| [5420] | 1 | /* | 
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 | 2 |    orxonox - the future of 3D-vertical-scrollers | 
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 | 3 |  | 
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 | 4 |    Copyright (C) 2004 orx | 
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 | 5 |  | 
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 | 6 |    This program is free software; you can redistribute it and/or modify | 
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 | 7 |    it under the terms of the GNU General Public License as published by | 
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 | 8 |    the Free Software Foundation; either version 2, or (at your option) | 
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 | 9 |    any later version. | 
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 | 10 |  | 
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 | 11 | ### File Specific: | 
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 | 12 |    main-programmer: Christian Meyer | 
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 | 13 |    co-programmer: ... | 
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 | 14 | */ | 
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 | 15 |  | 
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| [4578] | 16 | /*! | 
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| [5008] | 17 |  * @file vector.h | 
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 | 18 |  * A basic 3D math framework | 
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 | 19 |  * | 
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 | 20 |  * Contains classes to handle vectors, lines, rotations and planes | 
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| [4578] | 21 | */ | 
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| [2043] | 22 |  | 
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| [5982] | 23 | #ifndef __VECTOR_H_ | 
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 | 24 | #define __VECTOR_H_ | 
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| [2043] | 25 |  | 
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| [9110] | 26 | #include <cmath> | 
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| [3860] | 27 | #include "compiler.h" | 
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| [3449] | 28 | //! PI the circle-constant | 
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| [2043] | 29 | #define PI 3.14159265359f | 
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 | 30 |  | 
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| [5672] | 31 |  | 
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 | 32 | //! this is a small and performant 3D vector | 
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 | 33 | typedef float sVec3D[3]; | 
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 | 34 |  | 
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 | 35 |  | 
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| [2190] | 36 | //! 3D Vector | 
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| [2043] | 37 | /** | 
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| [4578] | 38 |         Class to handle 3D Vectors | 
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| [2043] | 39 | */ | 
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 | 40 | class Vector { | 
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| [4476] | 41 |  public: | 
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| [2043] | 42 |   Vector (float x, float y, float z) : x(x), y(y), z(z) {}  //!< assignment constructor | 
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 | 43 |   Vector () : x(0), y(0), z(0) {} | 
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 | 44 |  | 
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| [5052] | 45 |   /** @param v: the Vecor to compare with this one @returns true, if the Vecors are the same, false otherwise */ | 
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 | 46 |   inline bool operator== (const Vector& v) const { return (this->x==v.x&&this->y==v.y&&this->z==v.z)?true:false; }; | 
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| [8490] | 47 |   /** @param v: the Vecor to compare with this one @returns true, if the Vecors are different, false otherwise */ | 
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| [8894] | 48 |   inline bool operator!= (const Vector& v) const { return (this->x!=v.x||this->y!=v.y||this->z!=v.z)?true:false; }; | 
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| [10314] | 49 |   inline bool operator> (const Vector& v) const  { return (this->len() > v.len()); } | 
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 | 50 |   inline bool operator< (const Vector& v) const  { return (this->len() < v.len()); } | 
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 | 51 |  | 
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| [4836] | 52 |   /** @param index The index of the "array" @returns the x/y/z coordinate */ | 
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| [10698] | 53 |   inline float operator[] (float index) const {if( index == 0) return this->x; if( index == 1) return this->y; if( index == 2) return this->z; else return this->x; } | 
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| [4992] | 54 |   /** @param v The vector to add @returns the addition between two vectors (this + v) */ | 
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| [4476] | 55 |   inline Vector operator+ (const Vector& v) const { return Vector(x + v.x, y + v.y, z + v.z); }; | 
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| [4992] | 56 |   /** @param v The vector to add @returns the addition between two vectors (this + v) */ | 
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| [4609] | 57 |   inline Vector operator+ (const sVec3D& v) const { return Vector(x + v[0], y + v[1], z + v[2]); }; | 
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| [4836] | 58 |   /** @param v The vector to add  @returns the addition between two vectors (this += v) */ | 
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| [4476] | 59 |   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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| [4836] | 60 |   /** @param v The vector to substract  @returns the substraction between two vectors (this - v) */ | 
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| [4609] | 61 |   inline const Vector& operator+= (const sVec3D& v) { this->x += v[0]; this->y += v[1]; this->z += v[2]; return *this; }; | 
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| [4836] | 62 |   /** @param v The vector to substract  @returns the substraction between two vectors (this - v) */ | 
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| [3819] | 63 |   inline Vector operator- (const Vector& v) const { return Vector(x - v.x, y - v.y, z - v.z); } | 
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| [4836] | 64 |   /** @param v The vector to substract  @returns the substraction between two vectors (this - v) */ | 
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| [4609] | 65 |   inline Vector operator- (const sVec3D& v) const { return Vector(x - v[0], y - v[1], z - v[2]); } | 
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| [10698] | 66 |   /** @returns the substraction between (0, 0, 0) and this (null-this) */ | 
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 | 67 |   inline Vector operator- () const { return Vector(-x, -y, -z); } | 
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| [4836] | 68 |   /** @param v The vector to substract  @returns the substraction between two vectors (this -= v) */ | 
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| [4476] | 69 |   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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| [4836] | 70 |   /** @param v The vector to substract  @returns the substraction between two vectors (this -= v) */ | 
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| [4609] | 71 |   inline const Vector& operator-= (const sVec3D& v) { this->x -= v[0]; this->y -= v[1]; this->z -= v[2]; return *this; }; | 
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| [4836] | 72 |   /** @param v the second vector  @returns The dotProduct between two vector (this (dot) v) */ | 
