| 1 | /*!  | 
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| 2 |     \file vector.h | 
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| 3 |     \brief A basic 3D math framework | 
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| 4 |      | 
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| 5 |     Contains classes to handle vectors, lines, rotations and planes | 
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| 6 | */  | 
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| 7 |  | 
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| 8 | #ifndef _VECTOR_H | 
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| 9 | #define _VECTOR_H | 
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| 10 |  | 
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| 11 | #include <math.h> | 
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| 12 | #include "compiler.h" | 
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| 13 | //! PI the circle-constant | 
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| 14 | #define PI 3.14159265359f | 
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| 15 |  | 
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| 16 | //! 3D Vector | 
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| 17 | /** | 
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| 18 |         Class to handle 3D Vectors | 
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| 19 | */ | 
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| 20 | class Vector { | 
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| 21 |  | 
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| 22 |  | 
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| 23 |  public: | 
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| 24 |   Vector (float x, float y, float z) : x(x), y(y), z(z) {}  //!< assignment constructor | 
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| 25 |   Vector () : x(0), y(0), z(0) {} | 
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| 26 |   ~Vector () {} | 
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| 27 |  | 
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| 28 |   /**  \param v The vector to add \returns the addition between two vectors (this + v) */ | 
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| 29 |   inline Vector operator+ (const Vector& v) const { return Vector(x + v.x, y + v.y, z + v.z); }; | 
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| 30 |   /** \param v The vector to add  \returns the addition between two vectors (this += v) */ | 
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| 31 |   inline const Vector& operator+= (const Vector& v) { this->x += v.x; this->y += v.y; this->z += v.z; return *this; }; | 
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| 32 |   /** \param v The vector to substract  \returns the substraction between two vectors (this - v) */ | 
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| 33 |   inline Vector operator- (const Vector& v) const { return Vector(x - v.x, y - v.y, z - v.z); } | 
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| 34 |   /** \param v The vector to substract  \returns the substraction between two vectors (this -= v) */ | 
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| 35 |   inline const Vector& operator-= (const Vector& v) { this->x -= v.x; this->y -= v.y; this->z -= v.z; return *this; }; | 
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| 36 |   /** \param v the second vector  \returns The dotProduct between two vector (this (dot) v) */ | 
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| 37 |   inline float operator* (const Vector& v) const { return x * v.x + y * v.y + z * v.z; }; | 
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| 38 |   /** \todo strange */ | 
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| 39 |   inline const Vector& operator*= (const Vector& v) { this->x *= v.x; this->y *= v.y; this->z *= v.z; return *this; }; | 
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| 40 |   /** \param f a factor to multiply the vector with \returns the vector multiplied by f (this * f) */ | 
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| 41 |   inline Vector operator* (float f) const { return Vector(x * f, y * f, z * f); }; | 
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| 42 |   /** \param f a factor to multiply the vector with \returns the vector multiplied by f (this *= f) */ | 
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| 43 |   inline const Vector& operator*= (float f) { this->x *= f; this->y *= f; this->z *= f; return *this; }; | 
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| 44 |   /** \param f a factor to divide the vector with \returns the vector divided by f (this / f) */ | 
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| 45 |   inline Vector operator/ (float f) const {if (unlikely(f == 0.0)) return Vector(0,0,0); else return Vector(this->x / f, this->y / f, this->z / f); }; | 
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| 46 |   /** \param f a factor to divide the vector with \returns the vector divided by f (this /= f) */ | 
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| 47 |   inline const Vector& operator/= (float f) {if (unlikely(f == 0.0)) {this->x=0;this->y=0;this->z=0;} else {this->x /= f; this->y /= f; this->z /= f;} return *this; }; | 
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| 48 |   /** \brief copy constructor \todo (i do not know it this is faster) \param v the vector to assign to this vector. \returns the vector v */ | 
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| 49 |   inline const Vector& operator= (const Vector& v) { this->x = v.x; this->y = v.y; this->z = v.z; return *this; }; | 
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| 50 |   /** \param v: the other vector \return the dot product of the vectors */ | 
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| 51 |   float dot (const Vector& v) const { return x*v.x+y*v.y+z*v.z; }; | 
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| 52 |   /** \param v: the corss-product partner \returns the cross-product between this and v (this (x) v) */ | 
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| 53 |   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 ); } | 
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| 54 |   /** \brief scales the this vector with v  \param v the vector to scale this with */ | 
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| 55 |   void scale(const Vector& v) {   x *= v.x;  y *= v.y; z *= v.z; }; | 
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| 56 |   /** \returns the length of the vector */ | 
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| 57 |   inline float len() const { return sqrt (x*x+y*y+z*z); } | 
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| 58 |   /** \brief normalizes the vector */ | 
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| 59 |   inline void normalize() { | 
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| 60 |                       float l = len();  | 
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| 61 |                       if( unlikely(l == 0.0))  | 
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| 62 |                         {  | 
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| 63 |                           // Prevent divide by zero | 
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| 64 |                           return; | 
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| 65 |                         } | 
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| 66 |                       x = x / l; | 
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| 67 |                       y = y / l; | 
