1 | /*! |
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2 | * @file vector.h |
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3 | * 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 | #include "abstract_model.h" |
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14 | //! PI the circle-constant |
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15 | #define PI 3.14159265359f |
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16 | |
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17 | //! 3D Vector |
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18 | /** |
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19 | Class to handle 3D Vectors |
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20 | */ |
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21 | class Vector { |
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22 | |
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23 | |
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24 | public: |
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25 | Vector (float x, float y, float z) : x(x), y(y), z(z) {} //!< assignment constructor |
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26 | Vector () : x(0), y(0), z(0) {} |
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27 | ~Vector () {} |
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28 | |
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29 | /** @param index The index of the "array" @returns the x/y/z coordinate */ |
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30 | 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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31 | /** @param v The vector to add @returns the addition between two vectors (this + v) */ |
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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 | /** @param v The vector to add @returns the addition between two vectors (this + v) */ |
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34 | inline Vector operator+ (const sVec3D& v) const { return Vector(x + v[0], y + v[1], z + v[2]); }; |
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35 | /** @param v The vector to add @returns the addition between two vectors (this += v) */ |
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36 | 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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37 | /** @param v The vector to substract @returns the substraction between two vectors (this - v) */ |
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38 | 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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39 | /** @param v The vector to substract @returns the substraction between two vectors (this - v) */ |
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40 | inline Vector operator- (const Vector& v) const { return Vector(x - v.x, y - v.y, z - v.z); } |
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41 | /** @param v The vector to substract @returns the substraction between two vectors (this - v) */ |
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42 | inline Vector operator- (const sVec3D& v) const { return Vector(x - v[0], y - v[1], z - v[2]); } |
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43 | /** @param v The vector to substract @returns the substraction between two vectors (this -= v) */ |
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44 | 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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45 | /** @param v The vector to substract @returns the substraction between two vectors (this -= v) */ |
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46 | 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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47 | /** @param v the second vector @returns The dotProduct between two vector (this (dot) v) */ |
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48 | inline float operator* (const Vector& v) const { return x * v.x + y * v.y + z * v.z; }; |
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49 | /** @todo strange */ |
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50 | 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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51 | /** @param f a factor to multiply the vector with @returns the vector multiplied by f (this * f) */ |
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52 | inline Vector operator* (float f) const { return Vector(x * f, y * f, z * f); }; |
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53 | /** @param f a factor to multiply the vector with @returns the vector multiplied by f (this *= f) */ |
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54 | inline const Vector& operator*= (float f) { this->x *= f; this->y *= f; this->z *= f; return *this; }; |
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55 | /** @param f a factor to divide the vector with @returns the vector divided by f (this / f) */ |
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56 | 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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57 | /** @param f a factor to divide the vector with @returns the vector divided by f (this /= f) */ |
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58 | 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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59 | /** 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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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 | /** copy constructor* @param v the sVec3D to assign to this vector. @returns the vector 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]; } |
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63 | /** @param v: the other vector \return the dot product of the vectors */ |
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64 | float dot (const Vector& v) const { return x*v.x+y*v.y+z*v.z; }; |
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65 | /** @param v: the corss-product partner @returns the cross-product between this and v (this (x) v) */ |
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66 | 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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67 | /** scales the this vector with v* @param v the vector to scale this with */ |
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68 | void scale(const Vector& v) { x *= v.x; y *= v.y; z *= v.z; }; |
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69 | /** @returns the length of the vector */ |
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70 | inline float len() const { return sqrt (x*x+y*y+z*z); } |
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71 | /** normalizes the vector */ |
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72 | inline void normalize() { |
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73 | float l = len(); |
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74 | if( unlikely(l == 0.0)) |
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75 | { |
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76 | // Prevent divide by zero |
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77 | return; |
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78 | } |
