Vector类的设计与实现_艾孜尔江撰
作者:互联网
设计(头文件)
#pragma once
#include <iostream>
namespace RenderEngine {
class Vector2
{
public:
Vector2() : m_x(0), m_y(0) {};
Vector2(const Vector2& vecToBeCopied) {
this->setX(vecToBeCopied.getX());
this->setY(vecToBeCopied.getY());
};
Vector2(float param) : m_x(param), m_y(param) {};
Vector2(const float& a0, const float& a1) :
m_x(a0), m_y(a1) {};
~Vector2() {};
void operator =(const Vector2& right);
Vector2 operator +(const Vector2& right)const;
Vector2 operator -(const Vector2& right)const;
template<typename T>
Vector2 operator *(const T& right) const;
Vector2 operator /(const float& right) const;
float operator *(const Vector2& right)const;
bool operator ==(const float aNumbuer) {
return (this->getX() == aNumbuer && this->getY() && aNumbuer);
}
bool operator ==(const Vector2& rightVec) {
return (this->getX() == rightVec.getX() && this->getY() == rightVec.getY());
}
static void swap(Vector2& vecA, Vector2& vecB);
float getX()const { return m_x; }
float getY()const { return m_y; }
void setX(const float& x) { m_x = x; }
void setY(const float& y) { m_y = y; }
float getLength();
private:
float m_x;
float m_y;
};
class Vector3
{
public:
Vector3() : m_x(0), m_y(0), m_z(0) {};
Vector3(const Vector3& vecToBeCopied) {
this->setX(vecToBeCopied.getX());
this->setY(vecToBeCopied.getY());
this->setZ(vecToBeCopied.getZ());
};
Vector3(float param) : m_x(param), m_y(param), m_z(param) {};
Vector3(const float& a0, const float& a1, const float& a2) :
m_x(a0), m_y(a1), m_z(a2) {};
~Vector3() {};
bool operator ==(float right)const;
bool operator ==(const Vector3& right) const;
Vector3 operator +(const Vector3& right)const;
Vector3 operator -(const Vector3& right)const;
Vector3 operator *(const float k)const;
float operator *(const Vector3& right)const;
template<typename T>
Vector3 operator *(const T& right) const;
Vector3 operator ^(const Vector3& right)const; // vector cross product
void Normalize();
static Vector3 Normalize(const Vector3& vecToBeNormalized);
float getX()const { return m_x; }
float getY()const { return m_y; }
float getZ()const { return m_z; }
float getR()const { return m_x; }
float getG()const { return m_y; }
float getB()const { return m_z; }
void setX(const float& x) { m_x = x; }
void setY(const float& y) { m_y = y; }
void setZ(const float& z) { m_z = z; }
void setR(const float& x) { m_x = x; }
void setG(const float& y) { m_y = y; }
void setB(const float& z) { m_z = z; }
float getLength();
private:
float m_x;
float m_y;
float m_z;
};
class Vector4
{
public:
Vector4() :
m_x(0), m_y(0), m_z(0), m_w(0) {};
Vector4(const Vector4& vecToBeCopied) {
this->setX(vecToBeCopied.getX());
this->setY(vecToBeCopied.getY());
this->setZ(vecToBeCopied.getZ());
this->setW(vecToBeCopied.getW());
};
Vector4(const Vector3& vecToBeCopied, bool isPoint = false) {
this->setX(vecToBeCopied.getX());
this->setY(vecToBeCopied.getY());
this->setZ(vecToBeCopied.getZ());
if (isPoint)this->setW(1);
else this->setW(0);
};
Vector4(const float& a0, const float& a1, const float& a2, const float& a3 = 0) :
m_x(a0), m_y(a1), m_z(a2), m_w(a3) {};
~Vector4() {};
bool operator ==(float right)const;
bool operator ==(const Vector4& right)const;
bool operator !=(const Vector4& right)const;
Vector4 operator +(const Vector4& right)const;