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| [4476] | 73 |   inline float operator* (const Vector& v) const { return x * v.x + y * v.y + z * v.z; }; | 
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| [4836] | 74 |   /** @todo strange */ | 
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| [4476] | 75 |   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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| [4836] | 76 |   /** @param f a factor to multiply the vector with @returns the vector multiplied by f (this * f) */ | 
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| [4476] | 77 |   inline Vector operator* (float f) const { return Vector(x * f, y * f, z * f); }; | 
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| [4836] | 78 |   /** @param f a factor to multiply the vector with @returns the vector multiplied by f (this *= f) */ | 
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| [4476] | 79 |   inline const Vector& operator*= (float f) { this->x *= f; this->y *= f; this->z *= f; return *this; }; | 
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| [4836] | 80 |   /** @param f a factor to divide the vector with @returns the vector divided by f (this / f) */ | 
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| [4997] | 81 |   inline Vector operator/ (float f) const { return (unlikely(f == 0.0))?Vector(0,0,0):Vector(this->x / f, this->y / f, this->z / f); }; | 
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| [4836] | 82 |   /** @param f a factor to divide the vector with @returns the vector divided by f (this /= f) */ | 
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| [4476] | 83 |   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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| [4992] | 84 |   /**  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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| [4476] | 85 |   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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| [4992] | 86 |   /** copy constructor* @param v the sVec3D to assign to this vector. @returns the vector v */ | 
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| [8145] | 87 |   inline const Vector& operator= (const sVec3D& v) { this->x = v[0]; this->y = v[1]; this->z = v[2]; return *this; } | 
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 | 88 |   inline const Vector& operator= (const float* v) { this->x = v[0]; this->y = v[1]; this->z = v[2]; return *this; } | 
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| [10314] | 89 |  | 
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 | 90 |   /** this operator can be used to assign values to the vector */ | 
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 | 91 |   inline void operator() (float x, float y, float z) { this->x = x; this->y = y; this->z = z;} | 
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 | 92 |  | 
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 | 93 |  | 
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 | 94 |  | 
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 | 95 |  | 
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| [4836] | 96 |   /** @param v: the other vector \return the dot product of the vectors */ | 
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| [4476] | 97 |   float dot (const Vector& v) const { return x*v.x+y*v.y+z*v.z; }; | 
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| [4836] | 98 |   /** @param v: the corss-product partner @returns the cross-product between this and v (this (x) v) */ | 
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| [3966] | 99 |   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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| [4992] | 100 |   /** scales the this vector with v* @param v the vector to scale this with */ | 
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| [4476] | 101 |   void scale(const Vector& v) {   x *= v.x;  y *= v.y; z *= v.z; }; | 
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| [4836] | 102 |   /** @returns the length of the vector */ | 
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| [9110] | 103 |   inline float len() const { return sqrt (x*x + y*y + z*z); } | 
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| [4992] | 104 |   /** normalizes the vector */ | 
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| [5053] | 105 |   inline void normalize() { float l = len(); if( unlikely(l == 0.0))return; this->x=this->x/l; this->y=this->y/l; this->z=this->z/l; }; | 
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| [4372] | 106 |   Vector getNormalized() const; | 
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| [2551] | 107 |   Vector abs(); | 
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| [8293] | 108 |  | 
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| [7191] | 109 |   /** @param toVec nears this Vector to... @param t how much to advance (0.0: not at all; 1.0: fully) */ | 
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 | 110 |   inline void slerpTo(const Vector& toVec, float t) { *this + (toVec - *this) * t; }; | 
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| [3541] | 111 |  | 
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| [8035] | 112 |   /** @returns a Null Vector */ | 
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 | 113 |   inline static const Vector& nullVector() { static Vector nullVector; return nullVector; } | 
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| [3966] | 114 |   void debug() const; | 
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| [4476] | 115 |  | 
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 | 116 |  public: | 
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 | 117 |   float    x;     //!< The x Coordinate of the Vector. | 
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 | 118 |   float    y;     //!< The y Coordinate of the Vector. | 
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 | 119 |   float    z;     //!< The z Coordinate of the Vector. | 
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| [2043] | 120 | }; | 
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 | 121 |  | 
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| [4476] | 122 | /** | 
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| [4836] | 123 |  *  calculate the angle between two vectors in radiances | 
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 | 124 |  * @param v1: a vector | 
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 | 125 |  * @param v2: another vector | 
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 | 126 |  * @return the angle between the vectors in radians | 
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| [4476] | 127 | */ | 
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| [10376] | 128 | inline float angleRad (const Vector& v1, const Vector& v2) { return acos( v1 * v2 / (v1.len() * v2.len())); }; | 
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| [4476] | 129 | /** | 
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| [4836] | 130 |  *  calculate the angle between two vectors in degrees | 
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 | 131 |  * @param v1: a vector | 
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 | 132 |  * @param v2: another vector | 
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 | 133 |  * @return the angle between the vectors in degrees | 
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| [4476] | 134 | */ | 
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| [10376] | 135 | inline float angleDeg (const Vector& v1, const Vector& v2) { return acos( v1 * v2 / (v1.len() * v2.len())) * 180/M_PI; }; | 
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| [2043] | 136 |  | 
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| [5008] | 137 | /** an easy way to create a Random Vector @param sideLength the length of the Vector (x not sqrt(x^2...)) */ | 
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 | 138 | #define VECTOR_RAND(sideLength)  (Vector((float)rand()/RAND_MAX -.5, (float)rand()/RAND_MAX -.5, (float)rand()/RAND_MAX -.5) * sideLength) | 
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| [4476] | 139 |  | 
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| [5982] | 140 | #endif /* __VECTOR_H_ */ | 
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| [4997] | 141 |  | 
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