1 | /*! |
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2 | \file vector.h |
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3 | \brief A basic 3D math framework |
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4 | |
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5 | Contains classes to handle vectors, lines, rotations and planes |
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6 | */ |
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7 | |
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8 | #ifndef _VECTOR_H |
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9 | #define _VECTOR_H |
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10 | |
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11 | #include <math.h> |
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12 | #include "compiler.h" |
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13 | //! PI the circle-constant |
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14 | #define PI 3.14159265359f |
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15 | |
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16 | //! 3D Vector |
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17 | /** |
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18 | Class to handle 3D Vectors |
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19 | */ |
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20 | class Vector { |
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21 | |
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22 | public: |
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23 | |
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24 | float x; //!< The x Coordinate of the Vector. |
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25 | float y; //!< The y Coordinate of the Vector. |
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26 | float z; //!< The z Coordinate of the Vector. |
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27 | |
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28 | Vector (float x, float y, float z) : x(x), y(y), z(z) {} //!< assignment constructor |
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29 | Vector () : x(0), y(0), z(0) {} |
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30 | ~Vector () {} |
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31 | |
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32 | inline Vector operator+ (const Vector& v) const { return Vector(x + v.x, y + v.y, z + v.z); } |
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33 | 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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34 | inline Vector operator- (const Vector& v) const { return Vector(x - v.x, y - v.y, z - v.z); } |
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35 | 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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36 | inline float operator* (const Vector& v) const { return x * v.x + y * v.y + z * v.z; } |
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37 | 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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38 | inline Vector operator* (float f) const { return Vector(x * f, y * f, z * f); } |
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39 | inline const Vector& operator*= (float f) {this->x *= f; this->y *= f; this->z *= f; return *this;} |
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40 | Vector operator/ (float f) const; |
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41 | inline const Vector& operator/= (float f) {this->x /= f; this->y /= f; this->z /= f; return *this;} |
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42 | 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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43 | float dot (const Vector& v) const; |
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44 | 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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45 | void scale(const Vector& v); |
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46 | inline float len() const { return sqrt (x*x+y*y+z*z); } |
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47 | inline void normalize() { |
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48 | float l = len(); |
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49 | if( unlikely(l == 0.0)) |
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50 | { |
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51 | // Prevent divide by zero |
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52 | return; |
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53 | } |
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54 | x = x / l; |
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55 | y = y / l; |
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56 | z = z / l; |
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57 | } |
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58 | Vector getNormalized(); |
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59 | Vector abs(); |
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60 | |
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61 | void debug() const; |
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62 | }; |
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63 | |
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64 | float angleDeg (const Vector& v1, const Vector& v2); |
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65 | float angleRad (const Vector& v1, const Vector& v2); |
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66 | |
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67 | //! Quaternion |
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68 | /** |
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69 | Class to handle 3-dimensional rotation efficiently |
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70 | */ |
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71 | class Quaternion |
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72 | { |
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73 | public: |
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74 | Vector v; //!< Imaginary Vector |
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75 | float w; //!< Real part of the number |
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76 | |
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77 | inline Quaternion () { w = 1; v = Vector(0,0,0); } |
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78 | inline Quaternion (const Vector& v, float f) { this->w = f; this->v = v; } |
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79 | Quaternion (float m[4][4]); |
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80 | inline Quaternion (float angle, const Vector& axis) { w = cos(angle/2); v = axis * sin(angle/2); } |
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81 | Quaternion (const Vector& dir, const Vector& up); |
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82 | Quaternion (float roll, float pitch, float yaw); |
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83 | Quaternion operator/ (const float& f) const; |
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84 | inline const Quaternion operator/= (const float& f) {*this = *this / f; return *this;} |
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85 | Quaternion operator* (const float& f) const; |
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86 | inline const Quaternion operator*= (const float& f) {*this = *this * f; return *this;} |
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87 | Quaternion operator* (const Quaternion& q) const; |
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88 | inline const Quaternion operator*= (const Quaternion& q) {*this = *this * q; return *this;} |
