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1 | // Copyright (C) 2006 Erik Dahlberg |
2 | // |
3 | // This file is part of LSystem3d. |
4 | // |
5 | // LSystem3D is free software; you can redistribute it and/or |
6 | // modify it under the terms of the GNU General Public License |
7 | // as published by the Free Software Foundation; either version 2 |
8 | // of the License, or (at your option) any later version. |
9 | // |
10 | // LSystem3D is distributed in the hope that it will be useful, |
11 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
12 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
13 | // GNU General Public License for more details. |
14 | // |
15 | // You should have received a copy of the GNU General Public License |
16 | // along with LSystem3D; if not, write to the Free Software |
17 | // Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
18 | |
19 | |
20 | |
21 | |
22 | #include <cmath> |
23 | |
24 | #include "vector.h" |
25 | |
26 | |
27 | |
28 | /** |
29 | * Constructor |
30 | * @param x the x-coordinate |
31 | * @param y the y-coordinate |
32 | * @param z the z-coordinate |
33 | */ |
34 | Vector::Vector(double x, double y, double z) |
35 | { |
36 | setXYZ(x, y, z); |
37 | } |
38 | |
39 | |
40 | |
41 | /** |
42 | * Destructor |
43 | */ |
44 | Vector::~Vector() |
45 | { |
46 | } |
47 | |
48 | |
49 | |
50 | /** |
51 | * Rotate around another vector |
52 | * @param angle rotation angle |
53 | * @param vector arbitrary vector to rotate around |
54 | */ |
55 | void Vector::rotate(double angle, Vector vector) |
56 | { |
57 | double c = cos(angle); |
58 | double s = sin(angle); |
59 | |
60 | double x = |
61 | _x * (vector._x * vector._x * (1.0 - c) + c) + |
62 | _y * (vector._x * vector._y * (1.0 - c) + vector._z * s) + |
63 | _z * (vector._x * vector._z * (1.0 - c) - vector._y * s); |
64 | |
65 | double y = |
66 | _x * (vector._y * vector._x * (1.0 - c) - vector._z * s) + |
67 | _y * (vector._y * vector._y * (1.0 - c) + c) + |
68 | _z * (vector._y * vector._z * (1.0 - c) + vector._x * s); |
69 | |
70 | double z = |
71 | _x * (vector._z * vector._x * (1.0 - c) + vector._y * s) + |
72 | _y * (vector._z * vector._y * (1.0 - c) - vector._x * s) + |
73 | _z * (vector._z * vector._z * (1.0 - c) + c); |
74 | |
75 | _x = x; |
76 | _y = y; |
77 | _z = z; |
78 | |
79 | // TODO: call it from outside? |
80 | normalize(); |
81 | } |
82 | |
83 | |
84 | |
85 | /** |
86 | * Normalize vector |
87 | */ |
88 | void Vector::normalize() |
89 | { |
90 | double length = sqrt(_x * _x + _y * _y + _z * _z); |
91 | |
92 | if (length != 0) |
93 | { |
94 | _x /= length; |
95 | _y /= length; |
96 | _z /= length; |
97 | } |
98 | } |
99 | |
100 | |
101 | |
102 | /** |
103 | * Get scalar product of the vectors |
104 | * @param vector arbitrary vector |
105 | * @return the scalar product |
106 | */ |
107 | double Vector::getScalarProduct(Vector vector) |
108 | { |
109 | double scalarProduct = getX() * vector.getX() + |
110 | getY() * vector.getY() + |
111 | getZ() * vector.getZ(); |
112 | |
113 | return scalarProduct; |
114 | } |
115 | |
116 | |
117 | |
118 | /** |
119 | * Get cross product of the vectors |
120 | * @param vector arbitrary vector |
121 | * @return the cross product |
122 | */ |
123 | Vector Vector::getCrossProduct(Vector vector) |
124 | { |
125 | Vector crossProduct(getY() * vector.getZ() - getZ() * vector.getY(), |
126 | getZ() * vector.getX() - getX() * vector.getZ(), |
127 | getX() * vector.getY() - getY() * vector.getX()); |
128 | |
129 | return crossProduct; |
130 | } |
131 | |
132 | |
133 | |
134 | /** |
135 | * Get angle between the vectors |
136 | * @param vector the second (normalized) vector |
137 | * @return the angle, in degrees |
138 | */ |
139 | double Vector::getAngle(Vector vector) |
140 | { |
141 | double scalarProduct = getScalarProduct(vector); |
142 | double angle = (acos(scalarProduct) / (M_PIl * 2.0)) * 360.0; |
143 | |
144 | return angle; |
145 | } |