225 lines
4.4 KiB
C++
225 lines
4.4 KiB
C++
#include <iostream>
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#include <sstream>
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#include <math.h>
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#include <assert.h>
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#include "mathlib.h"
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using namespace std;
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#ifdef WIN32
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void sincos (float rad, double *s, double *c){
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*s = sin (rad);
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*c = cos (rad);
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}
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#endif
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vector3d::vector3d ()
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{
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values[0] = 0.;
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values[1] = 0.;
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values[2] = 0.;
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}
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vector3d::vector3d (float u, float v, float w)
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{
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values[0] = u;
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values[1] = v;
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values[2] = w;
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}
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vector3d::vector3d (const vector3d &vec)
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{
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values[0] = vec.values[0];
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values[1] = vec.values[1];
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values[2] = vec.values[2];
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}
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vector3d vector3d::operator=(const vector3d &vec) {
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if (this != &vec) {
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values[0] = vec.values[0];
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values[1] = vec.values[1];
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values[2] = vec.values[2];
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}
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return *this;
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}
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vector3d::~vector3d ()
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{
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}
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#ifndef MATHLIB_INLINE
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vector3d vector3d::operator* (const float &f)
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{
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return vector3d (values[0] * f, values[1] * f, values[2] * f);
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}
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vector3d vector3d::operator/ (const float &f)
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{
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return vector3d (values[0] / f, values[1] / f, values[2] / f);
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}
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void vector3d::operator*= (const float &f)
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{
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values[0] *= f;
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values[1] *= f;
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values[2] *= f;
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}
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void vector3d::operator/= (const float &f)
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{
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values[0] /= f;
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values[1] /= f;
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values[2] /= f;
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}
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float vector3d::operator* (const vector3d &vec)
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{
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return values[0] * vec.values[0] + values[1] * vec.values[1] + values[2] * vec.values[2];
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}
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vector3d vector3d::operator+ (const vector3d &vec)
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{
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return vector3d (values[0] + vec.values[0], values[1] + vec.values[1], values[2] + vec.values[2]);
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}
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vector3d vector3d::operator- (const vector3d &vec)
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{
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return vector3d (values[0] - vec.values[0], values[1] - vec.values[1], values[2] - vec.values[2]);
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}
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void vector3d::operator+= (const vector3d &vec)
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{
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values[0] += vec.values[0];
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values[1] += vec.values[1];
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values[2] += vec.values[2];
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}
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void vector3d::operator-= (const vector3d &vec)
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{
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values[0] -= vec.values[0];
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values[1] -= vec.values[1];
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values[2] -= vec.values[2];
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}
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bool vector3d::operator== (const vector3d &vec)
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{
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if ( (values[0]==vec.values[0]) && (values[1]==vec.values[1]) && (values[2]==vec.values[2]) )
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return true;
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return false;
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}
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bool vector3d::operator!= (const vector3d &vec)
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{
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return ! (operator==(vec));
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}
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vector3d vector3d::cross (const vector3d &vec)
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{
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return vector3d (values[1] * vec.values[2] - values[2] * vec.values[1],
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values[2] * vec.values[0] - values[0] * vec.values[2],
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values[0] * vec.values[1] - values[1] * vec.values[0]);
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}
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float vector3d::length2 ()
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{
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return values[0]*values[0] + values[1]*values[1] + values[2]*values[2];
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}
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float vector3d::length ()
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{
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return sqrt (values[0]*values[0] + values[1]*values[1] + values[2]*values[2]);
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}
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#endif
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vector3d& vector3d::rotate_x (float angle)
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{
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vector3d old (*this);
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double s,c;
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sincos (angle, &s, &c);
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values[0] = old[0];
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values[1] = c * old[1] - s * old[2];
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values[2] = s * old[1] + c * old[2];
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return *this;
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}
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vector3d& vector3d::rotate_y (float angle)
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{
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vector3d old (*this);
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double s,c;
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sincos (angle, &s, &c);
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values[0] = c * old[0] + s * old[2];
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values[1] = old[1];
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values[2] = - s * old[0] + c * old[2];
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return *this;
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}
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vector3d& vector3d::rotate_z (float angle)
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{
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vector3d old (*this);
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double s,c;
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sincos (angle, &s, &c);
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values[0] = c * old[0] + -s * old[1];
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values[1] = s * old[0] + c * old[1];
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values[2] = old[2];
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return *this;
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}
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vector3d& vector3d::normalize () {
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float norm = length ();
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values [0] /= norm;
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values [1] /= norm;
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values [2] /= norm;
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return *this;
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}
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void vector3d::print ()
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{
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std::cout << values[0] << " " << values[1] << " " << values[2] << std::endl;
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}
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void vector3d::print (const char *str)
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{
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std::cout << str << values[0] << " " << values[1] << " " << values[2] << std::endl;
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}
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vector3d cross_product (vector3d &a, vector3d &b) {
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return a.cross (b);
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}
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inline bool point_within (vector3d *a, vector3d *b, vector3d *point);
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vector3d integrate_rk45 (float t, vector3d& ydot, vector3d& y)
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{
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vector3d k1 = ydot * t;
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vector3d k2 = (ydot + k1 / 2) * t;
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vector3d k3 = (ydot + k2 / 2 ) * t;
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vector3d k4 = (ydot + k3) * t;
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return y + (k1 + k2 * 2 + k3 * 2 + k4) / 6;
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}
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vector3d integrate (float t, vector3d& ydot, vector3d& y)
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{
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return integrate_rk45 (t, ydot, y);
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}
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int solve_quadratic (float a, float b, float c, float *x1, float *x2) {
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if (b*b - 4 * a * c < 0)
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return 0;
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*x1 = static_cast<float> ((-b + sqrt (b*b - 4 * a * c)) / (2 * a));
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*x2 = static_cast<float> ((-b - sqrt (b*b - 4 * a * c)) / (2 * a));
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return 1;
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}
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