252 lines
6.3 KiB
C++
252 lines
6.3 KiB
C++
// * This file is part of the COLOBOT source code
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// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
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// *
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// * This program is free software: you can redistribute it and/or modify
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// * it under the terms of the GNU General Public License as published by
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// * the Free Software Foundation, either version 3 of the License, or
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// * (at your option) any later version.
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// *
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// * This program is distributed in the hope that it will be useful,
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// * but WITHOUT ANY WARRANTY; without even the implied warranty of
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// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// * GNU General Public License for more details.
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// *
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// * You should have received a copy of the GNU General Public License
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// * along with this program. If not, see http://www.gnu.org/licenses/.
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/** @defgroup MathVectorModule math/vector.h
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Contains the Vector struct and related functions.
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*/
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#pragma once
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#include "const.h"
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#include "func.h"
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#include <cmath>
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// Math module namespace
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namespace Math
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{
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/* @{ */ // start of group
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/** \struct Vector math/vector.h
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\brief 3D (3x1) vector
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Represents a universal 3x1 vector that can be used in OpenGL and DirectX engines.
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Contains the required methods for operating on vectors.
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All methods are made inline to maximize optimization.
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Unit tests for the structure and related functions are in module: math/test/vector_test.cpp.
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*/
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struct Vector
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{
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//! X - 1st coord
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float x;
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//! Y - 2nd coord
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float y;
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//! Z - 3rd coord
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float z;
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//! Creates a zero vector (0, 0, 0)
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inline Vector()
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{
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LoadZero();
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}
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//! Creates a vector from given values
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inline explicit Vector(float x, float y, float z)
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{
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this->x = x;
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this->y = y;
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this->z = z;
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}
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//! Loads the zero vector (0, 0, 0)
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inline void LoadZero()
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{
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x = y = z = 0.0f;
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}
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//! Returns the struct cast to \c float* array; use with care!
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inline float* Array()
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{
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return (float*)this;
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}
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//! Returns the vector length
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inline float Length() const
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{
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return sqrtf(x*x + y*y + z*z);
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}
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//! Normalizes the vector
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inline void Normalize()
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{
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float l = Length();
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if (IsZero(l))
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return;
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x /= l;
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y /= l;
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z /= l;
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}
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//! Calculates the cross product with another vector
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/** \a right right-hand side vector
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\returns the cross product*/
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inline Vector CrossMultiply(const Vector &right) const
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{
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float px = y * right.z - z * right.y;
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float py = z * right.x - x * right.z;
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float pz = x * right.y - y * right.x;
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return Vector(px, py, pz);
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}
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//! Calculates the dot product with another vector
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/** \a right right-hand side vector
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\returns the dot product */
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inline float DotMultiply(const Vector &right) const
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{
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return x * right.x + y * right.y + z * right.z;
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}
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//! Returns the cosine of angle between this and another vector
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inline float CosAngle(const Vector &right) const
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{
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return DotMultiply(right) / (Length() * right.Length());
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}
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//! Returns angle (in radians) between this and another vector
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inline float Angle(const Vector &right) const
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{
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return acos(CosAngle(right));
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}
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/* Operators */
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//! Returns the inverted vector
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inline Vector operator-() const
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{
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return Vector(-x, -y, -z);
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}
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//! Adds the given vector
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inline const Vector& operator+=(const Vector &right)
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{
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x += right.x;
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y += right.y;
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z += right.z;
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return *this;
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}
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//! Adds two vectors
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inline friend const Vector operator+(const Vector &left, const Vector &right)
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{
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return Vector(left.x + right.x, left.y + right.y, left.z + right.z);
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}
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//! Subtracts the given vector
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inline const Vector& operator-=(const Vector &right)
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{
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x -= right.x;
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y -= right.y;
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z -= right.z;
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return *this;
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}
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//! Subtracts two vectors
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inline friend const Vector operator-(const Vector &left, const Vector &right)
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{
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return Vector(left.x - right.x, left.y - right.y, left.z - right.z);
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}
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//! Multiplies by given scalar
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inline const Vector& operator*=(const float &right)
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{
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x *= right;
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y *= right;
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z *= right;
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return *this;
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}
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//! Multiplies vector by scalar
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inline friend const Vector operator*(const float &left, const Vector &right)
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{
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return Vector(left * right.x, left * right.y, left * right.z);
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}
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//! Multiplies vector by scalar
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inline friend const Vector operator*(const Vector &left, const float &right)
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{
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return Vector(left.x * right, left.y * right, left.z * right);
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}
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//! Divides by given scalar
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inline const Vector& operator/=(const float &right)
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{
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x /= right;
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y /= right;
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z /= right;
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return *this;
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}
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//! Divides vector by scalar
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inline friend const Vector operator/(const Vector &left, const float &right)
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{
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return Vector(left.x / right, left.y / right, left.z / right);
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}
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}; // struct Point
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//! Checks if two vectors are equal within given \a tolerance
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inline bool VectorsEqual(const Vector &a, const Vector &b, float tolerance = TOLERANCE)
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{
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return IsEqual(a.x, b.x, tolerance)
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&& IsEqual(a.y, b.y, tolerance)
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&& IsEqual(a.z, b.z, tolerance);
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}
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//! Convenience function for getting normalized vector
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inline Vector Normalize(const Vector &v)
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{
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Vector result = v;
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result.Normalize();
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return result;
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}
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//! Convenience function for calculating dot product
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inline float DotProduct(const Vector &left, const Vector &right)
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{
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return left.DotMultiply(right);
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}
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//! Convenience function for calculating cross product
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inline Vector CrossProduct(const Vector &left, const Vector &right)
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{
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return left.CrossMultiply(right);
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}
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//! Convenience function for calculating angle (in radians) between two vectors
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inline float Angle(const Vector &a, const Vector &b)
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{
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return a.Angle(b);
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}
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//! Returns the distance between the ends of two vectors
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inline float Distance(const Vector &a, const Vector &b)
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{
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return sqrtf( (a.x-b.x)*(a.x-b.x) +
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(a.y-b.y)*(a.y-b.y) +
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(a.z-b.z)*(a.z-b.z) );
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}
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/* @} */ // end of group
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}; // namespace Math
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