1 | |
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2 | |
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3 | /* |
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4 | orxonox - the future of 3D-vertical-scrollers |
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5 | |
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6 | Copyright (C) 2004 orx |
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7 | |
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8 | This program is free software; you can redistribute it and/or modify |
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9 | it under the terms of the GNU General Public License as published by |
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10 | the Free Software Foundation; either version 2, or (at your option) |
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11 | any later version. |
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12 | |
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13 | ### File Specific: |
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14 | main-programmer: Christian Meyer |
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15 | co-programmer: ... |
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16 | */ |
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17 | |
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18 | |
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19 | #include "vector.h" |
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20 | |
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21 | |
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22 | using namespace std; |
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23 | |
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24 | /** |
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25 | \brief add two vectors |
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26 | \param v: the other vector |
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27 | \return the sum of both vectors |
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28 | */ |
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29 | Vector Vector::operator+ (const Vector& v) const |
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30 | { |
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31 | Vector r; |
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32 | |
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33 | r.x = x + v.x; |
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34 | r.y = y + v.y; |
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35 | r.z = z + v.z; |
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36 | |
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37 | return r; |
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38 | } |
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39 | |
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40 | /** |
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41 | \brief subtract a vector from another |
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42 | \param v: the other vector |
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43 | \return the difference between the vectors |
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44 | */ |
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45 | Vector Vector::operator- (const Vector& v) const |
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46 | { |
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47 | Vector r; |
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48 | |
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49 | r.x = x - v.x; |
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50 | r.y = y - v.y; |
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51 | r.z = z - v.z; |
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52 | |
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53 | return r; |
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54 | } |
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55 | |
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56 | /** |
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57 | \brief calculate the dot product of two vectors |
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58 | \param v: the other vector |
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59 | \return the dot product of the vectors |
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60 | */ |
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61 | float Vector::operator* (const Vector& v) const |
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62 | { |
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63 | return x*v.x+y*v.y+z*v.z; |
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64 | } |
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65 | |
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66 | /** |
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67 | \brief multiply a vector with a float |
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68 | \param f: the factor |
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69 | \return the vector multipied by f |
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70 | */ |
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71 | Vector Vector::operator* (float f) const |
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72 | { |
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73 | Vector r; |
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74 | |
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75 | r.x = x * f; |
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76 | r.y = y * f; |
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77 | r.z = z * f; |
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78 | |
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79 | return r; |
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80 | } |
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81 | |
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82 | /** |
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83 | \brief divide a vector with a float |
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84 | \param f: the divisor |
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85 | \return the vector divided by f |
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86 | */ |
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87 | Vector Vector::operator/ (float f) const |
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88 | { |
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89 | Vector r; |
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90 | |
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91 | if( f == 0.0) |
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92 | { |
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93 | // Prevent divide by zero |
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94 | return Vector (0,0,0); |
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95 | } |
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96 | |
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97 | r.x = x / f; |
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98 | r.y = y / f; |
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99 | r.z = z / f; |
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100 | |
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101 | return r; |
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102 | } |
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103 | |
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104 | /** |
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105 | \brief calculate the dot product of two vectors |
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106 | \param v: the other vector |
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107 | \return the dot product of the vectors |
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108 | */ |
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109 | float Vector::dot (const Vector& v) const |
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110 | { |
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111 | return x*v.x+y*v.y+z*v.z; |
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112 | } |
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113 | |
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114 | /** |
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115 | \brief calculate the cross product of two vectors |
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116 | \param v: the other vector |
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117 | \return the cross product of the vectors |
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118 | */ |
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119 | Vector Vector::cross (const Vector& v) const |
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120 | { |
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121 | Vector r; |
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122 | |
