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vector3.cpp
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vector3.cpp
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//
// vector3.cpp
// vector3
//
// Created by Maksim Piriyev on 4/28/18.
// Copyright © 2018 Dronee. All rights reserved.
//
#include "vector3.h"
#include <float.h>
namespace vector3{
const Vector2 Vector2::Zero(0,0);
const Vector2 Vector2::X(1,0);
const Vector2 Vector2::Y(0,1);
const Vector2 Vector2::One(1,1);
const Vector3 Vector3::Zero(0,0,0);
const Vector3 Vector3::X(1,0,0);
const Vector3 Vector3::Y(0,1,0);
const Vector3 Vector3::Z(0,0,1);
const Vector3 Vector3::One(1,1,1);// = Vector3(1,1,1).normalized();
const Vector3 Vector3::Max(DBL_MAX,DBL_MAX,DBL_MAX);
const Vector3 Vector3::Min(DBL_MIN,DBL_MIN,DBL_MIN);
#ifdef MOBILE
const Vector3 Vector3::Head(0,1,0);
const Vector2 Vector2::Head(0,1);
#else
const Vector3 Vector3::Head(1,0,0);
const Vector2 Vector2::Head(1,0);
#endif
const Quaternion Quaternion::Zero(0,0,0,0);
const Quaternion Quaternion::Identity(0,0,0,1);
Vector2::operator Vector3()const { return Vector3(x,y,0); }
scalar Vector3::pitch() const{
// return atan2(z,yz().length());
// return atan2 (y,xz().length()) ;
//Vector3 surface = xz();
//return surface.angle(*this);
//return xz().angle();
return Vector3::Head.rotation(*this).pitch();
}
scalar Vector3::roll()const {
// return atan (x/yz().length());
return Vector3::Head.rotation(*this).roll();
}
scalar Vector3::yaw() const{
//#ifdef MOBILE
// return xy().angle();
//#else
// return -xy().angle();
//#endif
// return atan (y/xz().length()) ;
// return atan (z/yz().length());
//return -xy().angle();
return Vector3::Head.rotation(*this).yaw();
}
// Quaternion Vector3::rotation(const Vector3& to)const {
// auto a = cross(to);
// auto w = sqrt(lengthSquared() * to.lengthSquared()) + dot(to);
// auto q = Quaternion(a.x,a.y,a.z,w);
// // auto ll = to.length();
// // auto l = q.length();
// return q.normalized();
// }
Quaternion Vector3::rotation(const Vector3& to)const {
auto t = to.normalized();
auto f = (*this).normalized();
auto a = cross(t);
auto w =f.dot(t);
if(t == -f){
return Quaternion(orthogonal(),rad(180));
}
//auto q = Quaternion(a,acos(w));
// auto ll = to.length();
// auto l = q.length();
return Quaternion(a,acos(w));//q;//.normalized();
}
//quat quat::fromtwovectors(vec3 u, vec3 v)
//{
// float cos_theta = dot(normalize(u), normalize(v));
// float angle = acos(cos_theta);
// vec3 w = normalize(cross(u, v));
// return quat::fromaxisangle(angle, w);
//}
//Quaternion Vector3::rotation(Vector3& to)const {
// auto a = cross(to.normalized()).normalized();
// auto w = dot(to);
// auto angle = acos(w)/2;
// w = cos(angle);
// a = a * sin(angle);
// auto q = Quaternion(a.x,a.y,a.z,w);
// auto ll = to.length();
// auto l = q.length();
// return q.normalized();
//}
Quaternion Vector3::rotation(const Vector3& to,const Vector3& axis) {
auto uv1 = axis.cross(*this);
auto uv2 = axis.cross(to);
auto w = (uv1+uv2).normalized().dot(uv1);
return Quaternion(axis.x,axis.y,axis.z,w);
}
Vector3 Vector3::rotated(scalar angle,const Vector3& axis) {
auto q = Quaternion(axis, angle);
return (*this) * q;
}
vector<scalar> mid(vector<scalar>& a,vector<scalar>& b,int i,scalar m){
vector<scalar> r(a.size());
for(int j=0;j<a.size();j++) {
r[j] = (a[j]+b[j])/2;
}
r[i] = m;
return r;
}
vector<scalar> ternary(vector<scalar> start, vector<scalar> end, function<scalar(vector<scalar>)> eval){
auto l = start, r = end;
auto sum = [&](){
auto rtn = 0.0;
for(int i = 0;i<l.size();i++) rtn += r[i]-l[i];
return rtn;
};
while(sum() > l.size()*eps){
for(int j=0;j<start.size();j++) {
auto l1 = (l[j]*2+r[j])/3;
auto l2 = (l[j]+2*r[j])/3;
if (eval(mid(l,r,j,l1)) < eval(mid(l,r,j,l2)) ){
r[j] = l2;
}else{
l[j] = l1;
}
}
}
return l;
}
// vector<scalar> ternary(vector<scalar> start, vector<scalar> end, function<scalar(vector<scalar>)> eval){
// auto l = start, r = end;
// auto prevEval = eval(l);
// for(int i=0;i<100*start.size();i++){
// for(int j=0;j<start.size();j++) {
// auto l1 = (l[j]*2+r[j])/3;
// auto l2 = (l[j]+2*r[j])/3;
// if (eval(mid(l,r,j,l1)) < eval(mid(l,r,j,l2)) ){
// r[j] = l2;
// }else{
// l[j] = l1;
// }
//
// }
// }
// return l;
//
// }
std::vector<Vector3> operator+(const std::vector<Vector3> &A, const std::vector<Vector3> &B)
{
std::vector<Vector3> AB;
AB.reserve( A.size() + B.size() ); // preallocate memory
AB.insert( AB.end(), A.begin(), A.end() ); // add A;
AB.insert( AB.end(), B.begin(), B.end() ); // add B;
return AB;
}
std::vector<Vector3> &operator+=(std::vector<Vector3> &A, const std::vector<Vector3> &B)
{
A.reserve( A.size() + B.size() ); // preallocate memory without erase original data
A.insert( A.end(), B.begin(), B.end() ); // add B;
return A; // here A could be named AB
}
}