-
Notifications
You must be signed in to change notification settings - Fork 0
/
Normal.h
170 lines (107 loc) · 4.11 KB
/
Normal.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
#ifndef __NORMAL__
#define __NORMAL__
// This file contains the declaration of the class Normal
#include "Matrix.h"
#include "Vector3D.h"
#include "Point3D.h"
class Normal
{
public:
double x, y, z;
public:
Normal(void); // default constructor
Normal(double a); // constructor
Normal(double _x, double _y, double _z); // constructor
Normal(const Normal& n); // copy constructor
Normal(const Vector3D& v); // constructs a normal from vector
~Normal(void); // destructor
Normal& // assignment operator
operator= (const Normal& rhs);
Normal& // assignment of a vector to a normal
operator= (const Vector3D& rhs);
Normal& // assignment of a point to a normal
operator= (const Point3D& rhs);
Normal // unary minus
operator- (void) const;
Normal // addition
operator+ (const Normal& n) const;
Normal& // compound addition
operator+= (const Normal& n);
double
operator* (const Vector3D& v) const; // dot product with a vector on the right
Normal // multiplication by a double on the right
operator* (const double a) const;
void // convert normal to a unit normal
normalize(void);
};
// inlined member functions
// ----------------------------------------------------------------------- operator-
// unary minus
inline Normal
Normal::operator- (void) const {
return (Normal(-x, -y, -z));
}
// ----------------------------------------------------------------------- operator+
// addition of two normals
inline Normal
Normal::operator+ (const Normal& n) const {
return (Normal(x + n.x, y + n.y, z + n.z));
}
// ----------------------------------------------------------------------- addition
// compound addition of two normals
inline Normal&
Normal::operator+= (const Normal& n) {
x += n.x; y += n.y; z += n.z;
return (*this);
}
// ----------------------------------------------------------------------- operator*
// dot product of a normal on the left and a vector on the right
inline double
Normal::operator* (const Vector3D& v) const {
return (x * v.x + y * v.y + z * v.z);
}
// ----------------------------------------------------------------------- operator*
// multiplication by a double on the right
inline Normal
Normal::operator* (const double a) const {
return (Normal(x * a, y * a, z * a));
}
// inlined non-member functions
// ----------------------------------------------------------------------- operator*
// multiplication by a double on the left
Normal
operator* (const double a, const Normal& n);
inline Normal
operator*(const double f, const Normal& n) {
return (Normal(f * n.x, f * n.y,f * n.z));
}
// ----------------------------------------------------------------------- operator+
// addition of a vector on the left to return a vector
Vector3D
operator+ (const Vector3D& v, const Normal& n);
inline Vector3D
operator+ (const Vector3D& v, const Normal& n) {
return (Vector3D(v.x + n.x, v.y + n.y, v.z + n.z));
}
// ----------------------------------------------------------------------- operator-
// subtraction of a normal from a vector to return a vector
Vector3D
operator- (const Vector3D&, const Normal& n);
inline Vector3D
operator- (const Vector3D& v, const Normal& n) {
return (Vector3D(v.x - n.x, v.y - n.y, v.z - n.z));
}
// ----------------------------------------------------------------------- operator*
// dot product of a vector on the left and a normal on the right
double
operator* (const Vector3D& v, const Normal& n);
inline double
operator* (const Vector3D& v, const Normal& n) {
return (v.x * n.x + v.y * n.y + v.z * n.z);
}
// non-inlined non-member function
// ----------------------------------------------------------------------- operator*
// multiplication by a matrix on the left
Normal
operator* (const Matrix& mat, const Normal& n);
#endif