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source: orxonox.OLD/orxonox/trunk/src/lib/math/vector.h @ 5067

Last change on this file since 5067 was 5053, checked in by bensch, 19 years ago

orxonox/trunk: loadModel in Projectiles

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[4578]1/*!
[5008]2 * @file vector.h
3 * A basic 3D math framework
4 *
5 * Contains classes to handle vectors, lines, rotations and planes
[4578]6*/
[2043]7
[3224]8#ifndef _VECTOR_H
9#define _VECTOR_H
[2043]10
11#include <math.h>
[3860]12#include "compiler.h"
[4545]13#include "abstract_model.h"
[3449]14//! PI the circle-constant
[2043]15#define PI 3.14159265359f
16
[2190]17//! 3D Vector
[2043]18/**
[4578]19        Class to handle 3D Vectors
[2043]20*/
21class Vector {
22
23
[4476]24 public:
[2043]25  Vector (float x, float y, float z) : x(x), y(y), z(z) {}  //!< assignment constructor
26  Vector () : x(0), y(0), z(0) {}
27  ~Vector () {}
28
[5052]29  /** @param v: the Vecor to compare with this one @returns true, if the Vecors are the same, false otherwise */
30  inline bool operator== (const Vector& v) const { return (this->x==v.x&&this->y==v.y&&this->z==v.z)?true:false; };
[4836]31  /** @param index The index of the "array" @returns the x/y/z coordinate */
[4562]32  inline float operator[] (float index) const {if( index == 0) return this->x; if( index == 1) return this->y; if( index == 2) return this->z; }
[4992]33  /** @param v The vector to add @returns the addition between two vectors (this + v) */
[4476]34  inline Vector operator+ (const Vector& v) const { return Vector(x + v.x, y + v.y, z + v.z); };
[4992]35  /** @param v The vector to add @returns the addition between two vectors (this + v) */
[4609]36  inline Vector operator+ (const sVec3D& v) const { return Vector(x + v[0], y + v[1], z + v[2]); };
[4836]37  /** @param v The vector to add  @returns the addition between two vectors (this += v) */
[4476]38  inline const Vector& operator+= (const Vector& v) { this->x += v.x; this->y += v.y; this->z += v.z; return *this; };
[4836]39  /** @param v The vector to substract  @returns the substraction between two vectors (this - v) */
[4609]40  inline const Vector& operator+= (const sVec3D& v) { this->x += v[0]; this->y += v[1]; this->z += v[2]; return *this; };
[4836]41  /** @param v The vector to substract  @returns the substraction between two vectors (this - v) */
[3819]42  inline Vector operator- (const Vector& v) const { return Vector(x - v.x, y - v.y, z - v.z); }
[4836]43  /** @param v The vector to substract  @returns the substraction between two vectors (this - v) */
[4609]44  inline Vector operator- (const sVec3D& v) const { return Vector(x - v[0], y - v[1], z - v[2]); }
[4836]45  /** @param v The vector to substract  @returns the substraction between two vectors (this -= v) */
[4476]46  inline const Vector& operator-= (const Vector& v) { this->x -= v.x; this->y -= v.y; this->z -= v.z; return *this; };
[4836]47  /** @param v The vector to substract  @returns the substraction between two vectors (this -= v) */
[4609]48  inline const Vector& operator-= (const sVec3D& v) { this->x -= v[0]; this->y -= v[1]; this->z -= v[2]; return *this; };
[4836]49  /** @param v the second vector  @returns The dotProduct between two vector (this (dot) v) */
[4476]50  inline float operator* (const Vector& v) const { return x * v.x + y * v.y + z * v.z; };
[4836]51  /** @todo strange */
[4476]52  inline const Vector& operator*= (const Vector& v) { this->x *= v.x; this->y *= v.y; this->z *= v.z; return *this; };
[4836]53  /** @param f a factor to multiply the vector with @returns the vector multiplied by f (this * f) */
[4476]54  inline Vector operator* (float f) const { return Vector(x * f, y * f, z * f); };
[4836]55  /** @param f a factor to multiply the vector with @returns the vector multiplied by f (this *= f) */
[4476]56  inline const Vector& operator*= (float f) { this->x *= f; this->y *= f; this->z *= f; return *this; };
[4836]57  /** @param f a factor to divide the vector with @returns the vector divided by f (this / f) */
[4997]58  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); };
[4836]59  /** @param f a factor to divide the vector with @returns the vector divided by f (this /= f) */
[4476]60  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; };
[4992]61  /**  copy constructor @todo (i do not know it this is faster) @param v the vector to assign to this vector. @returns the vector v */
[4476]62  inline const Vector& operator= (const Vector& v) { this->x = v.x; this->y = v.y; this->z = v.z; return *this; };
[4992]63  /** copy constructor* @param v the sVec3D to assign to this vector. @returns the vector v */
[4545]64  inline const Vector& operator= (const sVec3D& v) { this->x = v[0]; this->y = v[1]; this->z = v[2]; }
[4836]65  /** @param v: the other vector \return the dot product of the vectors */
[4476]66  float dot (const Vector& v) const { return x*v.x+y*v.y+z*v.z; };
[4836]67  /** @param v: the corss-product partner @returns the cross-product between this and v (this (x) v) */
[3966]68  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 ); }
[4992]69  /** scales the this vector with v* @param v the vector to scale this with */
[4476]70  void scale(const Vector& v) {   x *= v.x;  y *= v.y; z *= v.z; };
[4836]71  /** @returns the length of the vector */
[3819]72  inline float len() const { return sqrt (x*x+y*y+z*z); }
[4992]73  /** normalizes the vector */
[5053]74  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; };
[4372]75  Vector getNormalized() const;
[2551]76  Vector abs();
[3541]77
[3966]78  void debug() const;
[4476]79
80 public:
81  float    x;     //!< The x Coordinate of the Vector.
