// // Created by Иван Ильин on 09.10.2021. // #include #include #include "Vec3D.h" #include "../Consts.h" Vec3D::Vec3D(const Vec3D &vec) { _arr_point[0] = vec.x(); _arr_point[1] = vec.y(); _arr_point[2] = vec.z(); } Vec3D::Vec3D(const Vec4D &point4D) { _arr_point[0] = point4D.x(); _arr_point[1] = point4D.y(); _arr_point[2] = point4D.z(); } Vec3D::Vec3D(double x, double y, double z) { _arr_point[0] = x; _arr_point[1] = y; _arr_point[2] = z; } Vec3D Vec3D::operator-() const { return Vec3D(-x(), -y(), -z()); } bool Vec3D::operator==(const Vec3D &vec) const { return (*this - vec).sqrAbs() < Consts::EPS; } bool Vec3D::operator!=(const Vec3D &vec) const { return !(*this == vec); } // Operations with Vec3D Vec3D Vec3D::operator+(const Vec3D &vec) const { return Vec3D(x() + vec.x(), y() + vec.y(), z() + vec.z()); } Vec3D Vec3D::operator-(const Vec3D &vec) const { return *this + -vec; } Vec3D Vec3D::operator*(double number) const { return Vec3D(x() * number, y() * number, z() * number); } Vec3D Vec3D::operator/(double number) const { if (std::abs(number) > Consts::EPS) { return *this * (1.0 / number); } else { throw std::domain_error{"Vec3D::operator/(double number): division by zero"}; } } // Other useful methods double Vec3D::sqrAbs() const { return x() * x() + y() * y() + z() * z(); } double Vec3D::abs() const { return sqrt(sqrAbs()); } Vec3D Vec3D::normalized() const { double vecAbs = sqrAbs(); if (vecAbs > Consts::EPS) { return *this / sqrt(vecAbs); } else { return Vec3D(1); } } double Vec3D::dot(const Vec3D &vec) const { return vec.x() * x() + vec.y() * y() + vec.z() * z(); } Vec3D Vec3D::cross(const Vec3D &vec) const { return Vec3D{y() * vec.z() - vec.y() * z(), z() * vec.x() - vec.z() * x(), x() * vec.y() - vec.x() * y()}; } Vec4D Vec3D::makePoint4D() const { return Vec4D(x(), y(), z(), 1.0); } Vec3D Vec3D::Random() { return Vec3D((double) rand() / RAND_MAX, (double) rand() / RAND_MAX, (double) rand() / RAND_MAX); }