Rev 45 | Go to most recent revision | Blame | Compare with Previous | Last modification | View Log | RSS feed
#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]);
int mi=0;
for(int i=1;i<3;i++)
{
float 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);
}