Vector3——简单的3D向量类

参考资料:1、 [美] 邓恩(Dunn F.)著. 3D数学基础——图形设计与开发. 史银雪,陈洪,王荣静 译 清华大学出版社 p57-65
2、http://www.2cto.com/kf/201311/260139.html

编程环境 QT4.8.4 + VS2010

本文用 C++实现一个简单的Vector3类的功能,已经实现的功能有:
1、重载赋值运算符“=”
2、重载“==”和“!=”操作符
3、置为零向量
4、重载一元运算符“-”
5、重载二元预算法“+”“-”
6、标量的乘除法
7、重载自反运算符
8、向量单位化
9、向量的数量积,又叫:点乘
10、向量的向量积,又加:叉乘
11、计算两点间的距离
12、打印向量

程序清单
1、vector3.h

#ifndef VECTOR3_H
#define VECTOR3_H

class Vector3
{
public:
    float x, y, z;
    //构造函数
    //默认构造函数,初始一个零向量
    Vector3();
    //复制构造函数
    Vector3(const Vector3 &a);
    //带参数的构造函数,用三个值完成初始化
    Vector3(float nx, float ny, float nz);
    //析构函数
    ~Vector3();

    //标准对象操作
    //重载赋值运算符,并返回引用,以实现左值。
    Vector3& operator=(const Vector3 &a);

    //重载"=="操作符
    bool operator==(const Vector3 &a) const ;
    //重载"!="操作符
    bool operator!=(const Vector3 &a) const ;

    //向量运算

    //置为零向量
    void Zero();
    //重载一元"-"运算符
    Vector3 operator-()const;

    //重载二元"+"和"-"运算符
    Vector3 operator+(const Vector3 &a) const;  
    Vector3 operator-(const Vector3 &a) const;  
    //标量的乘、除法
    Vector3 operator*(float a) const;
    Vector3 operator/(float a) const;  

    //重载自反运算符
    Vector3& operator+=(const Vector3 &a);
    Vector3& operator-=(const Vector3 &a);
    Vector3& operator*=(float a);
    Vector3& operator/=(float a);

    //向量标准化
    void Normalize();

    //向量点乘,重载标准的乘法运算符
    float operator*(const Vector3 &a) const;

    //求向量模
     float VectorMag(const Vector3 &a);
    //计算两向量的叉乘
     Vector3 CrossProduct(const Vector3 &a,const Vector3 &b);
     //计算两点间的距离
     float Distance (const Vector3 &a,const Vector3 &b);
     //打印向量
     void Vector3::PrintVector3();

};

#endif // VECTOR3_H

2、vector3.cpp

#include 
#include 
#include "vector3.h"

//默认构造函数,初始一个零向量
Vector3::Vector3(){
    x=0;
    y=0;
    z=0;
}
//复制构造函数
Vector3::Vector3(const Vector3 &a){
    x=a.x;
    y=a.y;
    z=a.z;
}
//带参数的构造函数,用三个值完成初始化
Vector3::Vector3(float nx, float ny, float nz){
    x=nx;
    y=ny;
    z=nz;
}
//析构函数
Vector3::~Vector3(){};

//标准对象操作
//重载赋值运算符,并返回引用,以实现左值。
Vector3& Vector3::operator=(const Vector3 &a){
    x =a.x;
    y =a.y;
    z =a.z;
    return *this;
}

//重载"=="操作符
bool Vector3::operator==(const Vector3 &a) const{
    return x==a.x && y==a.y && z==a.z;
}

//重载"!="操作符
bool Vector3::operator!=(const Vector3 &a) const{
    return x!=a.x || y!=a.y || z!=a.z;
}

//置为零向量
void Vector3::Zero(){
    x = y = z = 0.0f;
}
//重载一元"-"运算符
Vector3 Vector3::operator-()const
{
    return Vector3(-x,-y,-z);
}

//重载二元"+""-"运算符
Vector3 Vector3::operator+(const Vector3 &a) const{

    return Vector3(x+a.x,y+a.y,z+a.z);
}
Vector3 Vector3::operator-(const Vector3 &a) const{
    return Vector3(x-a.x,y-a.y,z-a.z);
}

//标量的乘、除法
Vector3 Vector3::operator*(float a) const{
    return Vector3(x*a,y*a,z*a);

}
Vector3 Vector3::operator/(float a) const{
    float oneOverA = 1.0f /a;//注意这里不对"除零"进行处理
    return Vector3(x*oneOverA,y*oneOverA,z*oneOverA);
}

