// -*- C++ -*- #ifndef MBOSTOCK_VECTOR_H #define MBOSTOCK_VECTOR_H #include "math.h" namespace mbostock { class Vector { public: inline Vector() : x(0.f), y(0.f), z(0.f) {} inline Vector(float x, float y) : x(x), y(y), z(0.f) {} inline Vector(float x, float y, float z) : x(x), y(y), z(z) {} inline Vector operator*(float k) const { return Vector(x * k, y * k, z * k); } inline Vector operator/(float k) const { return Vector(x / k, y / k, z / k); } inline Vector operator-(float k) const { return Vector(x - k, y - k, z - k); } inline Vector operator+(float k) const { return Vector(x + k, y + k, z + k); } inline Vector operator-() const { return Vector(-x, -y, -z); } inline Vector& operator*=(float k) { x *= k; y *= k; z *= k; return *this; } inline Vector& operator/=(float k) { x /= k; y /= k; z /= k; return *this; } inline Vector& operator-=(float k) { x -= k; y -= k; z -= k; return *this; } inline Vector& operator+=(float k) { x += k; y += k; z += k; return *this; } inline Vector operator-(const Vector& v) const { return Vector(x - v.x, y - v.y, z - v.z); } inline Vector operator+(const Vector& v) const { return Vector(x + v.x, y + v.y, z + v.z); } inline Vector operator*(const Vector& v) const { return Vector(x * v.x, y * v.y, z * v.z); } inline Vector operator/(const Vector& v) const { return Vector(x / v.x, y / v.y, z / v.z); } inline Vector& operator-=(const Vector& v) { x -= v.x; y -= v.y; z -= v.z; return *this; } inline Vector& operator+=(const Vector& v) { x += v.x; y += v.y; z += v.z; return *this; } inline Vector& operator*=(const Vector& v) { x *= v.x; y *= v.y; z *= v.z; return *this; } inline Vector& operator/=(const Vector& v) { x /= v.x; y /= v.y; z /= v.z; return *this; } inline bool operator==(const Vector& v) const { return (x == v.x) && (y == v.y) && (z == v.z); } inline bool operator!=(const Vector& v) const { return (x != v.x) || (y != v.y) || (z != v.z); } inline float dot(const Vector& v) const { return x * v.x + y * v.y + z * v.z; } inline Vector cross(const Vector& v) const { return Vector(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x); } inline float length() const { return sqrtf(x * x + y * y + z * z); } inline float squared() const { return x * x + y * y + z * z; } inline Vector normalize() const { return *this / length(); } static Vector min(const Vector& a, const Vector& b); static Vector max(const Vector& a, const Vector& b); static Vector randomVector(float k); static const Vector& ZERO(); static const Vector& X(); static const Vector& Y(); static const Vector& Z(); static const Vector& INF(); float x; float y; float z; }; } #endif