Vector4 operator -(const Vector4& right)const;
Vector4 operator *(const float k)const;
Vector4 operator /(const float k)const;
float operator *(const Vector4& right)const;
Vector4 operator ^(const Vector4& right)const; // vector cross product
Vector4 getInterpolateVector(const Vector4& vecA, const Vector4& vecB, float factor);
Vector4 getQuaternion(const Vector3 & lastPoint, const Vector3 & currentPoint);
void Normalize();
Vector4 GetNormalizedVector() const;
static bool swap(Vector4& v1, Vector4& v2);
float getX()const { return m_x; }
float getY()const { return m_y; }
float getZ()const { return m_z; }
float getW()const { return m_w; }
float getR()const { return m_x; }
float getG()const { return m_y; }
float getB()const { return m_z; }
float getA()const { return m_w; }
void setX(const float& x) { m_x = x; }
void setY(const float& y) { m_y = y; }
void setZ(const float& z) { m_z = z; }
void setW(const float& w) { m_w = w; }
void setR(const float& r) { m_x = r; }
void setG(const float& g) { m_y = g; }
void setB(const float& b) { m_z = b; }
void setA(const float& a) { m_w = a; }
private:
float m_x;
float m_y;
float m_z;
float m_w;
};
inline std::ostream& operator <<(std::ostream& os, const Vector4& vec4) { os << "x: " << vec4.getX() << "; y: " << vec4.getY() << "; z: " << vec4.getZ() << "; w: " << vec4.getW() << ". "; return os; }
inline std::ostream& operator <<(std::ostream& os, const Vector3& vec3) { os << "x: " << vec3.getX() << "; y: " << vec3.getY() << "; z: " << vec3.getZ() << ". "; return os; }
inline std::ostream& operator <<(std::ostream& os, const Vector2& vec2) { os << "x: " << vec2.getX() << "; y: " << vec2.getY() << ". "; return os; }
}
实现(C++文件)
#include <math.h>
#include "Vector.h"
#include "Math.h"
namespace RenderEngine {
/************************************************************************/
/* Vector2 */
/************************************************************************/
void Vector2::operator=(const Vector2 & right)
{
this->setX(right.getX());
this->setY(right.getY());
}
Vector2 Vector2::operator+(const Vector2& right) const
{
Vector2 result(this->getX() + right.getX(), this->getY() + right.getY());
return result;
}
Vector2 Vector2::operator-(const Vector2& right) const
{
Vector2 result(this->getX() - right.getX(), this->getY() - right.getY());
return result;
}
template<typename T>
Vector2 Vector2::operator*(const T& k) const
{
Vector2 result(this->getX() * k, this->getY() * k);
return result;
}
Vector2 Vector2::operator /(const float& k) const
{
if (k == 0.f || abs(k - 0.f) < EPSILON) {
return Vector2();
}
float reciprocalK = 1 / k;
Vector2 result(this->getX()*reciprocalK, this->getY()*reciprocalK);
return result;
}
float Vector2::operator*(const Vector2& right) const
{
return (this->getX() * right.getX() + this->getY() * right.getY());
}
void Vector2::swap(Vector2 & vecA, Vector2 & vecB)
{
if (vecA == vecB)return;
Vector2 tmp(vecA.getX(), vecA.getY());
vecA = vecB;
vecB = tmp;
}
float Vector2::getLength()
{
return sqrtf(powf(this->getX(), 2) + powf(this->getY(), 2));
}
/************************************************************************/
/* Vector3 */
/************************************************************************/
bool Vector3::operator==(const float right) const
{
