C++实现一个Vector3空间向量类(转)

转自:http://www.2cto.com/kf/201311/260139.html

ector2,3,4类在DirectX中都有现成的可以调用,不过要实现其中的功能其实也不难,也都是一些简单的数学知识罢了。

本文用C++实现一个简单的Vector3类的功能,暂时有的功能是:
1 + - * /算术运算
2 向量的数量积,又叫:点乘
3 向量的向量积,又叫:叉乘
4 向量单位化(normalization)
 
[cpp] 
//Vecotr3.h  
#pragma once  
  
extern const double uZero;  
  
class Vector3  
{  
    float x, y, z;  
public:  
    Vector3():x(0), y(0), z(0){}  
    Vector3(float x1, float y1, float z1):x(x1), y(y1), z(z1){}  
    Vector3(const Vector3 &v);  
    ~Vector3();  
    void operator=(const Vector3 &v);  
    Vector3 operator+(const Vector3 &v);  
    Vector3 operator-(const Vector3 &v);  
    Vector3 operator/(const Vector3 &v);  
    Vector3 operator*(const Vector3 &v);  
    Vector3 operator+(float f);  
    Vector3 operator-(float f);  
    Vector3 operator/(float f);  
    Vector3 operator*(float f);  
    float dot(const Vector3 &v);  
    float length();  
    void normalize();  
    Vector3 crossProduct(const Vector3 &v);  
    void printVec3();  
};  
[cpp]  
//Vector3.cpp  
#include"Plane.h"  
#include<iostream>  
  
const double uZero = 1e-6;  
  
//复制构造函数,必须为常量引用参数,否则编译不通过  
Vector3::Vector3(const Vector3 &v):x(v.x), y(v.y), z(v.z)  
{  
}  
  
Vector3::~Vector3()  
{  
}  
  
void Vector3::operator=(const Vector3 &v)  
{  
    x = v.x;  
    y = v.y;  
    z = v.z;  
}  
  
Vector3 Vector3::operator+(const Vector3 &v)  
{  
    return Vector3(x+v.x, y+v.y, z+v.z);  
}  
  
Vector3 Vector3::operator-(const Vector3 &v)  
{  
    return Vector3(x-v.x, y-v.y, z-v.z);  
}  
  
Vector3 Vector3::operator/(const Vector3 &v)  
{  
    if (fabsf(v.x) <= uZero || fabsf(v.y) <= uZero || fabsf(v.z) <= uZero)  
    {  
        std::cerr<<"Over flow! ";  
        return *this;  
    }  
    return Vector3(x/v.x, y/v.y, z/v.z);  
}  
  
Vector3 Vector3::operator*(const Vector3 &v)  
{  
    return Vector3(x*v.x, y*v.y, z*v.z);  
}  
  
Vector3 Vector3::operator+(float f)  
{  
    return Vector3(x+f, y+f, z+f);  
}  
  
Vector3 Vector3::operator-(float f)  
{  
    return Vector3(x-f, y-f, z-f);  
}  
  
Vector3 Vector3::operator/(float f)  
{  
    if (fabsf(f) < uZero)  
    {  
        std::cerr<<"Over flow! ";  
        return *this;  
    }  
    return Vector3(x/f, y/f, z/f);  
}  
  
Vector3 Vector3::operator*(float f)  
{  
    return Vector3(x*f, y*f, z*f);  
}  
  
float Vector3::dot(const Vector3 &v)  
{  
    return x*v.x + y*v.y + z*v.z;  
}  
  
float Vector3::length()  
{  
    return sqrtf(dot(*this));  
}  
  
void Vector3::normalize()  
{  
    float len = length();  
    if (len < uZero) len = 1;  
    len = 1/len;  
  
    x *= len;  
    y *= len;  
    z *= len;  
}  
  
/* 
Cross Product叉乘公式 
aXb = | i,  j,  k  | 
     | a.x a.y a.z| 
     | b.x b.y b.z| = (a.x*b.z -a.z*b.y)i + (a.z*b.x - a.x*b.z)j + (a.x+b.y - a.y*b.x)k  
*/  
Vector3 Vector3::crossProduct(const Vector3 &v)  
{  
    return Vector3(y * v.z - z * v.y,  
                z * v.x - x * v.z,  
                x * v.y - y * v.x);  
}  
  
void Vector3::printVec3()  
{  
    std::cout<<"("<<x<<", "<<y<<", "<<z<<")"<<std::endl;  
}  
 
测试主程序:
[cpp]  
#include<iostream>  
#include<vector>  
#include"Vector3.h"  
  
using namespace std;  
  
int main()   
{  
    Vector3 v31;  
    Vector3 v32(2.0f,3.0f,4.0f);  
    Vector3 v33(v32 - 1.0f);  
    cout<<"We have original Vector3s: ";  
    v31.printVec3();  
    v32.printVec3();  
    v33.printVec3();  
      
    cout<<"v32 crossproduct v33 is: ";  
    Vector3 v3233 = v32.crossProduct(v33);  
    v3233.printVec3();  
  
    cout<<"Now we normalize them: ";  
    v31.normalize();  
    v32.normalize();  
    v33.normalize();  
    v3233.normalize();  
    v31.printVec3();  
    v32.printVec3();  
    v33.printVec3();  
    v3233.printVec3();  
  
    system("pause");  
    return 0;  
}  
 
运算结果:
原文地址:https://www.cnblogs.com/aminxu/p/4686374.html