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#include <algorithm>
#include "ArithVec3Float.h"
#include "Vec3f.h"
#include "Vec3d.h"

using namespace std;

namespace CGLA {

                template<class T, class V>
                void ArithVec3Float<T,V>::get_spherical(T &theta, T &phi, T &rlen ) const
                {  
                                rlen = length();
                                theta = acos((*this)[2]/rlen);    
                                if ((*this)[0]>0)
                                                phi = atan((*this)[1]/(*this)[0]);
                                else 
                                                if ((*this)[0]<0)
                                                                phi = atan((*this)[1]/(*this)[0]) + M_PI;
                                                else 
                                                                phi = ((*this)[1]>0) ? M_PI_2 : -1 * M_PI_2;
                }


                template<class T, class V>
                void ArithVec3Float<T,V>::set_spherical(T theta, T phi, T rlen )
                {
                                (*this)[0] = rlen * sin(theta) * cos(phi);
                                (*this)[1] = rlen * sin(theta) * sin(phi);
                                (*this)[2] = rlen * cos(theta);
                }

                template<class T, class V>
                void orthogonal(const ArithVec3Float<T,V>& _a, 
                                                                                ArithVec3Float<T,V>& b, 
                                                                                ArithVec3Float<T,V>& c)
                {
                                V a = normalize(_a);
                                T max_sqval=sqr(a[0]);
                                unsigned int mi=0;
                                for(unsigned int i=1;i<3;i++)
                                {
                                                T sqval = sqr(a[i]);
                                                if(max_sqval<sqval)
                                                {
                                                                max_sqval = sqval;
                                                                mi = i;
                                                }
                                }
                                b[mi] = 0;
                                b[(mi+1)%3] = 1;
                                b[(mi+2)%3] = 0;

                                b = normalize(b-a*dot(b,a));
                                c = normalize(cross(a,b));

                                if(dot(cross(b,c), a) < 0) swap(b,c);
                }


                template class ArithVec3Float<float, Vec3f>;
                template void orthogonal<float,Vec3f>(const ArithVec3Float<float,Vec3f>& a, 
                                                                                                                                                                        ArithVec3Float<float,Vec3f>& b, 
                                                                                                                                                                        ArithVec3Float<float,Vec3f>& c);

                template class ArithVec3Float<double, Vec3d>;
                template void orthogonal<double,Vec3d>(const ArithVec3Float<double,Vec3d>& a,
                                                                                                                                                                         ArithVec3Float<double,Vec3d>& b, 
                                                                                                                                                                         ArithVec3Float<double,Vec3d>& c);

}