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| 68 |                       z = z / l;  | 
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| 69 |                     } | 
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| 70 |   Vector getNormalized() const; | 
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| 71 |   Vector abs(); | 
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| 72 |  | 
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| 73 |   void debug() const; | 
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| 74 |  | 
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| 75 |  public: | 
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| 76 |   float    x;     //!< The x Coordinate of the Vector. | 
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| 77 |   float    y;     //!< The y Coordinate of the Vector. | 
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| 78 |   float    z;     //!< The z Coordinate of the Vector. | 
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| 79 | }; | 
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| 80 |  | 
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| 81 | /** | 
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| 82 |    \brief calculate the angle between two vectors in radiances | 
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| 83 |    \param v1: a vector | 
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| 84 |    \param v2: another vector | 
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| 85 |    \return the angle between the vectors in radians | 
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| 86 | */ | 
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| 87 | inline float angleDeg (const Vector& v1, const Vector& v2) { return acos( v1 * v2 / (v1.len() * v2.len())); }; | 
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| 88 | /** | 
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| 89 |    \brief calculate the angle between two vectors in degrees | 
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| 90 |    \param v1: a vector | 
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| 91 |    \param v2: another vector | 
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| 92 |    \return the angle between the vectors in degrees | 
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| 93 | */ | 
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| 94 | inline float angleRad (const Vector& v1, const Vector& v2) { return acos( v1 * v2 / (v1.len() * v2.len())) * 180/M_PI; }; | 
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| 95 |  | 
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| 96 |  | 
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| 97 | //! Quaternion | 
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| 98 | /** | 
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| 99 |    Class to handle 3-dimensional rotation efficiently | 
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| 100 | */ | 
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| 101 | class Quaternion | 
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| 102 | { | 
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| 103 |  public: | 
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| 104 |   /** \brief creates a Default quaternion (multiplicational identity Quaternion)*/ | 
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| 105 |   inline Quaternion () { w = 1; v = Vector(0,0,0); } | 
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| 106 |   /** \brief creates a Quaternion looking into the direction v \param v: the direction \param f: the value */ | 
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| 107 |   inline Quaternion (const Vector& v, float f) { this->w = f; this->v = v; } | 
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| 108 |   Quaternion (float m[4][4]); | 
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| 109 |   /** \brief turns a rotation along an axis into a Quaternion \param angle: the amount of radians to rotate \param axis: the axis to rotate around */ | 
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| 110 |   inline Quaternion (float angle, const Vector& axis) { w = cos(angle/2); v = axis * sin(angle/2); } | 
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| 111 |   Quaternion (const Vector& dir, const Vector& up); | 
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| 112 |   Quaternion (float roll, float pitch, float yaw); | 
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| 113 |   Quaternion operator/ (const float& f) const; | 
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| 114 |   /** \param f: the value to divide by \returns the quaternion devided by f (this /= f) */ | 
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| 115 |   inline const Quaternion& operator/= (const float& f) {*this = *this / f; return *this;} | 
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| 116 |   Quaternion operator* (const float& f) const; | 
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| 117 |   /** \param f: the value to multiply by \returns the quaternion multiplied by f (this *= f) */ | 
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| 118 |   inline const Quaternion& operator*= (const float& f) {*this = *this * f; return *this;} | 
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| 119 |   Quaternion operator* (const Quaternion& q) const; | 
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| 120 |   /** \param q: the Quaternion to multiply by \returns the quaternion multiplied by q (this *= q) */   | 
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| 121 |   inline const Quaternion operator*= (const Quaternion& q) {*this = *this * q; return *this; }; | 
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| 122 |   /** \param q the Quaternion to add to this \returns the quaternion added with q (this + q) */ | 
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| 123 |   inline Quaternion operator+ (const Quaternion& q) const { return Quaternion(q.v + v, q.w + w); }; | 
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| 124 |   /** \param q the Quaternion to add to this \returns the quaternion added with q (this += q) */ | 
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| 125 |   inline const Quaternion& operator+= (const Quaternion& q) { this->v += q.v; this->w += q.w; return *this; }; | 
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| 126 |   /** \param q the Quaternion to substrace from this \returns the quaternion substracted by q (this - q) */ | 
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| 127 |   inline Quaternion operator- (const Quaternion& q) const { return Quaternion(q.v - v, q.w - w); } | 
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| 128 |   /** \param q the Quaternion to substrace from this \returns the quaternion substracted by q (this -= q) */ | 
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| 129 |   inline const Quaternion& operator-= (const Quaternion& q) { this->v -= q.v; this->w -= q.w; return *this; }; | 
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| 130 |   /** \brief copy constructor \param q: the Quaternion to set this to. \returns the Quaternion q (or this) */ | 
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| 131 |   inline Quaternion operator= (const Quaternion& q) {this->v = q.v; this->w = q.w; return *this;} | 
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| 132 |   /** \brief conjugates this Quaternion \returns the conjugate */ | 
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| 133 |   inline Quaternion conjugate () const {  Quaternion r(*this);  r.v = Vector() - r.v;  return r;} | 
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| 134 |   Quaternion inverse () const; | 
