scummvm/math/vector.h
2020-10-16 21:47:16 +02:00

142 lines
3.6 KiB
C++

/* 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_VECTOR_H
#define MATH_VECTOR_H
#include "common/stream.h"
#include "math/matrix.h"
#include "math/utils.h"
namespace Math {
/**
* \class MatrixType<dim, 1>
* This MatrixType specialization defines new methods for the vectors.
*/
template<int dim>
class MatrixType<dim, 1> : public MatrixBase<dim, 1> {
public:
void normalize();
Vector(dim) getNormalized() const;
float getMagnitude() const;
float getSquareMagnitude() const;
float getDistanceTo(const Vector(dim) &point) const;
float dotProduct(const Vector(dim) &v) const;
inline void setValue(int i, float val) { value(i) = val; }
inline float getValue(int i) const { return value(i); }
template<int d>
inline static float dotProduct(const Vector(d) &v1, const Vector(d) &v2) {
return v1.dotProduct(v2);
}
/**
* Reads <i>dim</i> floats from the passed stream, and uses them
* as value 0...dim in chronological order.
*/
void readFromStream(Common::ReadStream *stream);
protected:
MatrixType() : MatrixBase<dim, 1>() { }
MatrixType(const float *data) : MatrixBase<dim, 1>(data) { }
MatrixType(const MatrixBase<dim, 1> &m) : MatrixBase<dim, 1>(m) { }
inline float &value(int i) { return this->operator()(i, 0); }
inline float value(int i) const { return this->operator()(i, 0); }
};
template<int dim>
void MatrixType<dim, 1>::normalize() {
float mag = getMagnitude();
if (mag > 0.f) {
for (int i = 0; i < dim; ++i) {
this->operator()(i, 0) /= mag;
}
}
}
template<int dim>
Vector(dim) MatrixType<dim, 1>::getNormalized() const {
Vector(dim) v(*this);
v.normalize();
return v;
}
template<int dim>
float MatrixType<dim, 1>::getMagnitude() const {
return sqrt(getSquareMagnitude());
}
template<int dim>
float MatrixType<dim, 1>::getSquareMagnitude() const {
float mag = 0;
for (int i = 0; i < dim; ++i) {
mag += square(getValue(i));
}
return mag;
}
template<int dim>
float MatrixType<dim, 1>::getDistanceTo(const Vector(dim) &point) const {
float result = 0;
for (int i = 0; i < dim; ++i) {
result += square(getValue(i) - point.getValue(i));
}
return sqrt(result);
}
template<int dim>
float MatrixType<dim, 1>::dotProduct(const Vector(dim) &v) const {
float result = 0;
for (int i = 0; i < dim; ++i) {
result += value(i) * v.value(i);
}
return result;
}
template<int dim>
void MatrixType<dim, 1>::readFromStream(Common::ReadStream *stream) {
for (int i = 0; i < dim; ++i) {
setValue(i, stream->readFloatLE());
}
}
template<int dim>
Common::StreamDebug &operator<<(Common::StreamDebug dbg, const Math::Matrix<dim, 1> &v) {
dbg.nospace() << "Vector<" << dim << ">(" << v.getValue(0);
for (int i = 1; i < dim; ++i) {
dbg << ", " << v.getValue(i);
}
dbg << ")";
return dbg.space();
}
}
#endif