/*! \file vector.h \brief A basic 3D math framework Contains classes to handle vectors, lines, rotations and planes */ #ifndef _VECTOR_H #define _VECTOR_H #include #include "compiler.h" //! PI the circle-constant #define PI 3.14159265359f //! 3D Vector /** Class to handle 3D Vectors */ class Vector { public: float x; //!< The x Coordinate of the Vector. float y; //!< The y Coordinate of the Vector. float z; //!< The z Coordinate of the Vector. Vector (float x, float y, float z) : x(x), y(y), z(z) {} //!< assignment constructor Vector () : x(0), y(0), z(0) {} ~Vector () {} inline Vector operator+ (const Vector& v) const { return Vector(x + v.x, y + v.y, z + v.z); } inline Vector operator- (const Vector& v) const { return Vector(x - v.x, y - v.y, z - v.z); } inline float operator* (const Vector& v) const { return x * v.x + y * v.y + z * v.z; } inline Vector operator* (float f) const { return Vector(x * f, y * f, z * f); } Vector operator/ (float f) const; float dot (const Vector& v) const; inline Vector cross (const Vector& v) const { return Vector(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x ); } void scale(const Vector& v); inline float len() const { return sqrt (x*x+y*y+z*z); } inline void normalize() { float l = len(); if( unlikely(l == 0.0)) { // Prevent divide by zero return; } x = x / l; y = y / l; z = z / l; } Vector* getNormalized(); Vector abs(); void debug(); }; float angleDeg (const Vector& v1, const Vector& v2); float angleRad (const Vector& v1, const Vector& v2); //! Quaternion /** Class to handle 3-dimensional rotation efficiently */ class Quaternion { public: Vector v; //!< Imaginary Vector float w; //!< Real part of the number inline Quaternion () { w = 1; v = Vector(0,0,0); } inline Quaternion (const Vector& b, float a) { w = a; v = b; } Quaternion (float m[4][4]); inline Quaternion (float angle, const Vector& axis) { w = cos(angle/2); v = axis * sin(angle/2); } Quaternion (const Vector& dir, const Vector& up); Quaternion (float roll, float pitch, float yaw); Quaternion operator/ (const float& f) const; Quaternion operator* (const float& f) const; Quaternion operator* (const Quaternion& q) const; inline Quaternion operator+ (const Quaternion& q) const { return Quaternion(q.v + v, q.w + w); } inline Quaternion operator- (const Quaternion& q) const { return Quaternion(q.v - v, q.w - w); } Quaternion conjugate () const { Quaternion r(*this); r.v = Vector() - r.v; return r;} Quaternion inverse () const; Vector apply (Vector& f) const; float norm () const; void matrix (float m[4][4]) const; void quatSlerp(const Quaternion* from, const Quaternion* to, const float t, Quaternion* res); void debug(); private: float DELTA; //!< resolution of calculation }; //! 3D rotation (OBSOLETE) /** Class to handle 3-dimensional rotations. Can create a rotation from several inputs, currently stores rotation using a 3x3 Matrix */ class Rotation { public: float m[9]; //!< 3x3 Rotation Matrix Rotation ( const Vector& v); Rotation ( const Vector& axis, float angle); Rotation ( float pitch, float yaw, float roll); Rotation (); ~Rotation () {} Rotation operator* (const Rotation& r); void glmatrix (float* buffer); }; //!< Apply a rotation to a vector Vector rotateVector( const Vector& v, const Rotation& r); //! 3D line /** Class to store Lines in 3-dimensional space Supports line-to-line distance measurements and rotation */ class Line { public: Vector r; //!< Offset Vector a; //!< Direction Line ( Vector r, Vector a) : r(r), a(a) {} //!< assignment constructor Line () : r(Vector(0,0,0)), a(Vector (1,1,1)) {} ~Line () {} float distance (const Line& l) const; float distancePoint (const Vector& v) const; Vector* footpoints (const Line& l) const; float len () const; void rotate(const Rotation& rot); }; //! 3D plane /** Class to handle planes in 3-dimensional space Critical for polygon-based collision detection */ class Plane { public: Vector n; //!< Normal vector float k; //!< Offset constant Plane (Vector a, Vector b, Vector c); Plane (Vector norm, Vector p); Plane (Vector n, float k) : n(n), k(k) {} //!< assignment constructor Plane () : n(Vector(1,1,1)), k(0) {} ~Plane () {} Vector intersectLine (const Line& l) const; float distancePoint (const Vector& p) const; float locatePoint (const Vector& p) const; }; #endif /* _VECTOR_H */