/* * Vector3.cc * RVO2-3D Library * * SPDX-FileCopyrightText: 2008 University of North Carolina at Chapel Hill * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * https://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * Please send all bug reports to . * * The authors may be contacted via: * * Jur van den Berg, Stephen J. Guy, Jamie Snape, Ming C. Lin, Dinesh Manocha * Dept. of Computer Science * 201 S. Columbia St. * Frederick P. Brooks, Jr. Computer Science Bldg. * Chapel Hill, N.C. 27599-3175 * United States of America * * */ #include "Vector3.h" #include #include namespace RVO3D { Vector3::Vector3() : val_() { val_[0] = 0.0F; val_[1] = 0.0F; val_[2] = 0.0F; } Vector3::Vector3(const Vector3 &vector) : val_() { val_[0] = vector[0]; val_[1] = vector[1]; val_[2] = vector[2]; } Vector3::Vector3(const float val[3]) : val_() { val_[0] = val[0]; val_[1] = val[1]; val_[2] = val[2]; } Vector3::Vector3(float x, float y, float z) : val_() { val_[0] = x; val_[1] = y; val_[2] = z; } Vector3::~Vector3() {} Vector3 &Vector3::operator=(const Vector3 &vector) { if (this != &vector) { val_[0] = vector[0]; val_[1] = vector[1]; val_[2] = vector[2]; } return *this; } float Vector3::operator[](std::size_t i) const { return val_[i]; } float &Vector3::operator[](std::size_t i) { return val_[i]; } Vector3 Vector3::operator-() const { return Vector3(-val_[0], -val_[1], -val_[2]); } float Vector3::operator*(const Vector3 &vector) const { return val_[0] * vector[0] + val_[1] * vector[1] + val_[2] * vector[2]; } Vector3 Vector3::operator*(float scalar) const { return Vector3(val_[0] * scalar, val_[1] * scalar, val_[2] * scalar); } Vector3 Vector3::operator/(float scalar) const { const float invScalar = 1.0F / scalar; return Vector3(val_[0] * invScalar, val_[1] * invScalar, val_[2] * invScalar); } Vector3 Vector3::operator+(const Vector3 &vector) const { return Vector3(val_[0] + vector[0], val_[1] + vector[1], val_[2] + vector[2]); } Vector3 Vector3::operator-(const Vector3 &vector) const { return Vector3(val_[0] - vector[0], val_[1] - vector[1], val_[2] - vector[2]); } bool Vector3::operator==(const Vector3 &vector) const { return val_[0] == vector[0] && val_[1] == vector[1] && val_[2] == vector[2]; } bool Vector3::operator!=(const Vector3 &vector) const { return val_[0] != vector[0] || val_[1] != vector[1] || val_[2] != vector[2]; } Vector3 &Vector3::operator*=(float scalar) { val_[0] *= scalar; val_[1] *= scalar; val_[2] *= scalar; return *this; } Vector3 &Vector3::operator/=(float scalar) { const float invScalar = 1.0F / scalar; val_[0] *= invScalar; val_[1] *= invScalar; val_[2] *= invScalar; return *this; } Vector3 &Vector3::operator+=(const Vector3 &vector) { val_[0] += vector[0]; val_[1] += vector[1]; val_[2] += vector[2]; return *this; } Vector3 &Vector3::operator-=(const Vector3 &vector) { val_[0] -= vector[0]; val_[1] -= vector[1]; val_[2] -= vector[2]; return *this; } Vector3 operator*(float scalar, const Vector3 &vector) { return Vector3(scalar * vector[0], scalar * vector[1], scalar * vector[2]); } std::ostream &operator<<(std::ostream &stream, const Vector3 &vector) { stream << "(" << vector[0] << "," << vector[1] << "," << vector[2] << ")"; return stream; } float abs(const Vector3 &vector) { return std::sqrt(vector * vector); } float absSq(const Vector3 &vector) { return vector * vector; } Vector3 cross(const Vector3 &vector1, const Vector3 &vector2) { return Vector3(vector1[1] * vector2[2] - vector1[2] * vector2[1], vector1[2] * vector2[0] - vector1[0] * vector2[2], vector1[0] * vector2[1] - vector1[1] * vector2[0]); } Vector3 normalize(const Vector3 &vector) { return vector / abs(vector); } } /* namespace RVO3D */