C++ 几何算法 - 向量点乘,叉乘及其应用

一:点乘介绍

        1. 向量点乘:

        

        2. 向量点乘的性质:

        

       3. 向量点乘公式:

        

        

        

      4. 向量的点乘的属性:

        (1):向量与自身做点乘,会得到向量长度的平方:

        (2):向量长度,为向量与自身点乘后再求平方根:

        (3):向量投影,将a向量投影到向量b上:

        (4):向量夹角:

二:叉乘介绍:

        1. 向量叉乘:

           

        2. 向量叉乘公式:

         

        3. 向量叉乘的属性:

                判断三个向量是否共面:

三:应用1 - 求两直线的交点:

        (1)2D直线方程:

        (2)将直线1带入直线2中:  ,叉乘等于0,意味着两向量共线。

        (3)求交点:

                

四:应用2 - 求三个平面的交点:

        (1):三个平面方程:

                

        (2):三个平面方程,三个未知数,利用克拉默法则求解即可。

三:实现

#ifndef _POINT_H_
#define _POINT_H_

#include <iostream>
#include <cmath>

class Point2D
{
public:
	float x, y;
	Point2D() {}
	Point2D(float x, float y) : x(x), y(y) {}
	Point2D &operator+=(const Point2D &t)
	{
		x += t.x;
		y += t.y;
		return *this;
	}
	Point2D &operator-=(const Point2D &t)
	{
		x -= t.x;
		y -= t.y;
		return *this;
	}
	Point2D &operator*=(float t)
	{
		x *= t;
		y *= t;
		return *this;
	}
	Point2D &operator/=(float t)
	{
		x /= t;
		y /= t;
		return *this;
	}
	Point2D operator+(const Point2D &t) const
	{
		return Point2D(*this) += t;
	}
	Point2D operator-(const Point2D &t) const
	{
		return Point2D(*this) -= t;
	}
	Point2D operator*(float t) const
	{
		return Point2D(*this) *= t;
	}
	Point2D operator/(float t) const
	{
		return Point2D(*this) /= t;
	}

	float dot(const Point2D& b) const
	{
		return x * b.x + y * b.y;
	}

	friend std::ostream &operator<<(std::ostream &out, const Point2D &t)
	{
		out << '(' << t.x << ',' << t.y << ')';
		return out;
	}

};

Point2D operator*(float a, const Point2D &b)
{
	return b * a;
}

float dot(const Point2D& a, const Point2D& b)
{
	return a.dot(b);
}

float norm(const Point2D& a)
{
    return dot(a, a);
}

double abs(const Point2D& a) {
    return sqrt(norm(a));
}

double proj(const Point2D& a, const Point2D& b)
{
    return dot(a, b) / abs(b);
}

double angle(const Point2D& a, const Point2D& b)
{
    return acos(dot(a, b) / abs(a) / abs(b));
}

float cross(const Point2D& a, const Point2D& b)
{
    return a.x * b.y - a.y * b.x;
}

Point2D intersect(const Point2D& a1, const Point2D& d1, const Point2D& a2, const Point2D& d2)
{
    return a1 + cross(a2 - a1, d2) / cross(d1, d2) * d1;
}


class Point3D: public Point2D
{
public:
	float z;
	Point3D() {}

	Point3D(float x, float y, float z) : Point2D(x, y), z(z) {}

	Point3D &operator+=(const Point3D &t)
	{
		x += t.x;
		y += t.y;
		z += t.z;
		return *this;
	}

	Point3D &operator-=(const Point3D &t)
	{
		x -= t.x;
		y -= t.y;
		z -= t.z;
		return *this;
	}

	Point3D &operator*=(float t)
	{
		x *= t;
		y *= t;
		z *= t;
		return *this;
	}

	Point3D &operator/=(float t)
	{
		x /= t;
		y /= t;
		z /= t;
		return *this;
	}

	Point3D operator+(const Point3D &t) const
	{
		return Point3D(*this) += t;
	}

	Point3D operator-(const Point3D &t) const
	{
		return Point3D(*this) -= t;
	}

	Point3D operator*(float t) const
	{
		return Point3D(*this) *= t;
	}

	Point3D operator/(float t) const
	{
		return Point3D(*this) /= t;
	}

	float dot(const Point3D &t) const
	{
		return x * t.x + y * t.y + z * t.z;
	}

	friend std::ostream &operator<<(std::ostream &out, const Point3D &t)
	{
		out << '(' << t.x << ',' << t.y << ',' << t.z << ')';
		return out;
	}
};

Point3D operator*(float a, Point3D b)
{
	return b * a;
}

float dot(const Point3D& a, const Point3D& b) 
{
    return a.dot(b);
}

float norm(const Point3D& a) 
{
    return dot(a, a);
}

double abs(const Point3D& a) {
    return sqrt(norm(a));
}

double proj(const Point3D& a, const Point3D& b)
{
    return dot(a, b) / abs(b);
}

double angle(const Point3D& a, const Point3D& b)
{
    return acos(dot(a, b) / abs(a) / abs(b));
}

Point3D cross(const Point3D& a, const Point3D& b)
{
    return Point3D(a.y * b.z - a.z * b.y,
                   a.z * b.x - a.x * b.z,
                   a.x * b.y - a.y * b.x);
}

float triple(const Point3D& a, const Point3D& b, const Point3D& c) 
{
    return dot(a, cross(b, c));
}

Point3D intersect(const Point3D& a1, const Point3D& n1, const Point3D& a2, const Point3D& n2, const Point3D& a3, const Point3D& n3) 
{
    Point3D x(n1.x, n2.x, n3.x);
    Point3D y(n1.y, n2.y, n3.y);
    Point3D z(n1.z, n2.z, n3.z);
    Point3D d(dot(a1, n1), dot(a2, n2), dot(a3, n3));
    return Point3D(triple(d, y, z),
                   triple(x, d, z),
                   triple(x, y, d)) / triple(n1, n2, n3);
}

#endif

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