82  float    y;     //!< The y Coordinate of the Vector.
83  float    z;     //!< The z Coordinate of the Vector.
[2043]84};
85
[4476]86/**
[4836]87 *  calculate the angle between two vectors in radiances
88 * @param v1: a vector
89 * @param v2: another vector
90 * @return the angle between the vectors in radians
[4476]91*/
92inline float angleDeg (const Vector& v1, const Vector& v2) { return acos( v1 * v2 / (v1.len() * v2.len())); };
93/**
[4836]94 *  calculate the angle between two vectors in degrees
95 * @param v1: a vector
96 * @param v2: another vector
97 * @return the angle between the vectors in degrees
[4476]98*/
99inline float angleRad (const Vector& v1, const Vector& v2) { return acos( v1 * v2 / (v1.len() * v2.len())) * 180/M_PI; };
[2043]100
[5008]101/** an easy way to create a Random Vector @param sideLength the length of the Vector (x not sqrt(x^2...)) */
102#define VECTOR_RAND(sideLength)  (Vector((float)rand()/RAND_MAX -.5, (float)rand()/RAND_MAX -.5, (float)rand()/RAND_MAX -.5) * sideLength)
[4476]103
[5008]104
[2190]105//! Quaternion
[2043]106/**
[4476]107   Class to handle 3-dimensional rotation efficiently
[2190]108*/
109class Quaternion
110{
111 public:
[4994]112  /** creates a Default quaternion (multiplicational identity Quaternion)*/
[3822]113  inline Quaternion () { w = 1; v = Vector(0,0,0); }
[4994]114  /** creates a Quaternion looking into the direction v @param v: the direction @param f: the value */
[3971]115  inline Quaternion (const Vector& v, float f) { this->w = f; this->v = v; }
[3541]116  Quaternion (float m[4][4]);
[4994]117  /** turns a rotation along an axis into a Quaternion @param angle: the amount of radians to rotate @param axis: the axis to rotate around */
[3822]118  inline Quaternion (float angle, const Vector& axis) { w = cos(angle/2); v = axis * sin(angle/2); }
[3541]119  Quaternion (const Vector& dir, const Vector& up);
120  Quaternion (float roll, float pitch, float yaw);
[5052]121
122  /** @param q: the Quaternion to compare with this one. @returns true if the Quaternions are the same, false otherwise */
123  inline bool operator== (const Quaternion& q) const { return (unlikely(this->v==q.v&&this->w==q.w))?true:false; };
[4997]124  /** @param f: a real value @return a Quaternion containing the quotient */
125  inline Quaternion operator/ (const float& f) const { return (unlikely(f==0.0)) ? Quaternion() : Quaternion(this->v/f, this->w/f); };
[4836]126  /** @param f: the value to divide by @returns the quaternion devided by f (this /= f) */
[4477]127  inline const Quaternion& operator/= (const float& f) {*this = *this / f; return *this;}
[4997]128  /** @param f: a real value @return a Quaternion containing the product */
129  inline Quaternion operator* (const float& f) const { return Quaternion(this->v*f, this->w*f); };
[4836]130  /** @param f: the value to multiply by @returns the quaternion multiplied by f (this *= f) */
[4477]131  inline const Quaternion& operator*= (const float& f) {*this = *this * f; return *this;}
[4999]132  /** @param q: another Quaternion to rotate this by @return a quaternion that represents the first one rotated by the second one (WARUNING: this operation is not commutative! e.g. (A*B) != (B*A)) */
133  Quaternion operator* (const Quaternion& q) const { return Quaternion(Vector(this->w*q.v.x + this->v.x*q.w + this->v.y*q.v.z - this->v.z*q.v.y,
134                                                                         this->w*q.v.y + this->v.y*q.w + this->v.z*q.v.x - this->v.x*q.v.z,
135                                                                         this->w*q.v.z + this->v.z*q.w + this->v.x*q.v.y - this->v.y*q.v.x),
