MATH: Move the math classes to their own math/ dir and Math namespace.
This commit is contained in:
parent
e9267cfec5
commit
0083c8619c
42 changed files with 353 additions and 346 deletions
|
@ -1,194 +0,0 @@
|
|||
/* Residual - A 3D game interpreter
|
||||
*
|
||||
* Residual is the legal property of its developers, whose names
|
||||
* are too numerous to list here. Please refer to the COPYRIGHT
|
||||
* file distributed with this source distribution.
|
||||
*
|
||||
* This library is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation; either
|
||||
* version 2.1 of the License, or (at your option) any later version.
|
||||
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
|
||||
* You should have received a copy of the GNU Lesser General Public
|
||||
* License along with this library; if not, write to the Free Software
|
||||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
|
||||
*
|
||||
* $URL$
|
||||
* $Id$
|
||||
*/
|
||||
|
||||
#ifndef GRAPHICS_VECTOR3D_H
|
||||
#define GRAPHICS_VECTOR3D_H
|
||||
|
||||
#include "common/scummsys.h"
|
||||
#include "common/endian.h"
|
||||
|
||||
namespace Graphics {
|
||||
|
||||
class Vector3d {
|
||||
public:
|
||||
float _coords[3]; // Make sure this stays as an array so
|
||||
|
||||
float& x() { return _coords[0]; }
|
||||
float x() const { return _coords[0]; }
|
||||
float& y() { return _coords[1]; }
|
||||
float y() const { return _coords[1]; }
|
||||
float& z() { return _coords[2]; }
|
||||
float z() const { return _coords[2]; }
|
||||
|
||||
Vector3d() { x() = 0; y() = 0; z() = 0; }
|
||||
|
||||
Vector3d(float lx, float ly, float lz) {
|
||||
x() = lx; y() = ly; z() = lz;
|
||||
}
|
||||
|
||||
Vector3d(const Vector3d &v) {
|
||||
x() = v.x(); y() = v.y(); z() = v.z();
|
||||
}
|
||||
|
||||
void set(float lx, float ly, float lz) {
|
||||
x() = lx; y() = ly; z() = lz;
|
||||
}
|
||||
|
||||
Vector3d& operator =(const Vector3d &v) {
|
||||
x() = v.x(); y() = v.y(); z() = v.z();
|
||||
return *this;
|
||||
}
|
||||
|
||||
bool operator ==(const Vector3d &v) {
|
||||
return ( (x() == v.x()) && (y() == v.y()) && (z() == v.z()) );
|
||||
}
|
||||
|
||||
bool operator !=(const Vector3d &v) {
|
||||
return ( (x() != v.x()) || (y() != v.y()) || (z() != v.z()) );
|
||||
}
|
||||
|
||||
Vector3d& operator +=(const Vector3d &v) {
|
||||
x() += v.x(); y() += v.y(); z() += v.z();
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vector3d& operator -=(const Vector3d &v) {
|
||||
x() -= v.x(); y() -= v.y(); z() -= v.z();
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vector3d& operator *=(float s) {
|
||||
x() *= s; y() *= s; z() *= s;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vector3d& operator /=(float s) {
|
||||
x() /= s; y() /= s; z() /= s;
|
||||
return *this;
|
||||
}
|
||||
|
||||
float magnitude() const {
|
||||
return sqrt(x() * x() + y() * y() + z() * z());
|
||||
}
|
||||
|
||||
// Get the angle a vector is around the unit circle
|
||||
// (ignores z-component)
|
||||
float unitCircleAngle() const {
|
||||
const float mag = sqrt(x() * x() + y() * y());
|
||||
float a = x() / mag;
|
||||
float b = y() / mag;
|
||||
float yaw;
|
||||
|
||||
// find the angle on the upper half of the unit circle
|
||||
yaw = acos(a) * (180.0f / LOCAL_PI);
|
||||
if (b < 0.0f)
|
||||
// adjust for the lower half of the unit circle
|
||||
return 360.0f - yaw;
|
||||
else
|
||||
// no adjustment, angle is on the upper half
|
||||
return yaw;
|
||||
}
|
||||
|
||||
void normalize() {
|
||||
float len = sqrt(dotProduct(x(), y(), z()));
|
||||
if (len != 0.0f) {
|
||||
float t = 1.0f / len;
|
||||
set(x() * t, y() * t, z() * t);
|
||||
}
|
||||
}
|
||||
|
||||
float dotProduct(float sx, float sy, float sz) const {
|
||||
return x() * sx + y() * sy + z() * sz;
|
||||
}
|
||||
|
||||
bool isZero() const {
|
||||
if (x() == 0.f && y() == 0.f && z() == 0.f)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
};
|
||||
|
||||
inline float dot(const Vector3d& v1, const Vector3d& v2) {
|
||||
return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z();
|
||||
}
|
||||
|
||||
inline Vector3d cross(const Vector3d& v1, const Vector3d& v2) {
|
||||
return Vector3d(v1.y() * v2.z() - v1.z() * v2.y(),
|
||||
v1.z() * v2.x() - v1.x() * v2.z(),
|
||||
v1.x() * v2.y() - v1.y() * v2.x());
|
||||
}
|
||||
|
||||
inline float angle(const Vector3d& v1, const Vector3d& v2) {
|
||||
return acos(dot(v1, v2) / (v1.magnitude() * v2.magnitude()));
|
||||
}
|
||||
|
||||
inline Vector3d operator +(const Vector3d& v1, const Vector3d& v2) {
|
||||
Vector3d result = v1;
|
||||
result += v2;
|
||||
return result;
|
||||
}
|
||||
|
||||
inline Vector3d operator -(const Vector3d& v1, const Vector3d& v2) {
|
||||
Vector3d result = v1;
|
||||
result -= v2;
|
||||
return result;
|
||||
}
|
||||
|
||||
inline Vector3d operator *(float s, const Vector3d& v) {
|
||||
Vector3d result = v;
|
||||
result *= s;
|
||||
return result;
|
||||
}
|
||||
|
||||
inline Vector3d operator -(const Vector3d& v) {
|
||||
return (-1.0f) * v;
|
||||
}
|
||||
|
||||
inline Vector3d operator *(const Vector3d& v, float s) {
|
||||
return s * v;
|
||||
}
|
||||
|
||||
inline Vector3d operator /(const Vector3d& v, float s) {
|
||||
Vector3d result = v;
|
||||
result /= s;
|
||||
return result;
|
||||
}
|
||||
|
||||
inline bool operator ==(const Vector3d& v1, const Vector3d& v2) {
|
||||
return v1.x() == v2.x() && v1.y() == v2.y() && v1.z() == v2.z();
|
||||
}
|
||||
|
||||
inline Vector3d get_vector3d(const char *data) {
|
||||
return Vector3d(get_float(data), get_float(data + 4), get_float(data + 8));
|
||||
}
|
||||
|
||||
} // end of namespace Graphics
|
||||
|
||||
namespace Common {
|
||||
class Debug;
|
||||
}
|
||||
|
||||
Common::Debug &operator<<(Common::Debug dbg, const Graphics::Vector3d &v);
|
||||
|
||||
#endif
|
Loading…
Add table
Add a link
Reference in a new issue