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123 | r.x = y * v.z - z * v.y; |
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124 | r.y = z * v.x - x * v.z; |
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125 | r.z = x * v.y - y * v.x; |
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126 | |
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127 | return r; |
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128 | } |
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129 | |
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130 | /** |
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131 | \brief normalizes the vector to lenght 1.0 |
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132 | */ |
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133 | void Vector::normalize () |
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134 | { |
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135 | float l = len(); |
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136 | |
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137 | if( l == 0.0) |
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138 | { |
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139 | // Prevent divide by zero |
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140 | return; |
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141 | } |
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142 | |
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143 | x = x / l; |
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144 | y = y / l; |
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145 | z = z / l; |
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146 | } |
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147 | |
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148 | /** |
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149 | \brief calculates the lenght of the vector |
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150 | \return the lenght of the vector |
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151 | */ |
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152 | float Vector::len () const |
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153 | { |
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154 | return sqrt (x*x+y*y+z*z); |
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155 | } |
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156 | |
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157 | /** |
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158 | \brief calculate the angle between two vectors in radiances |
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159 | \param v1: a vector |
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160 | \param v2: another vector |
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161 | \return the angle between the vectors in radians |
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162 | */ |
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163 | float angle_rad (const Vector& v1, const Vector& v2) |
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164 | { |
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165 | return acos( v1 * v2 / (v1.len() * v2.len())); |
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166 | } |
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167 | |
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168 | /** |
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169 | \brief calculate the angle between two vectors in degrees |
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170 | \param v1: a vector |
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171 | \param v2: another vector |
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172 | \return the angle between the vectors in degrees |
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173 | */ |
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174 | float angle_deg (const Vector& v1, const Vector& v2) |
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175 | { |
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176 | float f; |
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177 | f = acos( v1 * v2 / (v1.len() * v2.len())); |
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178 | return f * 180 / PI; |
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179 | } |
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180 | |
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181 | /** |
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182 | \brief create a rotation from a vector |
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183 | \param v: a vector |
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184 | */ |
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185 | Rotation::Rotation (const Vector& v) |
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186 | { |
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187 | Vector x = Vector( 1, 0, 0); |
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188 | Vector axis = x.cross( v); |
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189 | axis.normalize(); |
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190 | float angle = angle_rad( x, v); |
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191 | float ca = cos(angle); |
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192 | float sa = sin(angle); |
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193 | m[0] = 1.0f+(1.0f-ca)*(axis.x*axis.x-1.0f); |
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194 | m[1] = -axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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195 | m[2] = axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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196 | m[3] = axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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197 | m[4] = 1.0f+(1.0f-ca)*(axis.y*axis.y-1.0f); |
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198 | m[5] = -axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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199 | m[6] = -axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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200 | m[7] = axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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201 | m[8] = 1.0f+(1.0f-ca)*(axis.z*axis.z-1.0f); |
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202 | } |
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203 | |
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204 | /** |
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205 | \brief creates a rotation from an axis and an angle (radians!) |
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206 | \param axis: the rotational axis |
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207 | \param angle: the angle in radians |
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208 | */ |
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209 | Rotation::Rotation (const Vector& axis, float angle) |
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210 | { |
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211 | float ca, sa; |
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212 | ca = cos(angle); |
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213 | sa = sin(angle); |
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214 | m[0] = 1.0f+(1.0f-ca)*(axis.x*axis.x-1.0f); |
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215 | m[1] = -axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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216 | m[2] = axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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217 | m[3] = axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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218 | m[4] = 1.0f+(1.0f-ca)*(axis.y*axis.y-1.0f); |
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219 | m[5] = -axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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220 | m[6] = -axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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221 | m[7] = axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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222 | m[8] = 1.0f+(1.0f-ca)*(axis.z*axis.z-1.0f); |
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223 | } |
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224 | |
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225 | /** |
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226 | \brief creates a rotation from euler angles (pitch/yaw/roll) |
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227 | \param pitch: rotation around z (in radians) |
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228 | \param yaw: rotation around y (in radians) |
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229 | \param roll: rotation around x (in radians) |
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230 | */ |