[5006]136                                                                         this->w*q.w - this->v.x*q.v.x - this->v.y*q.v.y - this->v.z*q.v.z); };
[4836]137  /** @param q: the Quaternion to multiply by @returns the quaternion multiplied by q (this *= q) */
[4997]138  inline const Quaternion& operator*= (const Quaternion& q) {*this = *this * q; return *this; };
139  /** @param q the Quaternion by which to devide @returns the division from this by q (this / q) */
140  inline Quaternion operator/ (const Quaternion& q) const { return *this * q.inverse(); };
141  /** @param q the Quaternion by which to devide @returns the division from this by q (this /= q) */
142  inline const Quaternion& operator/= (const Quaternion& q) { *this = *this * q.inverse(); return *this; };
[4836]143  /** @param q the Quaternion to add to this @returns the quaternion added with q (this + q) */
[4477]144  inline Quaternion operator+ (const Quaternion& q) const { return Quaternion(q.v + v, q.w + w); };
[4836]145  /** @param q the Quaternion to add to this @returns the quaternion added with q (this += q) */
[4477]146  inline const Quaternion& operator+= (const Quaternion& q) { this->v += q.v; this->w += q.w; return *this; };
[4836]147  /** @param q the Quaternion to substrace from this @returns the quaternion substracted by q (this - q) */
[3822]148  inline Quaternion operator- (const Quaternion& q) const { return Quaternion(q.v - v, q.w - w); }
[4836]149  /** @param q the Quaternion to substrace from this @returns the quaternion substracted by q (this -= q) */
[4477]150  inline const Quaternion& operator-= (const Quaternion& q) { this->v -= q.v; this->w -= q.w; return *this; };
[4994]151  /** copy constructor @param q: the Quaternion to set this to. @returns the Quaternion q (or this) */
[3966]152  inline Quaternion operator= (const Quaternion& q) {this->v = q.v; this->w = q.w; return *this;}
[4994]153  /** conjugates this Quaternion @returns the conjugate */
[4998]154  inline Quaternion conjugate () const { return Quaternion(Vector(-v.x, -v.y, -v.z), this->w); };
[4997]155  /** @returns the norm of The Quaternion */
[5000]156  inline float norm () const { return sqrt(w*w + v.x*v.x + v.y*v.y + v.z*v.z); };
[4997]157  /** @returns the inverted Quaterntion of this */
[5000]158  inline Quaternion inverse () const { return conjugate() / (w*w + v.x*v.x + v.y*v.y + v.z*v.z); };
[4997]159  /** @param v: the Vector  @return a new Vector representing v rotated by the Quaternion */
160  inline Vector apply (const Vector& v) const { return (*this * Quaternion(v, 0) * conjugate()).v; };
[3541]161  void matrix (float m[4][4]) const;
[4998]162  /** @returns the normalized Quaternion (|this|) */
163  inline Quaternion getNormalized() const { float n = this->norm(); return Quaternion(this->v/n, this->w/n); };
164  /** normalizes the current Quaternion */
165  inline void normalize() { float n = this->norm(); this->v /= n; this->w/=n; };
[4578]166
[4998]167  /** @returns the rotational axis of this Quaternion */
168  inline Vector getSpacialAxis() const { return this->v / sin(acos(w));/*sqrt(v.x*v.x + v.y*v.y + v.z+v.z);*/ };
169  /** @returns the rotational angle of this Quaternion around getSpacialAxis()  !! IN DEGREE !! */
[5001]170  inline float getSpacialAxisAngle() const { return 360.0 / M_PI * acos(this->w); };
[4998]171
172  static Quaternion quatSlerp(const Quaternion& from, const Quaternion& to, float t);
173
[3541]174  void debug();
[5000]175  void debug2();
[4477]176
[4998]177
[4477]178 public:
179  Vector    v;        //!< Imaginary Vector
180  float     w;        //!< Real part of the number
181
[2190]182};
183
[3971]184
185
186
[2190]187//! 3D rotation (OBSOLETE)
188/**
[2043]189  Class to handle 3-dimensional rotations.
