1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Christian Meyer |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | /*! |
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17 | * @file vector.h |
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18 | * A basic 3D math framework |
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19 | * |
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20 | * Contains classes to handle vectors, lines, rotations and planes |
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21 | */ |
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22 | |
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23 | #ifndef __VECTOR_H_ |
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24 | #define __VECTOR_H_ |
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25 | |
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26 | #include <math.h> |
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27 | #include "compiler.h" |
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28 | //! PI the circle-constant |
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29 | #define PI 3.14159265359f |
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30 | |
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31 | |
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32 | //! this is a small and performant 3D vector |
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33 | typedef float sVec3D[3]; |
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34 | |
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35 | |
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36 | //! small and performant 2D vector |
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37 | typedef float sVec2D[2]; |
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38 | |
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39 | |
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40 | |
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41 | //! 3D Vector |
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42 | /** |
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43 | Class to handle 3D Vectors |
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44 | */ |
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45 | class Vector { |
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46 | public: |
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47 | Vector (float x, float y, float z) : x(x), y(y), z(z) {} //!< assignment constructor |
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48 | Vector () : x(0), y(0), z(0) {} |
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49 | ~Vector () {} |
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50 | |
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51 | /** @param v: the Vecor to compare with this one @returns true, if the Vecors are the same, false otherwise */ |
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52 | inline bool operator== (const Vector& v) const { return (this->x==v.x&&this->y==v.y&&this->z==v.z)?true:false; }; |
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53 | /** @param index The index of the "array" @returns the x/y/z coordinate */ |
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54 | inline float operator[] (float index) const {if( index == 0) return this->x; if( index == 1) return this->y; if( index == 2) return this->z; } |
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55 | /** @param v The vector to add @returns the addition between two vectors (this + v) */ |
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56 | inline Vector operator+ (const Vector& v) const { return Vector(x + v.x, y + v.y, z + v.z); }; |
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57 | /** @param v The vector to add @returns the addition between two vectors (this + v) */ |
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58 | inline Vector operator+ (const sVec3D& v) const { return Vector(x + v[0], y + v[1], z + v[2]); }; |
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59 | /** @param v The vector to add @returns the addition between two vectors (this += v) */ |
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60 | inline const Vector& operator+= (const Vector& v) { this->x += v.x; this->y += v.y; this->z += v.z; return *this; }; |
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61 | /** @param v The vector to substract @returns the substraction between two vectors (this - v) */ |
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62 | inline const Vector& operator+= (const sVec3D& v) { this->x += v[0]; this->y += v[1]; this->z += v[2]; return *this; }; |
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63 | /** @param v The vector to substract @returns the substraction between two vectors (this - v) */ |
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64 | inline Vector operator- (const Vector& v) const { return Vector(x - v.x, y - v.y, z - v.z); } |
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65 | /** @param v The vector to substract @returns the substraction between two vectors (this - v) */ |
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66 | inline Vector operator- (const sVec3D& v) const { return Vector(x - v[0], y - v[1], z - v[2]); } |
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67 | /** @param v The vector to substract @returns the substraction between two vectors (this -= v) */ |
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68 | inline const Vector& operator-= (const Vector& v) { this->x -= v.x; this->y -= v.y; this->z -= v.z; return *this; }; |
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69 | /** @param v The vector to substract @returns the substraction between two vectors (this -= v) */ |
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70 | inline const Vector& operator-= (const sVec3D& v) { this->x -= v[0]; this->y -= v[1]; this->z -= v[2]; return *this; }; |
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71 | /** @param v the second vector @returns The dotProduct between two vector (this (dot) v) */ |
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72 | inline float operator* (const Vector& v) const { return x * v.x + y * v.y + z * v.z; }; |
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73 | /** @todo strange */ |
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74 | inline const Vector& operator*= (const Vector& v) { this->x *= v.x; this->y *= v.y; this->z *= v.z; return *this; }; |
