/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * 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. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef MATH_VECTOR3D_H #define MATH_VECTOR3D_H #include "common/scummsys.h" #include "common/endian.h" #include "math/angle.h" #include "math/squarematrix.h" #include "math/vector.h" namespace Math { typedef Matrix<3, 1> Vector3d; template<> class Matrix<3, 1> : public MatrixType<3, 1> { 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 */ Angle unitCircleAngle() const; /** * Multiply vector XYZ with Matrix 3x3 * * @return The result of multiplication */ inline Vector3d operator*(const MatrixType<3, 3> &m) const { const float *d = m.getData(); return Vector3d(x() * d[0] + y() * d[3] + z() * d[6], x() * d[1] + y() * d[4] + z() * d[7], x() * d[2] + y() * d[5] + z() * d[8]); } /** * 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()); } /** * 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)); } /** * Calculate vector length * @return The computed length */ inline static float length(const Vector3d& v) { return sqrtf(v.x() * v.x() + v.y() * v.y() + v.z() * v.z()); } /** * Calculate vector length * @return The computed length */ float length() const { return sqrtf(x() * x() + y() * y() + z() * z()); } /** * Linearly interpolate between two vectors * @param v1 The first vector * @param v2 The second vector * @param a The value to use to interpolate between v1 and v2 * @return The resulting calculation */ inline static Vector3d interpolate(const Vector3d& v1, const Vector3d& v2, const float a) { return Vector3d(v1 * (1.0f - a) + v2 * a); } }; } // end of namespace Math #endif