scummvm/math/vector3d.h

78 lines
2.2 KiB
C++

/* Residual - A 3D game interpreter
*
* Residual 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 library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
* This library 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
* Lesser General Public License for more details.
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
* $URL$
* $Id$
*/
#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);
void set(float lx, float ly, float lz);
// Get the angle a vector is around the unit circle
// (ignores z-component)
Angle unitCircleAngle() const;
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());
}
inline static Angle angle(const Vector3d& v1, const Vector3d& v2) {
return Angle::arcCosine(dotProduct(v1, v2) / (v1.getMagnitude() * v2.getMagnitude()));
}
inline static Vector3d get_vector3d(const char *data) {
return Vector3d(get_float(data), get_float(data + 4), get_float(data + 8));
}
};
} // end of namespace Math
#endif