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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;
}
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