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79 | x = x / l; |
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80 | y = y / l; |
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81 | z = z / l; |
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82 | } |
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83 | Vector getNormalized() const; |
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84 | Vector abs(); |
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85 | |
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86 | void debug() const; |
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87 | |
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88 | public: |
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89 | float x; //!< The x Coordinate of the Vector. |
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90 | float y; //!< The y Coordinate of the Vector. |
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91 | float z; //!< The z Coordinate of the Vector. |
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92 | }; |
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93 | |
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94 | /** |
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95 | * calculate the angle between two vectors in radiances |
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96 | * @param v1: a vector |
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97 | * @param v2: another vector |
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98 | * @return the angle between the vectors in radians |
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99 | */ |
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100 | inline float angleDeg (const Vector& v1, const Vector& v2) { return acos( v1 * v2 / (v1.len() * v2.len())); }; |
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101 | /** |
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102 | * calculate the angle between two vectors in degrees |
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103 | * @param v1: a vector |
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104 | * @param v2: another vector |
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105 | * @return the angle between the vectors in degrees |
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106 | */ |
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107 | inline float angleRad (const Vector& v1, const Vector& v2) { return acos( v1 * v2 / (v1.len() * v2.len())) * 180/M_PI; }; |
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108 | |
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109 | /** an easy way to create a Random Vector @param sideLength the length of the Vector (x not sqrt(x^2...)) */ |
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110 | #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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111 | |
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112 | |
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113 | //! Quaternion |
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114 | /** |
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115 | Class to handle 3-dimensional rotation efficiently |
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116 | */ |
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117 | class Quaternion |
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118 | { |
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119 | public: |
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120 | /** creates a Default quaternion (multiplicational identity Quaternion)*/ |
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121 | inline Quaternion () { w = 1; v = Vector(0,0,0); } |
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122 | /** creates a Quaternion looking into the direction v @param v: the direction @param f: the value */ |
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123 | inline Quaternion (const Vector& v, float f) { this->w = f; this->v = v; } |
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124 | Quaternion (float m[4][4]); |
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125 | /** turns a rotation along an axis into a Quaternion @param angle: the amount of radians to rotate @param axis: the axis to rotate around */ |
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126 | inline Quaternion (float angle, const Vector& axis) { w = cos(angle/2); v = axis * sin(angle/2); } |
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127 | Quaternion (const Vector& dir, const Vector& up); |
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128 | Quaternion (float roll, float pitch, float yaw); |
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129 | /** @param f: a real value @return a Quaternion containing the quotient */ |
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130 | inline Quaternion operator/ (const float& f) const { return (unlikely(f==0.0)) ? Quaternion() : Quaternion(this->v/f, this->w/f); }; |
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131 | /** @param f: the value to divide by @returns the quaternion devided by f (this /= f) */ |
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132 | inline const Quaternion& operator/= (const float& f) {*this = *this / f; return *this;} |
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133 | /** @param f: a real value @return a Quaternion containing the product */ |
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134 | inline Quaternion operator* (const float& f) const { return Quaternion(this->v*f, this->w*f); }; |
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135 | /** @param f: the value to multiply by @returns the quaternion multiplied by f (this *= f) */ |
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136 | inline const Quaternion& operator*= (const float& f) {*this = *this * f; return *this;} |
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137 | /** @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)) */ |
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138 | 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, |
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139 | this->w*q.v.y + this->v.y*q.w + this->v.z*q.v.x - this->v.x*q.v.z, |
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140 | this->w*q.v.z + this->v.z*q.w + this->v.x*q.v.y - this->v.y*q.v.x), |
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141 | this->w*q.w - this->v.x*q.v.x - this->v.y*q.v.y - this->v.z*q.v.z); }; |
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142 | /** @param q: the Quaternion to multiply by @returns the quaternion multiplied by q (this *= q) */ |
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143 | inline const Quaternion& operator*= (const Quaternion& q) {*this = *this * q; return *this; }; |
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144 | /** @param q the Quaternion by which to devide @returns the division from this by q (this / q) */ |
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145 | inline Quaternion operator/ (const Quaternion& q) const { return *this * q.inverse(); }; |
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146 | /** @param q the Quaternion by which to devide @returns the division from this by q (this /= q) */ |
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147 | inline const Quaternion& operator/= (const Quaternion& q) { *this = *this * q.inverse(); return *this; }; |
