scummvm/math/vector3d.h

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/* ResidualVM - A 3D game interpreter
*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
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*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
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*
* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
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*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
*/
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#ifndef MATH_VECTOR3D_H
#define MATH_VECTOR3D_H
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#include "common/scummsys.h"
#include "common/endian.h"
#include "math/vector.h"
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#include "math/angle.h"
namespace Math {
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typedef Matrix<3, 1> Vector3d;
template<>
class Matrix<3, 1> : public MatrixType<3, 1> {
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public:
float& x() { return value(0); }
float x() const { return value(0); }
float& y() { return value(1); }
float y() const { return value(1); }
float& z() { return value(2); }
float z() const { return value(2); }
Matrix();
Matrix(float lx, float ly, float lz);
Matrix(const MatrixBase<3, 1> &m);
Matrix(const float *data);
/**
* Set the value of the vector using three floats
* @param lx X Value
* @param ly Y Value
* @param lz Z Value
*/
void set(float lx, float ly, float lz);
/**
* Get the angle of this vector around the unit circle
* This operation ignores the z-component
* @return The computed angle
*/
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Angle unitCircleAngle() const;
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/**
* Find the cross product between two vectors
* @param v1 The first vector
* @param v2 The second vector
* @return The resulting cross product
*/
inline static Vector3d crossProduct(const Vector3d& v1, const Vector3d& v2) {
return Vector3d(v1.y() * v2.z() - v1.z() * v2.y(),
v1.z() * v2.x() - v1.x() * v2.z(),
v1.x() * v2.y() - v1.y() * v2.x());
}
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/**
* Find the angle between two vectors
* @param v1 The first vector
* @param v2 The second vector
* @return The computed angle
*/
inline static Angle angle(const Vector3d& v1, const Vector3d& v2) {
return Angle::arcCosine(fminf(fmaxf(dotProduct(v1, v2) / (v1.getMagnitude() * v2.getMagnitude()), -1.0f), 1.0f));
}
};
} // end of namespace Math
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#endif