190  Can create a rotation from several inputs, currently stores rotation using a 3x3 Matrix
191*/
192class Rotation {
193  public:
[4578]194
[2043]195  float m[9]; //!< 3x3 Rotation Matrix
[4578]196
[2043]197  Rotation ( const Vector& v);
198  Rotation ( const Vector& axis, float angle);
199  Rotation ( float pitch, float yaw, float roll);
200  Rotation ();
201  ~Rotation () {}
[4578]202
[2190]203  Rotation operator* (const Rotation& r);
[4578]204
[2190]205  void glmatrix (float* buffer);
[2043]206};
[2551]207
[2043]208//!< Apply a rotation to a vector
[3228]209Vector rotateVector( const Vector& v, const Rotation& r);
[2043]210
211//! 3D line
212/**
213  Class to store Lines in 3-dimensional space
214
215  Supports line-to-line distance measurements and rotation
216*/
217class Line
218{
219  public:
[4578]220
[2043]221  Vector r;   //!< Offset
222  Vector a;   //!< Direction
[4578]223
[2043]224  Line ( Vector r, Vector a) : r(r), a(a) {}  //!< assignment constructor
225  Line () : r(Vector(0,0,0)), a(Vector (1,1,1)) {}
226  ~Line () {}
[4578]227
[2043]228  float distance (const Line& l) const;
[3228]229  float distancePoint (const Vector& v) const;
[4578]230  float distancePoint (const sVec3D& v) const;
[2043]231  Vector* footpoints (const Line& l) const;
232  float len () const;
[4578]233
[2043]234  void rotate(const Rotation& rot);
235};
236
237//! 3D plane
238/**
239  Class to handle planes in 3-dimensional space
[4578]240
[2043]241  Critical for polygon-based collision detection
242*/
243class Plane
244{
245  public:
[4578]246
[2043]247  Vector n;   //!< Normal vector
248  float k;    //!< Offset constant
[4578]249
[2043]250  Plane (Vector a, Vector b, Vector c);
251  Plane (Vector norm, Vector p);
[4611]252  Plane (Vector norm, sVec3D p);
[2043]253  Plane (Vector n, float k) : n(n), k(k) {} //!< assignment constructor
254  Plane () : n(Vector(1,1,1)), k(0) {}
255  ~Plane () {}
[4578]256
[3228]257  Vector intersectLine (const Line& l) const;
258  float distancePoint (const Vector& p) const;
[4585]259  float distancePoint (const sVec3D& p) const;
[3228]260  float locatePoint (const Vector& p) const;
[2043]261};
262
[4845]263
264
265//! A class that represents a rectangle, this is needed for SpatialSeparation
266class Rectangle
267{
268
269  public:
[4851]270    Rectangle() { this->center = new Vector(); }
[4897]271    Rectangle(const Vector &center, float len) { this->center = new Vector(center.x, center.y, center.z); this->axis[0] = len; this->axis[1] = len; }
[4845]272    virtual ~Rectangle() {}
273
274    /** \brief sets the center of the rectangle to a defined vector @param center the new center */
[4851]275   inline void setCenter(const Vector &center) { *this->center = center;}
[4845]276    /** \brief sets the center of the rectangle to a defined vector @param x coord of the center @param y coord of the center @param z coord of the center */
[4851]277   inline void setCenter(float x, float y, float z) { this->center->x = x; this->center->y = y; this->center->z = z; }
[4845]278   /** \brief returns the center of the rectangle to a defined vector @returns center the new center */
[4851]279   inline const Vector* getCenter() const { return this->center; }
[4845]280
281   /** \brief sets both axis of the rectangle to a defined vector @param unityLength the new center */
282   inline void setAxis(float unityLength) { this->axis[0] = unityLength; this->axis[1] = unityLength; }
283   /** \brief sets both axis of the rectangle to a defined vector @param v1 the length of the x axis @param v2 the length of the z axis*/
284   inline void setAxis(float v1, float v2) { this->axis[0] = v1; this->axis[1] = v2; }
[4853]285   /** \brief gets one axis length of the rectangle  @returns the length of the axis 0 */
286   inline float getAxis() { return this-> axis[0]; }
[4845]287
288  private:
[4851]289    Vector*         center;
290    float           axis[2];
[4845]291};
[4851]292
293
[3224]294#endif /* _VECTOR_H */
[4997]295
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