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148 | /** @param q the Quaternion to add to this @returns the quaternion added with q (this + q) */ |
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149 | inline Quaternion operator+ (const Quaternion& q) const { return Quaternion(q.v + v, q.w + w); }; |
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150 | /** @param q the Quaternion to add to this @returns the quaternion added with q (this += q) */ |
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151 | inline const Quaternion& operator+= (const Quaternion& q) { this->v += q.v; this->w += q.w; return *this; }; |
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152 | /** @param q the Quaternion to substrace from this @returns the quaternion substracted by q (this - q) */ |
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153 | inline Quaternion operator- (const Quaternion& q) const { return Quaternion(q.v - v, q.w - w); } |
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154 | /** @param q the Quaternion to substrace from this @returns the quaternion substracted by q (this -= q) */ |
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155 | inline const Quaternion& operator-= (const Quaternion& q) { this->v -= q.v; this->w -= q.w; return *this; }; |
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156 | /** copy constructor @param q: the Quaternion to set this to. @returns the Quaternion q (or this) */ |
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157 | inline Quaternion operator= (const Quaternion& q) {this->v = q.v; this->w = q.w; return *this;} |
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158 | /** conjugates this Quaternion @returns the conjugate */ |
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159 | inline Quaternion conjugate () const { return Quaternion(Vector(-v.x, -v.y, -v.z), this->w); }; |
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160 | /** @returns the norm of The Quaternion */ |
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161 | inline float norm () const { return sqrt(w*w + v.x*v.x + v.y*v.y + v.z*v.z); }; |
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162 | /** @returns the inverted Quaterntion of this */ |
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163 | inline Quaternion inverse () const { return conjugate() / (w*w + v.x*v.x + v.y*v.y + v.z*v.z); }; |
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164 | /** @param v: the Vector @return a new Vector representing v rotated by the Quaternion */ |
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165 | inline Vector apply (const Vector& v) const { return (*this * Quaternion(v, 0) * conjugate()).v; }; |
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166 | void matrix (float m[4][4]) const; |
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167 | /** @returns the normalized Quaternion (|this|) */ |
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168 | inline Quaternion getNormalized() const { float n = this->norm(); return Quaternion(this->v/n, this->w/n); }; |
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169 | /** normalizes the current Quaternion */ |
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170 | inline void normalize() { float n = this->norm(); this->v /= n; this->w/=n; }; |
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171 | |
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172 | /** @returns the rotational axis of this Quaternion */ |
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173 | inline Vector getSpacialAxis() const { return this->v / sin(acos(w));/*sqrt(v.x*v.x + v.y*v.y + v.z+v.z);*/ }; |
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174 | /** @returns the rotational angle of this Quaternion around getSpacialAxis() !! IN DEGREE !! */ |
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175 | inline float getSpacialAxisAngle() const { return 360.0 / M_PI * acos(this->w); }; |
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176 | |
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177 | static Quaternion quatSlerp(const Quaternion& from, const Quaternion& to, float t); |
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178 | |
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179 | void debug(); |
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180 | void debug2(); |
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181 | |
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182 | |
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183 | public: |
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184 | Vector v; //!< Imaginary Vector |
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185 | float w; //!< Real part of the number |
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186 | |
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187 | }; |
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188 | |
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189 | |
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190 | |
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191 | |
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192 | //! 3D rotation (OBSOLETE) |
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193 | /** |
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194 | Class to handle 3-dimensional rotations. |
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195 | Can create a rotation from several inputs, currently stores rotation using a 3x3 Matrix |
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196 | */ |
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197 | class Rotation { |
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198 | public: |
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199 | |
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200 | float m[9]; //!< 3x3 Rotation Matrix |
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201 | |
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202 | Rotation ( const Vector& v); |
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203 | Rotation ( const Vector& axis, float angle); |
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204 | Rotation ( float pitch, float yaw, float roll); |
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205 | Rotation (); |
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206 | ~Rotation () {} |
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207 | |
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208 | Rotation operator* (const Rotation& r); |
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209 | |
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210 | void glmatrix (float* buffer); |
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211 | }; |
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212 | |
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213 | //!< Apply a rotation to a vector |
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214 | Vector rotateVector( const Vector& v, const Rotation& r); |
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215 | |
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216 | //! 3D line |
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217 | /** |
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218 | Class to store Lines in 3-dimensional space |
