scummvm/vector3d.h
2004-02-01 12:32:53 +00:00

142 lines
3.7 KiB
C++

// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
//
// 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#ifndef VECTOR3D_HH
#define VECTOR3D_HH
#include <cmath>
class Vector3d {
public:
float coords_[3]; // Make sure this stays as an array so
// it can be passed to GL functions
float& x() { return coords_[0]; }
float x() const { return coords_[0]; }
float& y() { return coords_[1]; }
float y() const { return coords_[1]; }
float& z() { return coords_[2]; }
float z() const { return coords_[2]; }
Vector3d() {this->x() = 0; this->y() = 0; this->z() = 0;}
Vector3d(float x, float y, float z) {
this->x() = x; this->y() = y; this->z() = z;
}
Vector3d(const Vector3d &v) {
x() = v.x(); y() = v.y(); z() = v.z();
}
void set(float x, float y, float z) {
this->x() = x; this->y() = y; this->z() = z;
}
Vector3d& operator =(const Vector3d &v) {
x() = v.x(); y() = v.y(); z() = v.z();
return *this;
}
bool operator ==(const Vector3d &v) {
return ( (x() == v.x()) && (y() == v.y()) && (z() == v.z()) );
}
bool operator !=(const Vector3d &v) {
return ( (x() != v.x()) || (y() != v.y()) || (z() != v.z()) );
}
Vector3d& operator +=(const Vector3d &v) {
x() += v.x(); y() += v.y(); z() += v.z();
return *this;
}
Vector3d& operator -=(const Vector3d &v) {
x() -= v.x(); y() -= v.y(); z() -= v.z();
return *this;
}
Vector3d& operator *=(float s) {
x() *= s; y() *= s; z() *= s;
return *this;
}
Vector3d& operator /=(float s) {
x() /= s; y() /= s; z() /= s;
return *this;
}
float magnitude() const {
return std::sqrt(x() * x() + y() * y() + z() * z());
}
float dotProduct( float sx, float sy, float sz ) {
return x()*sx + y()*sy + z()*sz;
}
bool isZero() {
if(x() == 0.f && y() == 0.f && z() == 0.f)
return true;
return false;
}
};
inline float dot(const Vector3d& v1, const Vector3d& v2) {
return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z();
}
inline Vector3d cross(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 float angle(const Vector3d& v1, const Vector3d& v2) {
return std::acos(dot(v1, v2) / (v1.magnitude() * v2.magnitude()));
}
inline Vector3d operator +(const Vector3d& v1, const Vector3d& v2) {
Vector3d result = v1;
result += v2;
return result;
}
inline Vector3d operator -(const Vector3d& v1, const Vector3d& v2) {
Vector3d result = v1;
result -= v2;
return result;
}
inline Vector3d operator *(float s, const Vector3d& v) {
Vector3d result = v;
result *= s;
return result;
}
inline Vector3d operator *(const Vector3d& v, float s) {
return s * v;
}
inline Vector3d operator /(const Vector3d& v, float s) {
Vector3d result = v;
result /= s;
return result;
}
inline bool operator ==(const Vector3d& v1, const Vector3d& v2) {
return v1.x() == v2.x() && v1.y() == v2.y() && v1.z() == v2.z();
}
#endif