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vector3d.cpp
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181 lines (161 loc) · 4.35 KB
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#include "vector3d.hpp"
using namespace std;
using namespace ed;
namespace ed{
vector3d vector3d::operator + (vector3d const &vector)
{
vector3d aux;
aux.setX(getX() + vector.getX());
aux.setY(getY() + vector.getY());
aux.setZ(getZ() + vector.getZ());
return aux;
}
vector3d vector3d::operator - (const vector3d &vector)
{
vector3d aux;
aux.setX(getX() - vector.getX());
aux.setY(getY() - vector.getY());
aux.setZ(getZ() - vector.getZ());
return aux;
}
vector3d vector3d::operator * (int numero)
{
vector3d aux;
aux.setX(getX() * numero);
aux.setY(getY() * numero);
aux.setZ(getZ() * numero);
return aux;
}
vector3d vector3d::operator * (float numero)
{
vector3d aux;
aux.setX(getX() * numero);
aux.setY(getY() * numero);
aux.setZ(getZ() * numero);
return aux;
}
vector3d vector3d::operator / (int numero)
{
vector3d aux;
if (numero != 0)
{
aux.setX(getX() / numero);
aux.setY(getY() / numero);
aux.setZ(getZ() / numero);
return aux;
}
else
return vector3d();
}
vector3d& vector3d::operator = (vector3d const &vector)
{
if(this != &vector)
{
setX(vector.getX());
setY(vector.getY());
setZ(vector.getZ());
}
return *this;
}
bool vector3d::operator == (vector3d const &vector)
{
if (getX() == vector.getX() && getY() == vector.getY() && getZ() == vector.getZ())
return true;
else
return false;
}
bool vector3d::operator != (vector3d const &vector)
{
if (getX() == vector.getX() || getY() == vector.getY() || getZ() == vector.getZ())
return true;
else
return false;
}
std::ostream &operator << (std::ostream &stream, const vector3d &vector)
{
stream << "(" << vector._x << ", " << vector._y << ", " << vector._z << ")" << endl;
return stream;
}
void vector3d::setVector(float x, float y, float z)
{
setX(x);
setY(y);
setZ(z);
}
void vector3d::setVector(vector3d vector)
{
setX(vector.getX());
setY(vector.getY());
setZ(vector.getZ());
}
//Calculo del modulo conociendo sus componentes
float vector3d::modulo()
{
return sqrt(pow(getX(), 2) + pow(getY(), 2) + pow(getZ(), 2));
}
float vector3d::modulo(vector3d vector)
{
return sqrt(pow(vector.getX(), 2) + pow(vector.getY(), 2) + pow(vector.getZ(), 2));
}
float vector3d::productoEscalar(const vector3d &vector)
{
return (getX()*vector.getX() + getY()*vector.getY() + getZ()*vector.getZ());
}
vector3d vector3d::productoVectorial(const vector3d &vector)
{
float x, y, z;
x = getY()*vector.getZ() - vector.getY()*getZ();
y = getZ()*vector.getX() - vector.getZ()*getX();
z = getX()*vector.getY() - vector.getX()*getY();
return vector3d(x, y, z);
}
//Distancia entre 2 puntos
float vector3d::modulo(vector3d vector1, vector3d vector2)
{
return sqrt(pow(vector2.getX() - vector1.getX(), 2) + pow(vector2.getY() - vector1.getY(), 2) + pow(vector2.getZ() - vector1.getZ(), 2));
}
void vector3d::normalizarVector()
{
float modulo = (*this).modulo();
if (modulo != 0)
{
setX(getX()/modulo);
setY(getY()/modulo);
setZ(getZ()/modulo);
}
}
vector3d productoVectorial(const vector3d &vector1, const vector3d &vector2)
{
float x, y, z;
x = vector1.getY()*vector2.getZ() - vector2.getY()*vector1.getZ();
y = vector1.getZ()*vector2.getX() - vector2.getZ()*vector1.getX();
z = vector1.getX()*vector2.getY() - vector2.getX()*vector1.getY();
return vector3d(x, y, z);
}
float productoEscalar(const vector3d &vector1, const vector3d &vector2)
{
return (vector1.getX()*vector2.getX() + vector1.getY()*vector2.getY() + vector1.getZ()*vector2.getZ());
}
float modulo(vector3d vector)
{
return sqrt(pow(vector.getX(), 2) + pow(vector.getY(), 2) + pow(vector.getZ(), 2));
}
vector3d normalizarVector(vector3d vector)
{
float mod = modulo(vector);
float x, y, z;
x = vector.getX()/mod;
y = vector.getY()/mod;
z = vector.getZ()/mod;
return vector3d(x, y, z);
}
vector2d& vector2d::operator = (vector2d const &vector)
{
if(this != &vector)
{
setU(vector.getU());
setV(vector.getV());
}
return *this;
}
}