#ifndef CD_VECTOR_H
#define CD_VECTOR_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
#pragma warning(disable:4786)
#include <math.h>
#include <float.h>
#include <vector>
namespace ConvexDecomposition
{
const float DEG_TO_RAD = ((2.0f * 3.14152654f) / 360.0f);
const float RAD_TO_DEG = (360.0f / (2.0f * 3.141592654f));
class Vector3d
{
public:
Vector3d(void) { }; // null constructor, does not inialize point.
Vector3d(const Vector3d &a) // constructor copies existing vector.
{
x = a.x;
y = a.y;
z = a.z;
};
Vector3d(float a,float b,float c) // construct with initial point.
{
x = a;
y = b;
z = c;
};
Vector3d(const float *t)
{
x = t[0];
y = t[1];
z = t[2];
};
Vector3d(const int *t)
{
x = t[0];
y = t[1];
z = t[2];
};
bool operator==(const Vector3d &a) const
{
return( a.x == x && a.y == y && a.z == z );
};
bool operator!=(const Vector3d &a) const
{
return( a.x != x || a.y != y || a.z != z );
};
// Operators
Vector3d& operator = (const Vector3d& A) // ASSIGNMENT (=)
{ x=A.x; y=A.y; z=A.z;
return(*this); };
Vector3d operator + (const Vector3d& A) const // ADDITION (+)
{ Vector3d Sum(x+A.x, y+A.y, z+A.z);
return(Sum); };
Vector3d operator - (const Vector3d& A) const // SUBTRACTION (-)
{ Vector3d Diff(x-A.x, y-A.y, z-A.z);
return(Diff); };
Vector3d operator * (const float s) const // MULTIPLY BY SCALAR (*)
{ Vector3d Scaled(x*s, y*s, z*s);
return(