Changeset 6617 in orxonox.OLD for trunk/src/lib/math/rotation_OBSOLETE.h
- Timestamp:
- Jan 19, 2006, 12:45:55 PM (20 years ago)
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trunk/src/lib/math/rotation_OBSOLETE.h
r6616 r6617 15 15 16 16 /*! 17 * @file vector.h 18 * A basic 3D math framework 17 * @file rotation_OBSOLETE.h 18 * A basic 3D rotation framework 19 * 20 * THIS IS AN OBSOLETE FRAMEWORK, AND WILL BE DELETED SOON 21 * 19 22 * 20 23 * Contains classes to handle vectors, lines, rotations and planes 21 24 */ 22 25 23 #ifndef __ VECTOR_H_24 #define __ VECTOR_H_26 #ifndef __ROTATION_H_ 27 #define __ROTATION_H_ 25 28 26 #include <math.h> 27 #include "compiler.h" 28 //! PI the circle-constant 29 #define PI 3.14159265359f 30 31 32 //! this is a small and performant 3D vector 33 typedef float sVec3D[3]; 34 35 36 //! small and performant 2D vector 37 typedef float sVec2D[2]; 38 39 40 41 //! 3D Vector 42 /** 43 Class to handle 3D Vectors 44 */ 45 class Vector { 46 public: 47 Vector (float x, float y, float z) : x(x), y(y), z(z) {} //!< assignment constructor 48 Vector () : x(0), y(0), z(0) {} 49 ~Vector () {} 50 51 /** @param v: the Vecor to compare with this one @returns true, if the Vecors are the same, false otherwise */ 52 inline bool operator== (const Vector& v) const { return (this->x==v.x&&this->y==v.y&&this->z==v.z)?true:false; }; 53 /** @param index The index of the "array" @returns the x/y/z coordinate */ 54 inline float operator[] (float index) const {if( index == 0) return this->x; if( index == 1) return this->y; if( index == 2) return this->z; } 55 /** @param v The vector to add @returns the addition between two vectors (this + v) */ 56 inline Vector operator+ (const Vector& v) const { return Vector(x + v.x, y + v.y, z + v.z); }; 57 /** @param v The vector to add @returns the addition between two vectors (this + v) */ 58 inline Vector operator+ (const sVec3D& v) const { return Vector(x + v[0], y + v[1], z + v[2]); }; 59 /** @param v The vector to add @returns the addition between two vectors (this += v) */ 60 inline const Vector& operator+= (const Vector& v) { this->x += v.x; this->y += v.y; this->z += v.z; return *this; }; 61 /** @param v The vector to substract @returns the substraction between two vectors (this - v) */ 62 inline const Vector& operator+= (const sVec3D& v) { this->x += v[0]; this->y += v[1]; this->z += v[2]; return *this; }; 63 /** @param v The vector to substract @returns the substraction between two vectors (this - v) */ 64 inline Vector operator- (const Vector& v) const { return Vector(x - v.x, y - v.y, z - v.z); } 65 /** @param v The vector to substract @returns the substraction between two vectors (this - v) */ 66 inline Vector operator- (const sVec3D& v) const { return Vector(x - v[0], y - v[1], z - v[2]); } 67 /** @param v The vector to substract @returns the substraction between two vectors (this -= v) */ 68 inline const Vector& operator-= (const Vector& v) { this->x -= v.x; this->y -= v.y; this->z -= v.z; return *this; }; 69 /** @param v The vector to substract @returns the substraction between two vectors (this -= v) */ 70 inline const Vector& operator-= (const sVec3D& v) { this->x -= v[0]; this->y -= v[1]; this->z -= v[2]; return *this; }; 71 /** @param v the second vector @returns The dotProduct between two vector (this (dot) v) */ 72 inline float operator* (const Vector& v) const { return x * v.x + y * v.y + z * v.z; }; 73 /** @todo strange */ 74 inline const Vector& operator*= (const Vector& v) { this->x *= v.x; this->y *= v.y; this->z *= v.z; return *this; }; 75 /** @param f a factor to multiply the vector with @returns the vector multiplied by f (this * f) */ 76 inline Vector operator* (float f) const { return Vector(x * f, y * f, z * f); }; 77 /** @param f a factor to multiply the vector with @returns the vector multiplied by f (this *= f) */ 78 inline const Vector& operator*= (float f) { this->x *= f; this->y *= f; this->z *= f; return *this; }; 79 /** @param f a factor to divide the vector with @returns the vector divided by f (this / f) */ 80 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); }; 81 /** @param f a factor to divide the vector with @returns the vector divided by f (this /= f) */ 82 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; }; 83 /** copy constructor @todo (i do not know it this is faster) @param v the vector to assign to this vector. @returns the vector v */ 84 inline const Vector& operator= (const Vector& v) { this->x = v.x; this->y = v.y; this->z = v.z; return *this; }; 85 /** copy constructor* @param v the sVec3D to assign to this vector. @returns the vector v */ 86 inline const Vector& operator= (const sVec3D& v) { this->x = v[0]; this->y = v[1]; this->z = v[2]; } 87 /** @param v: the other vector \return the dot product of the vectors */ 88 float dot (const Vector& v) const { return x*v.x+y*v.y+z*v.z; }; 89 /** @param v: the corss-product partner @returns the cross-product between this and v (this (x) v) */ 90 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 ); } 91 /** scales the this vector with v* @param v the vector to scale this with */ 92 void scale(const Vector& v) { x *= v.x; y *= v.y; z *= v.z; }; 93 /** @returns the length of the vector */ 94 inline float len() const { return sqrt (x*x+y*y+z*z); } 95 /** normalizes the vector */ 96 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; }; 97 Vector getNormalized() const; 98 Vector abs(); 99 100 void debug() const; 101 102 public: 103 float x; //!