scummvm/common/vector3d.h

173 lines
4.2 KiB
C++

/* Residual - Virtual machine to run LucasArts' 3D adventure games
* Copyright (C) 2003-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
* $URL$
* $Id$
*
*/
#ifndef VECTOR3D_HH
#define VECTOR3D_HH
#include <cmath>
#ifndef PI
#define PI 3.14159265358979323846
#endif
class Vector3d {
public:
float _coords[3]; // Make sure this stays as an array so
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());
}
// Get the angle a vector is around the unit circle
// (ignores z-component)
float unitCircleAngle() const {
float a = x() / magnitude();
float b = y() / magnitude();
float yaw;
// find the angle on the upper half of the unit circle
yaw = std::acos(a) * (180.0f / (float)PI);
if (b < 0.0f)
// adjust for the lower half of the unit circle
return 360.0f - yaw;
else
// no adjustment, angle is on the upper half
return yaw;
}
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) {
return (-1.0f) * v;
}
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