/******************************************************************/
/* This file is part of the homework assignments for CSCI-427/527 */
/* at The College of William & Mary and authored by Pieter Peers. */
/* No part of this file, whether altered or in original form, can */
/* be distributed or used outside the context of CSCI-427/527 */
/* without consent of either the College of William & Mary or */
/* Pieter Peers. */
/******************************************************************/
#include <cassert>
#include <algorithm>
#include "vec3d.h"
//////////////////
// Constructors //
//////////////////
vec3d::vec3d(vec3d::const_reference value)
{
x = y = z = value;
}
vec3d::vec3d(vec3d::const_reference x, vec3d::const_reference y, vec3d::const_reference z)
{
this->x = x;
this->y = y;
this->z = z;
}
vec3d::vec3d(const vec3d& v)
{
x = v.x;
y = v.y;
z = v.z;
}
////////////////
// Inspectors //
////////////////
vec3d::const_reference vec3d::operator[](size_t index) const
{
assert(index < size());
return data[index];
}
vec3d::reference vec3d::operator[](size_t index)
{
assert(index < size());
return data[index];
}
vec3d::iterator vec3d::begin(void)
{
return data;
}
vec3d::const_iterator vec3d::begin(void) const
{
return data;
}
vec3d::iterator vec3d::end(void)
{
return begin() + size();
}
vec3d::const_iterator vec3d::end(void) const
{
return begin() + size();
}
///////////////
// Operators //
///////////////
vec3d& vec3d::operator=(const vec3d& v)
{
_assign(v);
return *this;
}
bool vec3d::operator==(const vec3d& v) const
{
return (x == v.x) && (y == v.y) && (z == v.z);
}
bool vec3d::operator!=(const vec3d& v) const
{
return (x != v.x) || (y != v.y) || (z != v.z);
}
vec3d vec3d::operator-(void) const
{
return vec3d(-x, -y, -z);
}
vec3d vec3d::operator+(const vec3d& v) const
{
return vec3d(x + v.x, y + v.y, z + v.z);
}
vec3d vec3d::operator-(const vec3d& v) const
{
return vec3d(x - v.x, y - v.y, z - v.z);
}
vec3d vec3d::operator*(const vec3d& v) const
{
return vec3d(x * v.x, y * v.y, z * v.z);
}
vec3d vec3d::operator*(vec3d::const_reference scale) const
{
return vec3d(x * scale, y * scale, z * scale);
}
vec3d vec3d::operator/(const vec3d& v) const
{
return vec3d(x / v.x, y / v.y, z / v.z);
}
vec3d vec3d::operator/(vec3d::const_reference scale) const
{
return vec3d(x / scale, y / scale, z / scale);
}
vec3d& vec3d::operator+=(const vec3d& v)
{
x += v.x;
y += v.y;
z += v.z;
return *this;
}
vec3d& vec3d::operator-=(const vec3d& v)
{
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
}
vec3d& vec3d::operator*=(const vec3d& v)
{
x *= v.x;
y *= v.y;
z *= v.z;
return *this;
}
vec3d& vec3d::operator*=(vec3d::const_reference scale)
{
x *= scale;
y *= scale;
z *= scale;
return *this;
}
vec3d& vec3d::operator/=(const vec3d& v)
{
x /= v.x;
y /= v.y;
z /= v.z;
return *this;
}
vec3d& vec3d::operator/=(vec3d::const_reference scale)
{
x /= scale;
y /= scale;
z /= scale;
return *this;
}
///////////////
// Modifiers //
///////////////
vec3d::value_type vec3d::dot(const vec3d& v) const
{
return (x*v.x + y*v.y + z*v.z);
}
vec3d::value_type vec3d::squared_length(void) const
{
return dot(*this);
}
vec3d::value_type vec3d::length(void) const
{
return sqrt(squared_length());
}
vec3d::value_type vec3d::squared_distance(const vec3d& v) const
{
return (*this - v).squared_length();
}
vec3d::value_type vec3d::distance(const vec3d& v) const
{
return sqrt(squared_distance(v));
}
vec3d vec3d::cross(const vec3d& v) const
{
return vec3d(y*v.z - z*v.y,
z*v.x - x*v.z,
x*v.y - y*v.x);
}
///////////////
// Modifiers //
///////////////
vec3d& vec3d::abs(void)
{
std::for_each(begin(), end(), [](reference val)
{
if(val < 0) val = -val;
});
return *this;
}
vec3d& vec3d::clamp(vec3d::value_type lower, vec3d::value_type upper)
{
std::for_each(begin(), end(), [&](reference val)
{
if(val < lower) val = lower;
else if(val > upper) val = upper;
});
return *this;
}
vec3d& vec3d::normalize(void)
{
*this /= length();
return *this;
}
/////////////////////
// Private Methods //
/////////////////////
void vec3d::_assign(const vec3d& v)
{
x = v.x;
y = v.y;
z = v.z;
}
void vec3d::_swap(vec3d& v)
{
std::swap(x, v.x);
std::swap(y, v.y);
std::swap(z, v.z);
}