bool xIsEqual = fabsf(this->getX() - right) <= EPSILON;
bool yIsEqual = fabsf(this->getY() - right) <= EPSILON;
bool zIsEqual = fabsf(this->getZ() - right) <= EPSILON;
return (xIsEqual && yIsEqual && zIsEqual);
}
bool Vector3::operator==(const Vector3 & right) const
{
bool xIsEqual = fabsf(this->getX() - right.getX()) <= EPSILON;
bool yIsEqual = fabsf(this->getY() - right.getY()) <= EPSILON;
bool zIsEqual = fabsf(this->getZ() - right.getZ()) <= EPSILON;
return (xIsEqual && yIsEqual && zIsEqual);
}
Vector3 Vector3::operator+(const Vector3 & right) const
{
Vector3 result(this->getX() + right.getX(), this->getY() + right.getY(), this->getZ() + right.getZ());
return result;
}
Vector3 Vector3::operator-(const Vector3 & right) const
{
Vector3 result(this->getX() - right.getX(), this->getY() - right.getY(), this->getZ() - right.getZ());
return result;
}
Vector3 Vector3::operator*(const float k) const
{
Vector3 result(this->getX() * k, this->getY() * k, this->getZ() * k);
return result;
}
float Vector3::operator*(const Vector3 & right) const
{
return (this->getX()*right.getX() + this->getY()*right.getY() + this->getZ()*right.getZ());
}
template<typename T>
Vector3 Vector3::operator*(const T& right) const
{
Vector3 result(
this->getX()*right.matrix[0][0] + this->getY()*right.matrix[0][1] + this->getZ() * right.matrix[0][2],
this->getY()*right.matrix[1][0] + this->getY()*right.matrix[1][1] + this->getZ() * right.matrix[1][2],
this->getZ()*right.matrix[2][0] + this->getY()*right.matrix[2][1] + this->getZ() * right.matrix[2][2]);
return result;
}
Vector3 Vector3::operator^(const Vector3 & right) const
{
Vector3 result;
result.setX(this->getY() * right.getZ() - this->getZ() * right.getY());
result.setY(this->getZ() * right.getX() - this->getX() * right.getZ());
result.setZ(this->getX() * right.getY() - this->getY() * right.getX());
return result;
}
void Vector3::Normalize()
{
float length = sqrtf(powf(this->getX(), 2) + powf(this->getY(), 2) + powf(this->getZ(), 2));
this->setX(this->getX() / length);
this->setY(this->getY() / length);
this->setZ(this->getZ() / length);
}
Vector3 Vector3::Normalize(const Vector3& vecToBeNormalized)
{
Vector3 result;
float length = sqrtf(powf(vecToBeNormalized.getX(), 2) + powf(vecToBeNormalized.getY(), 2) + powf(vecToBeNormalized.getZ(), 2));
result.setX(vecToBeNormalized.getX() / length);
result.setY(vecToBeNormalized.getY() / length);
result.setZ(vecToBeNormalized.getZ() / length);
return result;
}
float Vector3::getLength()
{
return sqrtf(powf(this->getX(), 2) + powf(this->getY(), 2) + powf(this->getZ(), 2));
}
/************************************************************************/
/* Vector4 */
/************************************************************************/
bool Vector4::operator==(float right) const
{
bool xIsEqual = fabsf(this->getX() - right) <= EPSILON;
bool yIsEqual = fabsf(this->getY() - right) <= EPSILON;
bool zIsEqual = fabsf(this->getZ() - right) <= EPSILON;
bool wIsEqual = fabsf(this->getW() - right) <= EPSILON;
return (xIsEqual && yIsEqual && zIsEqual && wIsEqual);
}
bool Vector4::operator==(const Vector4 & right) const
{
bool xIsEqual = fabsf(this->getX() - right.getX()) <= EPSILON;
bool yIsEqual = fabsf(this->getY() - right.getY()) <= EPSILON;
bool zIsEqual = fabsf(this->getZ() - right.getZ()) <= EPSILON;