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89 | inline Quaternion operator+ (const Quaternion& q) const { return Quaternion(q.v + v, q.w + w); } |
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90 | inline const Quaternion& operator+= (const Quaternion& q) {this->v += q.v; this->w += q.w; return *this;} |
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91 | inline Quaternion operator- (const Quaternion& q) const { return Quaternion(q.v - v, q.w - w); } |
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92 | inline const Quaternion& operator-= (const Quaternion& q) {this->v -= q.v; this->w -= q.w; return *this;} |
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93 | inline Quaternion operator= (const Quaternion& q) {this->v = q.v; this->w = q.w; return *this;} |
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94 | Quaternion conjugate () const { Quaternion r(*this); |
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95 | r.v = Vector() - r.v; |
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96 | return r;} |
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97 | Quaternion inverse () const; |
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98 | Vector apply (Vector& f) const; |
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99 | float norm () const; |
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100 | void matrix (float m[4][4]) const; |
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101 | |
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102 | void debug(); |
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103 | }; |
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104 | |
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105 | Quaternion quatSlerp(const Quaternion& from, const Quaternion& to, float t); |
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106 | |
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107 | |
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108 | |
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109 | //! 3D rotation (OBSOLETE) |
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110 | /** |
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111 | Class to handle 3-dimensional rotations. |
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112 | Can create a rotation from several inputs, currently stores rotation using a 3x3 Matrix |
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113 | */ |
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114 | class Rotation { |
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115 | public: |
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116 | |
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117 | float m[9]; //!< 3x3 Rotation Matrix |
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118 | |
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119 | Rotation ( const Vector& v); |
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120 | Rotation ( const Vector& axis, float angle); |
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121 | Rotation ( float pitch, float yaw, float roll); |
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122 | Rotation (); |
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123 | ~Rotation () {} |
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124 | |
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125 | Rotation operator* (const Rotation& r); |
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126 | |
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127 | void glmatrix (float* buffer); |
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128 | }; |
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129 | |
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130 | //!< Apply a rotation to a vector |
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131 | Vector rotateVector( const Vector& v, const Rotation& r); |
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132 | |
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133 | //! 3D line |
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134 | /** |
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135 | Class to store Lines in 3-dimensional space |
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136 | |
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137 | Supports line-to-line distance measurements and rotation |
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138 | */ |
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139 | class Line |
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140 | { |
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141 | public: |
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142 | |
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143 | Vector r; //!< Offset |
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144 | Vector a; //!< Direction |
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145 | |
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146 | Line ( Vector r, Vector a) : r(r), a(a) {} //!< assignment constructor |
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147 | Line () : r(Vector(0,0,0)), a(Vector (1,1,1)) {} |
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148 | ~Line () {} |
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149 | |
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150 | float distance (const Line& l) const; |
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151 | float distancePoint (const Vector& v) const; |
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152 | Vector* footpoints (const Line& l) const; |
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153 | float len () const; |
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154 | |
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155 | void rotate(const Rotation& rot); |
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156 | }; |
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157 | |
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158 | //! 3D plane |
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159 | /** |
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160 | Class to handle planes in 3-dimensional space |
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161 | |
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162 | Critical for polygon-based collision detection |
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163 | */ |
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164 | class Plane |
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165 | { |
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166 | public: |
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167 | |
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168 | Vector n; //!< Normal vector |
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169 | float k; //!< Offset constant |
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170 | |
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171 | Plane (Vector a, Vector b, Vector c); |
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172 | Plane (Vector norm, Vector p); |
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173 | Plane (Vector n, float k) : n(n), k(k) {} //!< assignment constructor |
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174 | Plane () : n(Vector(1,1,1)), k(0) {} |
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175 | ~Plane () {} |
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176 | |
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177 | Vector intersectLine (const Line& l) const; |
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178 | float distancePoint (const Vector& p) const; |
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179 | float locatePoint (const Vector& p) const; |
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180 | }; |
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181 | |
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182 | #endif /* _VECTOR_H */ |
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