< The x Coordinate of the Vector. 104 float y; //!< The y Coordinate of the Vector. 105 float z; //!< The z Coordinate of the Vector. 106 }; 107 108 /** 109 * calculate the angle between two vectors in radiances 110 * @param v1: a vector 111 * @param v2: another vector 112 * @return the angle between the vectors in radians 113 */ 114 inline float angleDeg (const Vector& v1, const Vector& v2) { return acos( v1 * v2 / (v1.len() * v2.len())); }; 115 /** 116 * calculate the angle between two vectors in degrees 117 * @param v1: a vector 118 * @param v2: another vector 119 * @return the angle between the vectors in degrees 120 */ 121 inline float angleRad (const Vector& v1, const Vector& v2) { return acos( v1 * v2 / (v1.len() * v2.len())) * 180/M_PI; }; 122 123 /** an easy way to create a Random Vector @param sideLength the length of the Vector (x not sqrt(x^2...)) */ 124 #define VECTOR_RAND(sideLength) (Vector((float)rand()/RAND_MAX -.5, (float)rand()/RAND_MAX -.5, (float)rand()/RAND_MAX -.5) * sideLength) 125 29 #include "vector.h" 126 30 127 31 //! 3D rotation (OBSOLETE) … … 149 53 Vector rotateVector( const Vector& v, const Rotation& r); 150 54 151 //! 3D line152 /**153 Class to store Lines in 3-dimensional space154 55 155 Supports line-to-line distance measurements and rotation 156 */ 157 class Line 158 { 159 public: 56 #endif /* __ROTATION_H_ */ 160 57 161 Vector r; //!< Offset162 Vector a; //!< Direction163 164 Line ( Vector r, Vector a) : r(r), a(a) {} //!< assignment constructor165 Line () : r(Vector(0,0,0)), a(Vector (1,1,1)) {}166 ~Line () {}167 168 float distance (const Line& l) const;169 float distancePoint (const Vector& v) const;170 float distancePoint (const sVec3D& v) const;171 Vector* footpoints (const Line& l) const;172 float len () const;173 174 void rotate(const Rotation& rot);175 };176 177 //! 3D plane178 /**179 Class to handle planes in 3-dimensional space180 181 Critical for polygon-based collision detection182 */183 class Plane184 {185 public:186 187 Vector n; //!< Normal vector188 float k; //!< Offset constant189 190 Plane (const Vector& a, const Vector& b, const Vector& c);191 Plane (const Vector& norm, const Vector& p);192 Plane (const Vector& norm, const sVec3D& p);193 Plane (const Vector& n, float k) : n(n), k(k) {} //!< assignment constructor194 Plane () : n(Vector(1,1,1)), k(0) {}195 ~Plane () {}196 197 Vector intersectLine (const Line& l) const;198 float distancePoint (const Vector& p) const;199 float distancePoint (const sVec3D& p) const;200 float locatePoint (const Vector& p) const;201 };202 203 204 205 //! A class that represents a rectangle, this is needed for SpatialSeparation206 class Rectangle207 {208 209 public:210 Rectangle() { this->center = Vector(); }211 Rectangle(const Vector ¢er, float len) { this->center = Vector(center.x, center.y, center.z); this->axis[0] = len; this->axis[1] = len; }212 virtual ~Rectangle() {}213 214 /** \brief sets the center of the rectangle to a defined vector @param center the new center */215 inline void setCenter(const Vector ¢er) { this->center = center;}216 /** \brief sets the center of the rectangle to a defined vector @param x coord of the center @param y coord of the center @param z coord of the center */217 inline void setCenter(float x, float y, float z) { this->center.x = x; this->center.y = y; this->center.z = z; }218 /** \brief returns the center of the rectangle to a defined vector @returns center the new center */219 inline const Vector& getCenter() const { return this->center; }220 221 /** \brief sets both axis of the rectangle to a defined vector @param unityLength the new center */222 inline void setAxis(float unityLength) { this->axis[0] = unityLength; this->axis[1] = unityLength; }223 /** \brief sets both axis of the rectangle to a defined vector @param v1 the length of the x axis @param v2 the length of the z axis*/224 inline void setAxis(float v1, float v2) { this->axis[0] = v1; this->axis[1] = v2; }225 /** \brief gets one axis length of the rectangle @returns the length of the axis 0 */226 inline float getAxis() { return this-> axis[0]; }227 228 private:229 Vector center;230 float axis[2];231 };232 233 234 #endif /* __VECTOR_H_ */235
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