/******************************************************************************
*
* Copyright (c) 2014 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions, and the following disclaimer.
*
* 2. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*
* Vector3f.h
*
*****************************************************************************/
#include <oz++/Vector.h>
#include <oz++/Vertex.h>
namespace OZ {
#define DIM_THREE (3)
class Vector3f : public Vector<float, DIM_THREE> {
public:
Vector3f()
:Vector<float, DIM_THREE>()
{
}
Vector3f(float x, float y, float z)
:Vector<float, DIM_THREE>()
{
float f[DIM_THREE];
f[0] = x;
f[1] = y;
f[2] = z;
set(f, 3);
}
Vector3f(const Vertex<3>& vertex)
:Vector<float, DIM_THREE>()
{
float f[DIM_THREE];
for (int i = 0; i<DIM_THREE; i++) {
f[i] = vertex.value[i];
}
set(f, 3);
}
static Vector3f crossProduct(const Vector<float, DIM_THREE>& v1, const Vector<float, DIM_THREE>& v2)
{
return Vector3f(
v1[1] * v2[2] - v1[2] * v2[1],
v1[2] * v2[0] - v1[0] * v2[2],
v1[0] * v2[1] - v1[1] * v2[0]);
}
Vector3f crossProduct(const Vector<float, DIM_THREE> &vec) const
{
return crossProduct(*this, vec);
}
};
}