File: vec3.cpp

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/***************************************************************************
 *   Copyright (C) 2006 by Pablo Odorico                                   *
 *   pablo.odorico@gmail.com                                               *
 *                                                                         *
 *   This program is free software; you can redistribute it and/or modify  *
 *   it under the terms of the GNU General Public License as published by  *
 *   the Free Software Foundation; either version 2 of the License, or     *
 *   (at your option) any later version.                                   *
 *                                                                         *
 *   This program is distributed in the hope that it will be useful,       *
 *   but WITHOUT ANY WARRANTY; without even the implied warranty of        *
 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the         *
 *   GNU General Public License for more details.                          *
 *                                                                         *
 *   You should have received a copy of the GNU General Public License     *
 *   along with this program; if not, write to the                         *
 *   Free Software Foundation, Inc.,                                       *
 *   59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.             *
 ***************************************************************************/

#include "vec3.h"
#include <QDebug>

// Constructors
Vec3::Vec3(void) {
  set(0, 0, 0);
}

Vec3::Vec3(const float &x, const float &y, const float &z) {
  set(x, y, z);
}

Vec3::Vec3(const Vec3 &v) {
  set(v.x, v.y, v.z);
}

Vec3::Vec3(const float v[3]) {
  set(v[0], v[1], v[2]);
}

Vec3::Vec3(const QVector<float> &v) {
  if(v.count()<3) return;
  set(v[0], v[1], v[2]);
}

// Destructor
Vec3::~Vec3(void) {
}

// Operadores
Vec3 & Vec3::operator= (const Vec3 &v) {
  set(v.x, v.y, v.z);
  return *this;
}

float & Vec3::operator[](int i) {
  if(i==0)
    return x;
  else if(i==1)
    return y;
  else
    return z;
}

float Vec3::operator[](int i) const {
  if(i==0)
    return x;
  else if(i==1)
    return y;
  else
    return z;
}

Vec3 & Vec3::operator+=(const Vec3 &v) {
  x += v.x;
  y += v.y;
  z += v.z;

  return *this;
}

Vec3 & Vec3::operator-=(const Vec3 &v) {
  x -= v.x;
  y -= v.y;
  z -= v.z;

  return *this;
}

Vec3 & 	Vec3::operator*=(float k) {
  x *= k;
  y *= k;
  z *= k;

  return *this;
}

Vec3 & Vec3::operator/=(float k) {
  x /= k;
  y /= k;
  z /= k;

  return *this;
}

Vec3 Vec3::operator+(const Vec3 &v) const {
  return Vec3(x+v.x, y+v.y, z+v.z);
}

Vec3 Vec3::operator-(const Vec3 &v) const {
  return Vec3(x-v.x, y-v.y, z-v.z);
}

Vec3 Vec3::operator*(float k) const {
  return Vec3(k*x, k*y, k*z);
}

Vec3 Vec3::operator/(float k) const {
  return Vec3(x/k, y/k, z/k);
}

Vec3 Vec3::operator-(void) const {
  return Vec3(-x, -y, -z);
}

bool Vec3::operator==(const Vec3 &v) const {
  return (x==v.x && y==v.y && z==v.z);
}

bool Vec3::operator!=(const Vec3 &v) const {
  return (x!=v.x || y!=v.y || z!=v.z);
}

// Funciones varias
float Vec3::lenght(void) const {
  return sqrt(Math::pow2(x) + Math::pow2(y) + Math::pow2(z));
}

Vec3 Vec3::normalize(void) {
  float len= lenght();
  if(len)
    return Vec3(x/len, y/len, z/len);
  else
    return Vec3(0,0,0);
}

void Vec3::set(const float &nx, const float &ny, const float &nz) {
  x= nx;
  y= ny;
  z= nz;
}

void Vec3::set(const float &val) {
  set(val, val, val);
}

void Vec3::print(void) {
  qDebug("(%.3f, %.3f, %.3f)", x, y, z);
}

QVector<float> Vec3::toQVector()
{
  QVector<float> vec(3);
  vec[0]= x;
  vec[1]= y;
  vec[2]= z;
  return vec;
}