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92 lines
2.6 KiB
C++
92 lines
2.6 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef MATH_VECTOR3D_H
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#define MATH_VECTOR3D_H
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#include "common/scummsys.h"
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#include "common/endian.h"
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#include "math/vector.h"
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#include "math/angle.h"
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namespace Math {
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typedef Matrix<3, 1> Vector3d;
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template<>
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class Matrix<3, 1> : public MatrixType<3, 1> {
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public:
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float& x() { return value(0); }
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float x() const { return value(0); }
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float& y() { return value(1); }
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float y() const { return value(1); }
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float& z() { return value(2); }
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float z() const { return value(2); }
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Matrix();
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Matrix(float lx, float ly, float lz);
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Matrix(const MatrixBase<3, 1> &m);
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Matrix(const float *data);
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/**
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* Set the value of the vector using three floats
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* @param lx X Value
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* @param ly Y Value
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* @param lz Z Value
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*/
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void set(float lx, float ly, float lz);
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/**
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* Get the angle of this vector around the unit circle
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* This operation ignores the z-component
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* @return The computed angle
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*/
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Angle unitCircleAngle() const;
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/**
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* Find the cross product between two vectors
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* @param v1 The first vector
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* @param v2 The second vector
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* @return The resulting cross product
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*/
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inline static Vector3d crossProduct(const Vector3d& v1, const Vector3d& v2) {
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return Vector3d(v1.y() * v2.z() - v1.z() * v2.y(),
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v1.z() * v2.x() - v1.x() * v2.z(),
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v1.x() * v2.y() - v1.y() * v2.x());
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}
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/**
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* Find the angle between two vectors
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* @param v1 The first vector
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* @param v2 The second vector
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* @return The computed angle
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*/
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inline static Angle angle(const Vector3d& v1, const Vector3d& v2) {
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return Angle::arcCosine(fminf(fmaxf(dotProduct(v1, v2) / (v1.getMagnitude() * v2.getMagnitude()), -1.0f), 1.0f));
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}
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};
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} // end of namespace Math
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#endif
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