| 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 | #define PI 3.14159265359f |
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| 13 | |
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| 14 | //! 3D Vector |
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| 15 | /** |
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| 16 | Class to handle 3D Vectors |
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| 17 | */ |
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| 18 | class Vector { |
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| 19 | |
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| 20 | public: |
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| 21 | |
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| 22 | float x, y, z; |
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| 23 | |
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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 | Vector operator+ (const Vector& v) const; |
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| 29 | Vector operator- (const Vector& v) const; |
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| 30 | float operator* (const Vector& v) const; |
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| 31 | Vector operator* (float f) const; |
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| 32 | Vector operator/ (float f) const; |
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| 33 | float dot (const Vector& v) const; |
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| 34 | Vector cross (const Vector& v) const; |
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| 35 | void scale(const Vector& v); |
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| 36 | float len() const; |
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| 37 | void normalize(); |
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| 38 | Vector* getNormalized(); |
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| 39 | Vector abs(); |
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| 40 | }; |
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| 41 | |
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| 42 | float angleDeg (const Vector& v1, const Vector& v2); |
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| 43 | float angleRad (const Vector& v1, const Vector& v2); |
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| 44 | |
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| 45 | //! Quaternion |
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| 46 | /** |
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| 47 | Class to handle 3-dimensional rotation efficiently |
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| 48 | */ |
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| 49 | class Quaternion |
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| 50 | { |
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| 51 | public: |
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| 52 | Vector v; //!< Imaginary Vector |
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| 53 | float w; //!< Real part of the number |
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| 54 | |
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| 55 | Quaternion (); |
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| 56 | Quaternion (float m[4][4]); |
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| 57 | Quaternion (float angle, const Vector& axis); |
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| 58 | Quaternion (const Vector& dir, const Vector& up); |
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| 59 | Quaternion (float roll, float pitch, float yaw); |
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| 60 | |
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| 61 | Quaternion operator/ (const float& f) const; |
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| 62 | Quaternion operator* (const float& f) const; |
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| 63 | Quaternion operator* (const Quaternion& q) const; |
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| 64 | Quaternion operator+ (const Quaternion& q) const; |
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| 65 | Quaternion operator- (const Quaternion& q) const; |
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| 66 | Quaternion conjugate () const; |
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| 67 | Quaternion inverse () const; |
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| 68 | Vector apply (Vector& f) const; |
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| 69 | float norm () const; |
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| 70 | void matrix (float m[4][4]) const; |
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| 71 | void quatSlerp(const Quaternion* from, const Quaternion* to, const float t, Quaternion* res); |
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| 72 | |
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| 73 | private: |
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| 74 | float DELTA; |
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| 75 | |
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| 76 | }; |
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| 77 | |
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| 78 | //! 3D rotation (OBSOLETE) |
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| 79 | /** |
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| 80 | Class to handle 3-dimensional rotations. |
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| 81 | Can create a rotation from several inputs, currently stores rotation using a 3x3 Matrix |
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| 82 | */ |
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| 83 | class Rotation { |
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| 84 | public: |
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| 85 | |
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| 86 | float m[9]; //!< 3x3 Rotation Matrix |
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| 87 | |
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| 88 | Rotation ( const Vector& v); |
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| 89 | Rotation ( const Vector& axis, float angle); |
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| 90 | Rotation ( float pitch, float yaw, float roll); |
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| 91 | Rotation (); |
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| 92 | ~Rotation () {} |
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| 93 | |
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| 94 | Rotation operator* (const Rotation& r); |
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| 95 | |
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| 96 | void glmatrix (float* buffer); |
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| 97 | }; |
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| 98 | |
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| 99 | //!< Apply a rotation to a vector |
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| 100 | Vector rotateVector( const Vector& v, const Rotation& r); |
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| 101 | |
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| 102 | //! 3D line |
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| 103 | /** |
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| 104 | Class to store Lines in 3-dimensional space |
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| 105 | |
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| 106 | Supports line-to-line distance measurements and rotation |
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| 107 | */ |
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| 108 | class Line |
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| 109 | { |
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| 110 | public: |
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| 111 | |
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| 112 | Vector r; //!< Offset |
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| 113 | Vector a; //!< Direction |
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| 114 | |
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| 115 | Line ( Vector r, Vector a) : r(r), a(a) {} //!< assignment constructor |
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| 116 | Line () : r(Vector(0,0,0)), a(Vector (1,1,1)) {} |
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| 117 | ~Line () {} |
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| 118 | |
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| 119 | float distance (const Line& l) const; |
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| 120 | float distancePoint (const Vector& v) const; |
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| 121 | Vector* footpoints (const Line& l) const; |
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| 122 | float len () const; |
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| 123 | |
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| 124 | void rotate(const Rotation& rot); |
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| 125 | }; |
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| 126 | |
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| 127 | //! 3D plane |
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| 128 | /** |
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| 129 | Class to handle planes in 3-dimensional space |
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| 130 | |
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| 131 | Critical for polygon-based collision detection |
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| 132 | */ |
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| 133 | class Plane |
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| 134 | { |
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| 135 | public: |
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| 136 | |
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| 137 | Vector n; //!< Normal vector |
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| 138 | float k; //!< Offset constant |
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| 139 | |
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| 140 | Plane (Vector a, Vector b, Vector c); |
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| 141 | Plane (Vector norm, Vector p); |
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| 142 | Plane (Vector n, float k) : n(n), k(k) {} //!< assignment constructor |
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| 143 | Plane () : n(Vector(1,1,1)), k(0) {} |
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| 144 | ~Plane () {} |
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| 145 | |
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| 146 | Vector intersectLine (const Line& l) const; |
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| 147 | float distancePoint (const Vector& p) const; |
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| 148 | float locatePoint (const Vector& p) const; |
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| 149 | }; |
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| 150 | |
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| 151 | #endif /* _VECTOR_H */ |
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