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| 135 |   Vector apply (const Vector& f) const; | 
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| 136 |   float norm () const; | 
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| 137 |   void matrix (float m[4][4]) const; | 
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| 138 |    | 
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| 139 |   void debug(); | 
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| 140 |  | 
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| 141 |  public: | 
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| 142 |   Vector    v;        //!< Imaginary Vector | 
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| 143 |   float     w;        //!< Real part of the number | 
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| 144 |  | 
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| 145 | }; | 
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| 146 |  | 
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| 147 | Quaternion quatSlerp(const Quaternion& from, const Quaternion& to, float t); | 
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| 148 |  | 
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| 149 |  | 
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| 150 |  | 
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| 151 | //! 3D rotation (OBSOLETE) | 
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| 152 | /** | 
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| 153 |   Class to handle 3-dimensional rotations. | 
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| 154 |   Can create a rotation from several inputs, currently stores rotation using a 3x3 Matrix | 
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| 155 | */ | 
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| 156 | class Rotation { | 
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| 157 |   public: | 
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| 158 |    | 
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| 159 |   float m[9]; //!< 3x3 Rotation Matrix | 
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| 160 |    | 
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| 161 |   Rotation ( const Vector& v); | 
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| 162 |   Rotation ( const Vector& axis, float angle); | 
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| 163 |   Rotation ( float pitch, float yaw, float roll); | 
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| 164 |   Rotation (); | 
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| 165 |   ~Rotation () {} | 
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| 166 |    | 
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| 167 |   Rotation operator* (const Rotation& r); | 
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| 168 |    | 
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| 169 |   void glmatrix (float* buffer); | 
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| 170 | }; | 
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| 171 |  | 
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| 172 | //!< Apply a rotation to a vector | 
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| 173 | Vector rotateVector( const Vector& v, const Rotation& r); | 
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| 174 |  | 
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| 175 | //! 3D line | 
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| 176 | /** | 
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| 177 |   Class to store Lines in 3-dimensional space | 
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| 178 |  | 
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| 179 |   Supports line-to-line distance measurements and rotation | 
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| 180 | */ | 
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| 181 | class Line | 
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| 182 | { | 
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| 183 |   public: | 
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| 184 |    | 
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| 185 |   Vector r;   //!< Offset | 
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| 186 |   Vector a;   //!< Direction | 
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| 187 |    | 
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| 188 |   Line ( Vector r, Vector a) : r(r), a(a) {}  //!< assignment constructor | 
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| 189 |   Line () : r(Vector(0,0,0)), a(Vector (1,1,1)) {} | 
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| 190 |   ~Line () {} | 
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| 191 |    | 
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| 192 |   float distance (const Line& l) const; | 
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| 193 |   float distancePoint (const Vector& v) const; | 
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| 194 |   Vector* footpoints (const Line& l) const; | 
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| 195 |   float len () const; | 
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| 196 |    | 
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| 197 |   void rotate(const Rotation& rot); | 
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| 198 | }; | 
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| 199 |  | 
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| 200 | //! 3D plane | 
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| 201 | /** | 
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| 202 |   Class to handle planes in 3-dimensional space | 
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| 203 |    | 
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| 204 |   Critical for polygon-based collision detection | 
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| 205 | */ | 
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| 206 | class Plane | 
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| 207 | { | 
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| 208 |   public: | 
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| 209 |    | 
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| 210 |   Vector n;   //!< Normal vector | 
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| 211 |   float k;    //!< Offset constant | 
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| 212 |    | 
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| 213 |   Plane (Vector a, Vector b, Vector c); | 
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| 214 |   Plane (Vector norm, Vector p); | 
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| 215 |   Plane (Vector n, float k) : n(n), k(k) {} //!< assignment constructor | 
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| 216 |   Plane () : n(Vector(1,1,1)), k(0) {} | 
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| 217 |   ~Plane () {} | 
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| 218 |    | 
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| 219 |   Vector intersectLine (const Line& l) const; | 
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| 220 |   float distancePoint (const Vector& p) const; | 
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| 221 |   float locatePoint (const Vector& p) const; | 
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| 222 | }; | 
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| 223 |  | 
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| 224 | #endif /* _VECTOR_H */ | 
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