/* ResidualVM - A 3D game interpreter * * ResidualVM 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef MATH_VECTOR3D_H #define MATH_VECTOR3D_H #include "common/scummsys.h" #include "common/endian.h" #include "math/vector.h" #include "math/angle.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; /** * 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)); } }; } // end of namespace Math #endif