c#封装三维向量,另外也看了下别人的C++封装
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一、 c#实现
/* Vector3 Definition Created by taotao man on 2016-4-12 brief:封装三位向量类Vector3 // 修改记录: date: add SetA() Change GetA();*/using System;using System.Collections.Generic;using System.Linq;using System.Text;using System.Threading.Tasks;namespace ceshi{ public class Vector3 { private float x; private float y; private float z; private const float E = 0.0000001f; public float X { set { x = value; } get { return x; } } public float Y { set { y = value; } get { return y; } } public float Z { set { z = value; } get { return z; } } public Vector3(float x, float y, float z) { this.x = x; this.y = y; this.z = z; } public Vector3(Vector3 vct) { this.x = vct.x; this.y = vct.y; this.z = vct.z; } //向量加法 public static Vector3 operator +(Vector3 a, Vector3 b) { Vector3 result = new Vector3(a.x + b.x , a.y + b.y, a.z +b.z); return result; } //向量减法 public static Vector3 operator -(Vector3 a, Vector3 b) { Vector3 result = new Vector3(a.x - b.x, a.y - b.y, a.z - b.z); return result; } //向量除以一个数 public static Vector3 operator /(Vector3 a, float b) { if (b != 0) { return new Vector3(a.x / b, a.y / b, a.z / b); } else { return new Vector3(0, 0, 0); } } // 左乘一个数 public static Vector3 operator *(float a, Vector3 b) { return new Vector3(a * b.x, a * b.y, a * b.z); } // 右乘一个数 public static Vector3 operator *(Vector3 a, float b) { return new Vector3(a.x * b, a.y * b, a.z * b); } // 向量的点乘 public static float operator *(Vector3 a, Vector3 b) { return a.x * b.x + a.y * b.y + a.z * b.z; } // 判断两个向量是否相等 public static bool operator ==(Vector3 a, Vector3 b) { if (Math.Abs(a.x - b.x) < E && Math.Abs(a.y - b.y) < E && Math.Abs(a.z - b.z) < E) { return true; } else return false; } // 判断两个向量不等 public static bool operator !=(Vector3 a, Vector3 b) { return !(a == b); } public override bool Equals(object obj) { return base.Equals(obj); } public override int GetHashCode() { return base.GetHashCode(); } public override string ToString() { return base.ToString(); } // 向量叉积 public static Vector3 Cross(Vector3 a, Vector3 b) { return new 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); } //向量的模 public static float Magnitude(Vector3 a) { return (float)Math.Sqrt(a.x * a.x + a.y * a.y + a.z * a.z); } // 单位化向量 public static Vector3 Normalize(Vector3 a) { float magnitude = Magnitude(a); return new Vector3(a.x / magnitude, a.y / magnitude, a.z / magnitude); } }}
二、c++实现
转载自:3D数学基础图形与游戏开发
#include <math.h>class Vector3{public:float x, y, z;// 默认构造函数Vector3(){}// 复制构造函数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(float nx, float ny, float nz) : x(nx), y(ny), z(nz){}// 标准对象操作// 重载运算符,并返回引用,以实现左值Vector3 &operator = (const Vector3 &a){x = a.x; y = a.y; z = a.z;return *this;}////重载“==”操作符bool operator == (const Vector3 &a) const{return x == a.x && y == a.y && z == a.z;}bool operator != (const Vector3 &a) const{return x != a.x || y != a.y || z != a.z;}//向量运算// 置为零向量void zero(){x = y = z =0.0f;}// 重载一元“-”运算符Vector3 operator -()const{return Vector3(-x, -y , -z);}//重载二元“+”和“-”运算符Vector3 operator +(const Vector3 &a) const{return Vector3(x + a.x, y + a.y, z + a.z);}Vector3 operator -(const Vector3 &a) const{return Vector3(x - a.x, y - a.y, z - a.z);}// 与标量的乘除法Vector3 operator * (float a) const{return Vector3(x * a, y * a, z * a);}Vector3 operator / (float a) const{float oneOverA = 1.0f / a;return Vector3(x * oneOverA, y * oneOverA, z * oneOverA);}// 重载自反运算符Vector3 &operator += (const Vector3 &a){x += a.x; y += a.y; z += a.z;return *this;}Vector3 &operator -= (const Vector3 &a){x -= a.x; y -= a.y; z -= a.z;return *this;}Vector3 &operator *= (float a){x *= a; y *= a; z *= a;return * this;}Vector3 &operator /= (float a){float oneOverA = 1.0f / a;x *= oneOverA; y *= oneOverA; z *= oneOverA;return *this;}// 向量标准化void normalize(){float magSq = x * x + y * y + z * z;if(magSq > 0.0f){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 operator *(const Vector3 &a) const{return x * a.x + y * a.y + z * a.z;}};// 非成员函数// 求向量模inline float vectorMag(const Vector3 &a){return sqrt(a.x * a.x + a.y * a.y + a.z * a.z);}//计算两个向量的叉乘inline 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);}////实现标量左乘inline Vector3 operator *(float k, const Vector3 &v){return Vector3(k * v.x, k * v.y, k * v.z);}// 计算两点间的距离inline float distance(const Vector3 &a, const Vector3 &b){float dx = a.x - b.x;float dy = a.y - b.y;float dz = a.x - b.z;return sqrt(dx * dx + dy * dy + dz * dz);}//提供一个全局零向量extern const Vector3 kZeroVector;
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