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75 | /** @param f a factor to multiply the vector with @returns the vector multiplied by f (this * f) */ |
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76 | inline Vector operator* (float f) const { return Vector(x * f, y * f, z * f); }; |
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77 | /** @param f a factor to multiply the vector with @returns the vector multiplied by f (this *= f) */ |
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78 | inline const Vector& operator*= (float f) { this->x *= f; this->y *= f; this->z *= f; return *this; }; |
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79 | /** @param f a factor to divide the vector with @returns the vector divided by f (this / f) */ |
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80 | inline Vector operator/ (float f) const { return (unlikely(f == 0.0))?Vector(0,0,0):Vector(this->x / f, this->y / f, this->z / f); }; |
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81 | /** @param f a factor to divide the vector with @returns the vector divided by f (this /= f) */ |
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82 | inline const Vector& operator/= (float f) {if (unlikely(f == 0.0)) {this->x=0;this->y=0;this->z=0;} else {this->x /= f; this->y /= f; this->z /= f;} return *this; }; |
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83 | /** copy constructor @todo (i do not know it this is faster) @param v the vector to assign to this vector. @returns the vector v */ |
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84 | inline const Vector& operator= (const Vector& v) { this->x = v.x; this->y = v.y; this->z = v.z; return *this; }; |
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85 | /** copy constructor* @param v the sVec3D to assign to this vector. @returns the vector v */ |
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86 | inline const Vector& operator= (const sVec3D& v) { this->x = v[0]; this->y = v[1]; this->z = v[2]; } |
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87 | /** @param v: the other vector \return the dot product of the vectors */ |
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88 | float dot (const Vector& v) const { return x*v.x+y*v.y+z*v.z; }; |
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89 | /** @param v: the corss-product partner @returns the cross-product between this and v (this (x) v) */ |
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90 | inline Vector cross (const Vector& v) const { return Vector(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x ); } |
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91 | /** scales the this vector with v* @param v the vector to scale this with */ |
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92 | void scale(const Vector& v) { x *= v.x; y *= v.y; z *= v.z; }; |
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93 | /** @returns the length of the vector */ |
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94 | inline float len() const { return sqrt (x*x+y*y+z*z); } |
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95 | /** normalizes the vector */ |
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96 | inline void normalize() { float l = len(); if( unlikely(l == 0.0))return; this->x=this->x/l; this->y=this->y/l; this->z=this->z/l; }; |
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97 | Vector getNormalized() const; |
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98 | Vector abs(); |
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99 | /** @param toVec nears this Vector to... @param t how much to advance (0.0: not at all; 1.0: fully) */ |
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100 | inline void slerpTo(const Vector& toVec, float t) { *this + (toVec - *this) * t; }; |
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101 | |
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102 | void debug() const; |
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103 | |
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104 | public: |
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105 | float x; //!< The x Coordinate of the Vector. |
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106 | float y; //!< The y Coordinate of the Vector. |
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107 | float z; //!< The z Coordinate of the Vector. |
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108 | }; |
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109 | |
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110 | /** |
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111 | * calculate the angle between two vectors in radiances |
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112 | * @param v1: a vector |
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113 | * @param v2: another vector |
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114 | * @return the angle between the vectors in radians |
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115 | */ |
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116 | inline float angleDeg (const Vector& v1, const Vector& v2) { return acos( v1 * v2 / (v1.len() * v2.len())); }; |
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117 | /** |
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118 | * calculate the angle between two vectors in degrees |
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119 | * @param v1: a vector |
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120 | * @param v2: another vector |
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121 | * @return the angle between the vectors in degrees |
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122 | */ |
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123 | inline float angleRad (const Vector& v1, const Vector& v2) { return acos( v1 * v2 / (v1.len() * v2.len())) * 180/M_PI; }; |
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124 | |
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125 | /** an easy way to create a Random Vector @param sideLength the length of the Vector (x not sqrt(x^2...)) */ |
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126 | #define VECTOR_RAND(sideLength) (Vector((float)rand()/RAND_MAX -.5, (float)rand()/RAND_MAX -.5, (float)rand()/RAND_MAX -.5) * sideLength) |
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127 | |
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128 | #endif /* __VECTOR_H_ */ |
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129 | |
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