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vector3.cpp
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200 lines (159 loc) · 4.65 KB
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#include "vector3.hpp"
Vector3::Vector3(float _x, float _y, float _z) {
x = _x;
y = _y;
z = _z;
w = 1;
}
float Vector3::getX() const {
return x;
}
float Vector3::getY() const {
return y;
}
float Vector3::getZ() const {
return z;
}
float Vector3::getW() const {
return w;
}
Vector3 Vector3::setX(const float _x){
x=_x;
return *this;
}
Vector3 Vector3::setY(const float _y){
y=_y;
return *this;
}
Vector3 Vector3::setZ(const float _z){
z=_z;
return *this;
}
Vector3 Vector3::setW(const float _w){
w=_w;
return *this;
}
void Vector3::operator+=(const Vector3& v){
x += v.x;
y += v.y;
z += v.z;
}
void Vector3::operator-=(const Vector3& v){
x -= v.x;
y -= v.y;
z -= v.z;
}
void Vector3::operator*=(const float& f){
x *= f;
y *= f;
z *= f;
}
void Vector3::operator/=(const float& f){
if (f == 0) {
throw std::invalid_argument("Division by zero");
}
x /= f;
y /= f;
z /= f;
}
Vector3 Vector3::multiplyVector3ByMatrix4(const Matrix4& m){
Vector3 result;
// x = (x * m[{0,0}] + y * m[{1,0}] + z * m[{2,0}] + w*m[{3,0}]);
// y = (x * m[{0,1}] + y * m[{1,1}] + z * m[{2,1}] + w*m[{3,1}]);
// z = (x * m[{0,2}] + y * m[{1,2}] + z * m[{2,2}] + w*m[{3,2}]);
// w = (x * m[{0,3}] + y * m[{1,3}] + z * m[{2,3}] + w*m[{3,3}]);
result.setX(x * m[{0,0}] + y * m[{1,0}] + z * m[{2,0}] + w*m[{3,0}]);
result.setY(x * m[{0,1}] + y * m[{1,1}] + z * m[{2,1}] + w*m[{3,1}]);
result.setZ(x * m[{0,2}] + y * m[{1,2}] + z * m[{2,2}] + w*m[{3,2}]);
result.setW(x * m[{0,3}] + y * m[{1,3}] + z * m[{2,3}] + w*m[{3,3}]);
return result;
}
void Vector3::inverseXY(){
x*=-1;
y*=-1;
}
Vector3 Vector3::multiplyVector3ByMatrix4(Vector3 vOutput, const Matrix4& m){
vOutput.setX(x * m[{0,0}] + y * m[{1,0}] + z * m[{2,0}] + w*m[{3,0}]);
vOutput.setY(x * m[{0,1}] + y * m[{1,1}] + z * m[{2,1}] + w*m[{3,1}]);
vOutput.setZ(x * m[{0,2}] + y * m[{1,2}] + z * m[{2,2}] + w*m[{3,2}]);
vOutput.setW(x * m[{0,3}] + y * m[{1,3}] + z * m[{2,3}] + w*m[{3,3}]);
return vOutput;
}
void Vector3::normalize(){
float length = std::sqrt(x*x + y*y + z*z);
if (length != 0) {
x /= length;
y /= length;
z /= length;
}
}
float Vector3::dotProduct(const Vector3& v) const {
return x*v.x + y*v.y + z*v.z;
}
Vector3 Vector3::crossProduct(const Vector3& v) const {
return Vector3(y*v.z - z*v.y, z*v.x - x*v.z, x*v.y - y*v.x);
}
float Vector3::magnitude(){
return sqrt(x*x + y*y + z*z);
}
std::ostream& operator<<(std::ostream& st, Vector3 v){
st << "(" << v.getX() << "; " << v.getY() << "; " << v.getZ() << "; " << v.getW() <<")" << std::endl;
return st;
}
Vector3 operator+(const Vector3& v1, const Vector3& v2){
Vector3 v3(0, 0, 0);
v3+=v1;
v3+=v2;
return v3;
}
Vector3 operator-(const Vector3& v1, const Vector3& v2){
Vector3 v3(0, 0, 0);
v3+=v1;
v3-=v2;
return v3;
}
Vector3 operator*(const Vector3& v1, const float& f){
Vector3* v2 = new Vector3(v1);
*v2 *=f;
return *v2;
}
Vector3 operator*(const float& f, const Vector3& v1){
Vector3* v2 = new Vector3(v1);
*v2 *=f;
return *v2;
}
Vector3 operator*(const Vector3& v1, const Vector3& v2){
Vector3 v3(0, 0, 0);
v3.setX(v1.getX()*v2.getX());
v3.setY(v1.getY()*v2.getY());
v3.setZ(v1.getZ()*v2.getZ());
return v3;
}
Vector3 operator/(const Vector3& v1, const float& f){
Vector3* v2 = new Vector3(v1);
*v2 /=f;
return *v2;
}
Vector3 operator/(const float& f, const Vector3& v1){
Vector3* v2 = new Vector3(v1);
*v2 /=f;
return *v2;
}
Matrix4 Matrix_camera (Vector3& pos, Vector3& cible, Vector3& up){
//calcul de la direction dans laquelle on regarde
Vector3 forward = cible - pos;
forward.normalize();
Vector3 up2 = forward*up.dotProduct(forward);
up2 = up - up2;
up2.normalize();
Vector3 right = CrossProduct(up2,forward);
Matrix4 result;
result[{0,0}] = right.getX(); result[{0,1}] = right.getY(); result[{0,2}] = right.getZ(); result[{0,3}] = 0.0f;
result[{1,0}] = up2.getX(); result[{1,1}] = up2.getY(); result[{1,2}] = up2.getZ(); result[{1,3}] = 0.0f;
result[{2,0}] = forward.getX(); result[{2,1}] = forward.getY(); result[{2,2}] = forward.getZ(); result[{2,3}] = 0.0f;
result[{3,0}] = pos.getX(); result[{3,1}] = pos.getY(); result[{3,2}] = pos.getZ(); result[{3,3}] = 1.0f;
return result;
}
Vector3 CrossProduct(const Vector3& v1, const Vector3& v2){
return Vector3(v1.getY()*v2.getZ() - v1.getZ()*v2.getY(), v1.getZ()*v2.getX() - v1.getX()*v2.getZ(), v1.getX()*v2.getY() - v1.getY()*v2.getX());
}