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231 | Rotation::Rotation ( float pitch, float yaw, float roll) |
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232 | { |
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233 | float cy, sy, cr, sr, cp, sp; |
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234 | cy = cos(yaw); |
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235 | sy = sin(yaw); |
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236 | cr = cos(roll); |
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237 | sr = sin(roll); |
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238 | cp = cos(pitch); |
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239 | sp = sin(pitch); |
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240 | m[0] = cy*cr; |
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241 | m[1] = -cy*sr; |
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242 | m[2] = sy; |
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243 | m[3] = cp*sr+sp*sy*cr; |
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244 | m[4] = cp*cr-sp*sr*sy; |
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245 | m[5] = -sp*cy; |
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246 | m[6] = sp*sr-cp*sy*cr; |
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247 | m[7] = sp*cr+cp*sy*sr; |
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248 | m[8] = cp*cy; |
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249 | } |
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250 | |
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251 | /** |
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252 | \brief creates a nullrotation (an identity rotation) |
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253 | */ |
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254 | Rotation::Rotation () |
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255 | { |
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256 | m[0] = 1.0f; |
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257 | m[1] = 0.0f; |
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258 | m[2] = 0.0f; |
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259 | m[3] = 0.0f; |
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260 | m[4] = 1.0f; |
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261 | m[5] = 0.0f; |
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262 | m[6] = 0.0f; |
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263 | m[7] = 0.0f; |
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264 | m[8] = 1.0f; |
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265 | } |
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266 | |
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267 | /** |
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268 | \brief fills the specified buffer with a 4x4 glmatrix |
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269 | \param buffer: Pointer to an array of 16 floats |
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270 | |
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271 | Use this to get the rotation in a gl-compatible format |
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272 | */ |
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273 | void Rotation::glmatrix (float* buffer) |
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274 | { |
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275 | buffer[0] = m[0]; |
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276 | buffer[1] = m[3]; |
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277 | buffer[2] = m[6]; |
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278 | buffer[3] = m[0]; |
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279 | buffer[4] = m[1]; |
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280 | buffer[5] = m[4]; |
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281 | buffer[6] = m[7]; |
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282 | buffer[7] = m[0]; |
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283 | buffer[8] = m[2]; |
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284 | buffer[9] = m[5]; |
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285 | buffer[10] = m[8]; |
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286 | buffer[11] = m[0]; |
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287 | buffer[12] = m[0]; |
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288 | buffer[13] = m[0]; |
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289 | buffer[14] = m[0]; |
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290 | buffer[15] = m[1]; |
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291 | } |
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292 | |
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293 | /** |
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294 | \brief multiplies two rotational matrices |
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295 | \param r: another Rotation |
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296 | \return the matrix product of the Rotations |
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297 | |
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298 | Use this to rotate one rotation by another |
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299 | */ |
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300 | Rotation Rotation::operator* (Rotation& r) |
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301 | { |
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302 | Rotation p(); |
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303 | |
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304 | p[0] = m[0]*r.m[0] + m[1]*r.m[3] + m[2]*r.m[6]; |
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305 | p[1] = m[0]*r.m[1] + m[1]*r.m[4] + m[2]*r.m[7]; |
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306 | p[2] = m[0]*r.m[2] + m[1]*r.m[5] + m[2]*r.m[8]; |
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307 | |
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308 | p[3] = m[3]*r.m[0] + m[4]*r.m[3] + m[5]*r.m[6]; |
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309 | p[4] = m[3]*r.m[1] + m[4]*r.m[4] + m[5]*r.m[7]; |
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310 | p[5] = m[3]*r.m[2] + m[4]*r.m[5] + m[5]*r.m[8]; |
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311 | |
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312 | p[6] = m[6]*r.m[0] + m[7]*r.m[3] + m[8]*r.m[6]; |
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313 | p[7] = m[6]*r.m[1] + m[7]*r.m[4] + m[8]*r.m[7]; |
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314 | p[8] = m[6]*r.m[2] + m[7]*r.m[5] + m[8]*r.m[8]; |
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315 | |
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316 | return p; |
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317 | } |
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318 | |
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319 | |
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320 | /** |
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321 | \brief rotates the vector by the given rotation |
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322 | \param v: a vector |
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323 | \param r: a rotation |
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324 | \return the rotated vector |
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325 | */ |
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326 | Vector rotate_vector( const Vector& v, const Rotation& r) |
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327 | { |
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328 | Vector t; |
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329 | |
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330 | t.x = v.x * r.m[0] + v.y * r.m[1] + v.z * r.m[2]; |
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331 | t.y = v.x * r.m[3] + v.y * r.m[4] + v.z * r.m[5]; |
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332 | t.z = v.x * r.m[6] + v.y * r.m[7] + v.z * r.m[8]; |
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333 | |
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334 | return t; |
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335 | } |
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336 | |
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337 | /** |
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338 | \brief calculate the distance between two lines |
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339 | \param l: the other line |
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340 | \return the distance between the lines |
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341 | */ |
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342 | float Line::distance (const Line& l) const |
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343 | { |
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344 | float q, d; |
