/applications/utilities/surface/surfaceCoarsen/bunnylod/vector.C
https://gitlab.com/pasbec/foam-extend-3.2 · C · 108 lines · 93 code · 11 blank · 4 comment · 5 complexity · bc545ca6599d9a9915257e6e42f9b104 MD5 · raw file
- #include <stdio.h>
- #include <math.h>
- #include <assert.h>
- #include "vector.h"
- float sqr(float a) {return a*a;}
- // vector (floating point) implementation
- float magnitude(Vector v) {
- return float(sqrt(sqr(v.x) + sqr( v.y)+ sqr(v.z)));
- }
- Vector normalize(Vector v) {
- float d=magnitude(v);
- if (d==0) {
- printf("Cant normalize ZERO vector\n");
- assert(0);
- d=0.1f;
- }
- v.x/=d;
- v.y/=d;
- v.z/=d;
- return v;
- }
- Vector operator+(Vector v1,Vector v2) {return Vector(v1.x+v2.x,v1.y+v2.y,v1.z+v2.z);}
- Vector operator-(Vector v1,Vector v2) {return Vector(v1.x-v2.x,v1.y-v2.y,v1.z-v2.z);}
- Vector operator-(Vector v) {return Vector(-v.x,-v.y,-v.z);}
- Vector operator*(Vector v1,float s) {return Vector(v1.x*s,v1.y*s,v1.z*s);}
- Vector operator*(float s, Vector v1) {return Vector(v1.x*s,v1.y*s,v1.z*s);}
- Vector operator/(Vector v1,float s) {return v1*(1.0f/s);}
- float operator^(Vector v1,Vector v2) {return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;}
- Vector operator*(Vector v1,Vector v2) {
- return Vector(
- v1.y * v2.z - v1.z*v2.y,
- v1.z * v2.x - v1.x*v2.z,
- v1.x * v2.y - v1.y*v2.x);
- }
- Vector planelineintersection(Vector n,float d,Vector p1,Vector p2){
- // returns the point where the line p1-p2 intersects the plane n&d
- Vector dif = p2-p1;
- float dn= n^dif;
- float t = -(d+(n^p1) )/dn;
- return p1 + (dif*t);
- }
- int concurrent(Vector a,Vector b) {
- return(a.x==b.x && a.y==b.y && a.z==b.z);
- }
- // Matrix Implementation
- matrix transpose(matrix m) {
- return matrix( Vector(m.x.x,m.y.x,m.z.x),
- Vector(m.x.y,m.y.y,m.z.y),
- Vector(m.x.z,m.y.z,m.z.z));
- }
- Vector operator*(matrix m,Vector v){
- m=transpose(m); // since column ordered
- return Vector(m.x^v,m.y^v,m.z^v);
- }
- matrix operator*(matrix m1,matrix m2){
- m1=transpose(m1);
- return matrix(m1*m2.x,m1*m2.y,m1*m2.z);
- }
- //Quaternion Implementation
- Quaternion operator*(Quaternion a,Quaternion b) {
- Quaternion c;
- c.r = a.r*b.r - a.x*b.x - a.y*b.y - a.z*b.z;
- c.x = a.r*b.x + a.x*b.r + a.y*b.z - a.z*b.y;
- c.y = a.r*b.y - a.x*b.z + a.y*b.r + a.z*b.x;
- c.z = a.r*b.z + a.x*b.y - a.y*b.x + a.z*b.r;
- return c;
- }
- Quaternion operator-(Quaternion q) {
- return Quaternion(q.r*-1,q.x,q.y,q.z);
- }
- Quaternion operator*(Quaternion a,float b) {
- return Quaternion(a.r*b, a.x*b, a.y*b, a.z*b);
- }
- Vector operator*(Quaternion q,Vector v) {
- return q.getmatrix() * v;
- }
- Vector operator*(Vector v,Quaternion q){
- assert(0); // must multiply with the quat on the left
- return Vector(0.0f,0.0f,0.0f);
- }
- Quaternion operator+(Quaternion a,Quaternion b) {
- return Quaternion(a.r+b.r, a.x+b.x, a.y+b.y, a.z+b.z);
- }
- float operator^(Quaternion a,Quaternion b) {
- return (a.r*b.r + a.x*b.x + a.y*b.y + a.z*b.z);
- }
- Quaternion slerp(Quaternion a,Quaternion b,float interp){
- if((a^b) <0.0) {
- a.r=-a.r;
- a.x=-a.x;
- a.y=-a.y;
- a.z=-a.z;
- }
- float theta = float(acos(a^b));
- if(theta==0.0f) { return(a);}
- return a*float(sin(theta-interp*theta)/sin(theta)) + b*float(sin(interp*theta)/sin(theta));
- }