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219 | |
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220 | Supports line-to-line distance measurements and rotation |
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221 | */ |
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222 | class Line |
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223 | { |
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224 | public: |
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225 | |
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226 | Vector r; //!< Offset |
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227 | Vector a; //!< Direction |
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228 | |
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229 | Line ( Vector r, Vector a) : r(r), a(a) {} //!< assignment constructor |
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230 | Line () : r(Vector(0,0,0)), a(Vector (1,1,1)) {} |
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231 | ~Line () {} |
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232 | |
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233 | float distance (const Line& l) const; |
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234 | float distancePoint (const Vector& v) const; |
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235 | float distancePoint (const sVec3D& v) const; |
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236 | Vector* footpoints (const Line& l) const; |
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237 | float len () const; |
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238 | |
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239 | void rotate(const Rotation& rot); |
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240 | }; |
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241 | |
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242 | //! 3D plane |
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243 | /** |
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244 | Class to handle planes in 3-dimensional space |
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245 | |
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246 | Critical for polygon-based collision detection |
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247 | */ |
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248 | class Plane |
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249 | { |
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250 | public: |
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251 | |
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252 | Vector n; //!< Normal vector |
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253 | float k; //!< Offset constant |
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254 | |
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255 | Plane (Vector a, Vector b, Vector c); |
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256 | Plane (Vector norm, Vector p); |
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257 | Plane (Vector norm, sVec3D p); |
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258 | Plane (Vector n, float k) : n(n), k(k) {} //!< assignment constructor |
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259 | Plane () : n(Vector(1,1,1)), k(0) {} |
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260 | ~Plane () {} |
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261 | |
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262 | Vector intersectLine (const Line& l) const; |
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263 | float distancePoint (const Vector& p) const; |
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264 | float distancePoint (const sVec3D& p) const; |
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265 | float locatePoint (const Vector& p) const; |
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266 | }; |
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267 | |
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268 | |
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269 | |
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270 | //! A class that represents a rectangle, this is needed for SpatialSeparation |
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271 | class Rectangle |
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272 | { |
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273 | |
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274 | public: |
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275 | Rectangle() { this->center = new Vector(); } |
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276 | Rectangle(const Vector ¢er, float len) { this->center = new Vector(center.x, center.y, center.z); this->axis[0] = len; this->axis[1] = len; } |
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277 | virtual ~Rectangle() {} |
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278 | |
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279 | /** \brief sets the center of the rectangle to a defined vector @param center the new center */ |
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280 | inline void setCenter(const Vector ¢er) { *this->center = center;} |
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281 | /** \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 */ |
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282 | inline void setCenter(float x, float y, float z) { this->center->x = x; this->center->y = y; this->center->z = z; } |
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283 | /** \brief returns the center of the rectangle to a defined vector @returns center the new center */ |
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284 | inline const Vector* getCenter() const { return this->center; } |
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285 | |
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286 | /** \brief sets both axis of the rectangle to a defined vector @param unityLength the new center */ |
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287 | inline void setAxis(float unityLength) { this->axis[0] = unityLength; this->axis[1] = unityLength; } |
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288 | /** \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*/ |
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289 | inline void setAxis(float v1, float v2) { this->axis[0] = v1; this->axis[1] = v2; } |
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290 | /** \brief gets one axis length of the rectangle @returns the length of the axis 0 */ |
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291 | inline float getAxis() { return this-> axis[0]; } |
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292 | |
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293 | private: |
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294 | Vector* center; |
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295 | float axis[2]; |
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296 | }; |
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297 | |
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298 | |
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299 | #endif /* _VECTOR_H */ |
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300 | |
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