//重载自反运算符
Vector3& Vector3::operator +=(const Vector3 &a){

    x+=a.x;
    y+=a.y;
    z+=a.z;
    return *this;
}

Vector3& Vector3::operator -=(const Vector3 &a){
    x-=a.x;
    y-=a.y;
    z-=a.z;
    return *this;
}
Vector3& Vector3::operator *=(float a){
    x *= a;
    y *= a;
    z *= a;
    return *this;
}
Vector3& Vector3::operator /=(float a){
    float oneOverA =1.0f/a;
    x *= oneOverA;
    y *= oneOverA;
    z *= oneOverA;
    return *this;
}

//向量标准化
void Vector3::Normalize(){
    float magSq = x*x + y*y + z*z;
    if (magSq >0.0f){//检查除零
        float oneOverMag = 1.0f / sqrt(magSq);
        x *= oneOverMag;
        y *= oneOverMag;
        z *= oneOverMag;
    }
}

//向量点乘,重载标准的乘法运算符
float Vector3::operator *(const Vector3 &a) const{
    return x*a.x + y*a.y +z *a.z;
}
void Vector3::PrintVector3(){
    std::cout <<"("<","<","<")"<;

}
//求向量模
float Vector3::VectorMag(const Vector3 &a){
    return sqrt(a.x * a.x + a.y * a.y + a.z * a.z);
}

/* 
Cross Product叉乘公式 
aXb = | i   j   k  | 
      | a.x a.y a.z| 
      | b.x b.y b.z| = (a.y*b.z -a.z*b.y)i + (a.z*b.x - a.x*b.z)j + (a.x+b.y - a.y*b.x)k  
*/  

//计算两向量的叉乘
Vector3 Vector3::CrossProduct(const Vector3 &a,const Vector3 &b){
    return Vector3(
    a.y * b.z - a.z * b.y,
    a.z * b.x - a.x * b.z,
    a.x * b.y - a.y * b.x
    );  
}

//计算两点间的距离
 float Vector3::Distance (const Vector3 &a,const Vector3 &b){

    float dx = a.x - b.x;
    float dy = a.y - b.y;
    float dz = a.z - b.z;
    return sqrt(dx * dx + dy * dy + dz * dz);
}

3、测试文件 main.cpp

#include 
#include "vector3.h"
#include 
int main(int argc, char *argv[])
{
    QCoreApplication a(argc, argv);
    //测试构造函数
    Vector3 v1;
    Vector3 v2(3.0f,4.0f,5.0f);
    Vector3 v3(v2);

    //测试赋值运算符
    Vector3 v4 =v3;
    //打印
    v1.PrintVector3();
    v2.PrintVector3();
    v3.PrintVector3();
    v4.PrintVector3();
    //测试布尔运算 ==
    if (v1 ==v3)
    {
        std::cout<<"v1=v3"<<std::endl;
    }
    else
    {
        std::cout<<"v1!=v3"<<std::endl;
    }
    if (v2 == v3)
    {
        std::cout<<"v2=v3"<<std::endl;
    }
    else
    {
        std::cout<<"v2!=v3"<<std::endl;
    }
    //测试布尔运算 !=
    if (v1 !=v3)
    {
        std::cout<<"v1!=v3"<<std::endl;
    }
    else
    {
        std::cout<<"v1=v3"<<std::endl;
    }
    if (v2 != v3)
    {
        std::cout<<"v2!=v3"<<std::endl;
    }
    else
    {
        std::cout<<"v2=v3"<<std::endl;
    }

    //测试置为零向量
    v2.Zero();
    v1.PrintVector3();
    v2.PrintVector3();
    v3.PrintVector3();
    v4.PrintVector3();
    //测试一元"-"运算符
    Vector3 v5=-v3;
    v5.PrintVector3();

    //测试二元预算符
     Vector3 v_x(2.0f,3.0f,4.0f);
     Vector3 v_y(3.0f,3.0f,4.0f);
     Vector3 v_add = v_x+v_y;
     Vector3 v_sub = v_x-v_y;
     v_add.PrintVector3();
     v_sub.PrintVector3();

    //求模
    float mag = v2.VectorMag(v2);
    std::cout <std::endl;

    //单位化
    v2.Normalize();
    v2.PrintVector3();
    return a.exec();
}

二、运行结果
vector3
说明:本程序是在QT4.8.4 +VS2010中实现,如果转到其他编程环境,请自行修改。

源程序下载:http://download.csdn.net/detail/gongchao1212/8675321

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