x = other.x;
|
|
this->y = other.y;
|
|
this->z = other.z;
|
|
}
|
|
|
|
return *this;
|
|
}
|
|
|
|
// normalizes the vector
|
|
void model::Vector3d::normalize() {
|
|
// squares
|
|
double sx = sqr(this->x);
|
|
double sy = sqr(this->y);
|
|
double sz = sqr(this->z);
|
|
|
|
double len = sqrt(sx + sy + sz);
|
|
|
|
// avoid a division by zero
|
|
if (len == 0.0) {
|
|
len = 1.0;
|
|
}
|
|
|
|
// normalize the values
|
|
this->x /= len;
|
|
this->y /= len;
|
|
this->z /= len;
|
|
|
|
// increase precision, this accounts for the lost digits
|
|
this->x = round(this->x * 10000) / 10000;
|
|
this->y = round(this->y * 10000) / 10000;
|
|
this->z = round(this->z * 10000) / 10000;
|
|
}
|
|
|
|
// inverses the vector
|
|
void model::Vector3d::invert() {
|
|
this->x *= (-1);
|
|
this->y *= (-1);
|
|
this->z *= (-1);
|
|
}
|
|
|
|
// get the length
|
|
double model::Vector3d::length() const {
|
|
return sqrt(sqr(this->x) + sqr(this->y) + sqr(this->z));
|
|
}
|
|
|
|
// rotation of a vector is like a point around 0 0 0
|
|
void model::Vector3d::rotate(const Rotation3d& rot) {
|
|
// create rotation matrices
|
|
double Rx[3][3] = {
|
|
{1.0, 0.0, 0.0},
|
|
{0.0, +cos(rot.x), -sin(rot.x)},
|
|
{0.0, +sin(rot.x), +cos(rot.x)}
|
|
};
|
|
|
|
double Ry[3][3] = {
|
|
{+cos(rot.y), 0.0, +sin(rot.y)},
|
|
{0.0, 1.0, 0.0},
|
|
{-sin(rot.y), 0.0, +cos(rot.y)}
|
|
};
|
|
|
|
double Rz[3][3] = {
|
|
{+cos(rot.z), -sin(rot.z), 0.0},
|
|
{+sin(rot.z), +cos(rot.z), 0.0},
|
|
{0.0, 0.0, 1.0}
|
|
};
|
|
|
|
// convert to something easier to use
|
|
double point[3];
|
|
point[0] = this->x;
|
|
point[1] = this->y;
|
|
point[2] = this->z;
|
|
|
|
// somewhere to save the result
|
|
double temp[3];
|
|
|
|
// do rotation around z axis
|
|
for (int i = 0; i < 3; ++i) {
|
|
// reset the sum
|
|
double sum = 0.0;
|
|
|
|
for (int j = 0; j < 3; ++j) {
|
|
sum += (Rz[i][j] * point[j]);
|
|
}
|
|
|
|
// save the result
|
|
temp[i] = sum;
|
|
}
|
|
|
|
// move results for next rotation
|
|
for (int i = 0; i < 3; ++i) {
|
|
point[i] = temp[i];
|
|
}
|
|
|
|
// do rotation around y axis
|
|
for (int i = 0; i < 3; ++i) {
|
|
// reset the sum
|
|
double sum = 0.0;
|
|
|
|
for (int j = 0; j < 3; ++j) {
|
|
sum += (Ry[i][j] * point[j]);
|
|
}
|
|
|
|
// save the result
|
|
temp[i] = sum;
|
|
}
|
|
|
|
// move results for next rotation
|
|
for (int i = 0; i < 3; ++i) {
|
|
point[i] = temp[i];
|
|
}
|
|
|
|
// do rotation around z axis
|
|
for (int i = 0; i < 3; ++i) {
|
|
// reset the sum
|
|
double sum = 0.0;
|
|
|
|
for (int j = 0; j < 3; ++j) {
|
|
sum += (Rx[i][j] * point[j]);
|
|
}
|
|
|
|
// save the result
|
|
temp[i] = sum;
|
|
}
|
|
|
|
// move results for next rotation
|
|
for (int i = 0; i < 3; ++i) {
|
|
point[i] = temp[i];
|
|
}
|
|
|
|
// save the results
|
|
this->x = point[0];
|
|
this->y = point[1];
|
|
this->z = point[2];
|
|
}
|
|
|
|
// computes the cross product between this vector and another given one
|
|
model::Vector3d model::Vector3d::crossProduct(const Vector3d& other) const {
|
|
Vector3d ret;
|
|
|
|
double a1 = this->x;
|
|
double a2 = this->y;
|
|
double a3 = this->z;
|
|
|
|
double b1 = other.x;
|
|
double b2 = other.y;
|
|
double b3 = other.z;
|
|
|
|
ret.x = a2 * b3 - a3 * b2;
|
|
ret.y = a3 * b1 - a1 * b3;
|
|
ret.z = a1 * b2 - a2 * b1;
|
|
|
|
return ret;
|
|
}
|
|
|
|
// computes the dot product between this vector and another given one
|
|
double model::Vector3d::dotProduct(const Vector3d& other) const {
|
|
return this->x * other.x +
|
|
this->y * other.y +
|
|
this->z * other.z;
|
|
}
|
|
|
|
// FIXME use atan2, computes the angle between two vectors
|
|
double model::Vector3d::angle(const Vector3d& other) {
|
|
double len1 = this->length();
|
|
double len2 = other.length();
|
|
|
|
if (len1 == 0 || len2 == 0) {
|
|
return 0;
|
|
}
|
|
|
|
return acos(
|
|
this->dotProduct(other) / (len1 * len2)
|
|
);
|
|
}
|
|
|
|
void model::Vector3d::operator+=(const Vector3d& other) {
|
|
this->x += other.x;
|
|
this->y += other.y;
|
|
this->z += other.z;
|
|
}
|
|
|
|
model::Vector3d model::Vector3d::operator+(const Vector3d& other) {
|
|
Vector3d result;
|
|
|
|
result.x = this->x + other.x;
|
|
result.y = this->y + other.y;
|
|
result.z = this->z + other.z;
|
|
|
|
return result;
|
|
}
|
|
|
|
model::Vector3d model::Vector3d::operator*(const double& val) {
|
|
Vector3d result;
|
|
|
|
result.x = this->x * val;
|
|
result.y = this->y * val;
|
|
result.z = this->z * val;
|
|
|
|
return result;
|
|
}
|
|
|
|
void model::Vector3d::operator/=(const double& div) {
|
|
this->x /= div;
|
|
this->y /= div;
|
|
this->z /= div;
|
|
}
|
|
|
|
|
|
std::ostream& model::operator<<(std::ostream& os, const model::Vector3d& vect) {
|
|
os << vect.x << " " << vect.y << " " << vect.z;
|
|
return os;
|
|
}
|