bool wIsEqual = fabsf(this->getW() - right.getW()) <= EPSILON;
return (xIsEqual && yIsEqual && zIsEqual && wIsEqual);
}
bool Vector4::operator!=(const Vector4 & right) const
{
bool xIsInequal = fabsf(this->getX() - right.getX()) > EPSILON;
bool yIsInequal = fabsf(this->getY() - right.getY()) > EPSILON;
bool zIsInequal = fabsf(this->getZ() - right.getZ()) > EPSILON;
bool wIsInequal = fabsf(this->getW() - right.getW()) > EPSILON;
return (xIsInequal || yIsInequal || zIsInequal || wIsInequal);
}
Vector4 Vector4::operator +(const Vector4 & right) const
{
Vector4 result(this->getX() + right.getX(), this->getY() + right.getY(), this->getZ() + right.getZ(), this->getW() + right.getW());
return result;
}
Vector4 Vector4::operator-(const Vector4 & right) const
{
Vector4 result(this->getX() - right.getX(), this->getY() - right.getY(), this->getZ() - right.getZ(), this->getW() - right.getW());
return result;
}
Vector4 Vector4::operator*(const float k) const
{
Vector4 result(this->getX()*k, this->getY()*k, this->getZ() *k, this->getW() *k);
return result;
}
Vector4 Vector4::operator/(const float k) const
{
float reciprocalK = 1 / k;
Vector4 result(this->getX()*reciprocalK, this->getY()*reciprocalK, this->getZ() *reciprocalK, this->getW() *reciprocalK);
return result;
}
float Vector4::operator *(const Vector4 & right) const
{
return this->getX()*right.getX() + this->getY()*right.getY() + this->getZ()*right.getZ() + this->getW()*right.getW();
}
Vector4 Vector4::operator ^(const Vector4& right) const
{
Vector4 result(this->getY()*right.getZ() - this->getZ()*right.getY(),
this->getZ()*right.getX() - this->getX()*right.getZ(),
this->getX()* right.getY() - this->getY()*right.getX());
return result;
}
Vector4 Vector4::getInterpolateVector(const Vector4 & vecA, const Vector4 & vecB, float factor)
{
Vector4 result(
LinearInerpolate(vecA.getX(), vecB.getX(), factor),
LinearInerpolate(vecA.getY(), vecB.getY(), factor),
LinearInerpolate(vecA.getZ(), vecB.getZ(), factor),
1.f
);
return result;
}
Vector4 Vector4::getQuaternion(const Vector3 & lastPoint, const Vector3 & currentPoint)
{
Vector4 result;
Vector3 perp = lastPoint ^ currentPoint;
if (perp.getLength() > EPSILON)
{
result.setX(perp.getX());
result.setY(perp.getY());
result.setZ(perp.getZ());
// w=cos(rotationAngle/2) ---> formula
result.setW(lastPoint * currentPoint);
}
else
{
result.setX(.0f);
result.setY(.0f);
result.setZ(.0f);
result.setW(.0f);
}
return result;
}
void Vector4::Normalize()
{
float length = sqrtf(powf(this->getX(), 2) + powf(this->getY(), 2) + powf(this->getZ(), 2));
this->setX(this->getX() / length);
this->setY(this->getY() / length);
this->setZ(this->getZ() / length);
}
Vector4 Vector4::GetNormalizedVector() const
{
Vector4 result;
float length = sqrtf(powf(this->getX(), 2) + powf(this->getY(), 2) + powf(this->getZ(), 2));
result.setX(this->getX() / length);
result.setY(this->getY() / length);
result.setZ(this->getZ() / length);
return result;
}
bool Vector4::swap(Vector4 & v1, Vector4 & v2)
{
if (v1 != v2)
{
std::swap(v1.m_x, v2.m_x);
std::swap(v1.m_y, v2.m_y);
std::swap(v1.m_z, v2.m_z);
std::swap(v1.m_w, v2.m_w);
}
return true;
}
}
作者:艾孜尔江·艾尔斯兰
标签:right,const,艾孜尔江,float,Vector4,getX,getY,Vector,设计 来源: https://blog.csdn.net/weixin_43867242/article/details/117898875