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// Copyright (c) 2023 Oleg Kalachev <okalachev@gmail.com>
// Repository: https://github.com/okalachev/flix
// Lightweight vector library
#pragma once
class Vector : public Printable {
public:
float x, y, z;
Vector(): x(0), y(0), z(0) {};
Vector(float x, float y, float z): x(x), y(y), z(z) {};
bool zero() const {
return x == 0 && y == 0 && z == 0;
}
bool finite() const {
return isfinite(x) && isfinite(y) && isfinite(z);
}
bool valid() const {
return finite();
}
bool invalid() const {
return !valid();
}
void invalidate() {
x = NAN;
y = NAN;
z = NAN;
}
float norm() const {
return sqrt(x * x + y * y + z * z);
}
void normalize() {
float n = norm();
x /= n;
y /= n;
z /= n;
}
Vector operator + (const float b) const {
return Vector(x + b, y + b, z + b);
}
Vector operator * (const float b) const {
return Vector(x * b, y * b, z * b);
}
Vector operator / (const float b) const {
return Vector(x / b, y / b, z / b);
}
Vector operator + (const Vector& b) const {
return Vector(x + b.x, y + b.y, z + b.z);
}
Vector operator - (const Vector& b) const {
return Vector(x - b.x, y - b.y, z - b.z);
}
Vector& operator += (const Vector& b) {
return *this = *this + b;
}
Vector& operator -= (const Vector& b) {
return *this = *this - b;
}
// Element-wise multiplication
Vector operator * (const Vector& b) const {
return Vector(x * b.x, y * b.y, z * b.z);
}
// Element-wise division
Vector operator / (const Vector& b) const {
return Vector(x / b.x, y / b.y, z / b.z);
}
bool operator == (const Vector& b) const {
return x == b.x && y == b.y && z == b.z;
}
bool operator != (const Vector& b) const {
return !(*this == b);
}
static float dot(const Vector& a, const Vector& b) {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
static Vector cross(const Vector& a, const Vector& b) {
return Vector(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
}
static float angleBetween(const Vector& a, const Vector& b) {
return acos(constrain(dot(a, b) / (a.norm() * b.norm()), -1, 1));
}
static Vector rotationVectorBetween(const Vector& a, const Vector& b) {
float an = a.norm();
float bn = b.norm();
if (an < 1e-6 || bn < 1e-6) {
return Vector(0, 0, 0);
}
Vector direction = cross(a, b);
if (direction.norm() < 1e-6) { // vectors are parallel
if (dot(a, b) > 0) { // same direction
return Vector(0, 0, 0);
}
// opposite direction
Vector perp = cross(a, Vector(1, 0, 0));
if (perp.norm() < 1e-6) {
perp = cross(a, Vector(0, 1, 0));
}
perp.normalize();
return perp * PI;
}
direction.normalize();
float angle = angleBetween(a, b);
return direction * angle;
}
size_t printTo(Print& p) const {
return
p.print(x, 15) + p.print(" ") +
p.print(y, 15) + p.print(" ") +
p.print(z, 15);
}
};
Vector operator * (const float a, const Vector& b) { return b * a; }
Vector operator + (const float a, const Vector& b) { return b + a; }