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345 | Vector n = a.cross(l.a); |
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346 | q = n.dot(r-l.r); |
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347 | d = n.len(); |
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348 | if( d == 0.0) return 0.0; |
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349 | return q/d; |
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350 | } |
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351 | |
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352 | /** |
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353 | \brief calculate the distance between a line and a point |
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354 | \param v: the point |
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355 | \return the distance between the Line and the point |
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356 | */ |
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357 | float Line::distance_point (const Vector& v) const |
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358 | { |
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359 | Vector d = v-r; |
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360 | Vector u = a * d.dot( a); |
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361 | return (d - u).len(); |
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362 | } |
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363 | |
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364 | /** |
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365 | \brief calculate the two points of minimal distance of two lines |
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366 | \param l: the other line |
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367 | \return a Vector[2] (!has to be deleted after use!) containing the two points of minimal distance |
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368 | */ |
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369 | Vector* Line::footpoints (const Line& l) const |
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370 | { |
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371 | Vector* fp = new Vector[2]; |
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372 | Plane p = Plane (r + a.cross(l.a), r, r + a); |
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373 | fp[1] = p.intersect_line (l); |
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374 | p = Plane (fp[1], l.a); |
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375 | fp[0] = p.intersect_line (*this); |
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376 | return fp; |
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377 | } |
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378 | |
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379 | /** |
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380 | \brief calculate the length of a line |
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381 | \return the lenght of the line |
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382 | */ |
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383 | float Line::len() const |
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384 | { |
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385 | return a.len(); |
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386 | } |
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387 | |
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388 | /** |
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389 | \brief rotate the line by given rotation |
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390 | \param rot: a rotation |
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391 | */ |
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392 | void Line::rotate (const Rotation& rot) |
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393 | { |
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394 | Vector t = a + r; |
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395 | t = rotate_vector( t, rot); |
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396 | r = rotate_vector( r, rot), |
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397 | a = t - r; |
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398 | } |
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399 | |
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400 | /** |
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401 | \brief create a plane from three points |
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402 | \param a: first point |
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403 | \param b: second point |
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404 | \param c: third point |
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405 | */ |
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406 | Plane::Plane (Vector a, Vector b, Vector c) |
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407 | { |
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408 | n = (a-b).cross(c-b); |
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409 | k = -(n.x*b.x+n.y*b.y+n.z*b.z); |
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410 | } |
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411 | |
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412 | /** |
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413 | \brief create a plane from anchor point and normal |
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414 | \param n: normal vector |
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415 | \param p: anchor point |
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416 | */ |
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417 | Plane::Plane (Vector norm, Vector p) |
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418 | { |
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419 | n = norm; |
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420 | k = -(n.x*p.x+n.y*p.y+n.z*p.z); |
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421 | } |
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422 | |
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423 | /** |
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424 | \brief returns the intersection point between the plane and a line |
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425 | \param l: a line |
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426 | */ |
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427 | Vector Plane::intersect_line (const Line& l) const |
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428 | { |
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429 | if (n.x*l.a.x+n.y*l.a.y+n.z*l.a.z == 0.0) return Vector(0,0,0); |
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430 | float t = (n.x*l.r.x+n.y*l.r.y+n.z*l.r.z+k) / (n.x*l.a.x+n.y*l.a.y+n.z*l.a.z); |
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431 | return l.r + (l.a * t); |
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432 | } |
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433 | |
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434 | /** |
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435 | \brief returns the distance between the plane and a point |
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436 | \param p: a Point |
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437 | \return the distance between the plane and the point (can be negative) |
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438 | */ |
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439 | float Plane::distance_point (const Vector& p) const |
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440 | { |
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441 | float l = n.len(); |
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442 | if( l == 0.0) return 0.0; |
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443 | return (n.dot(p) + k) / n.len(); |
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444 | } |
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445 | |
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446 | /** |
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447 | \brief returns the side a point is located relative to a Plane |
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448 | \param p: a Point |
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449 | \return 0 if the point is contained within the Plane, positive(negative) if the point is in the positive(negative) semi-space of the Plane |
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450 | */ |
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451 | float Plane::locate_point (const Vector& p) const |
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452 | { |
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453 | return (n.dot(p) + k); |
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454 | } |
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