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/*
$Id: cl_vector.cpp,v 1.12 2001/12/03 23:00:39 plasmoid Exp $
------------------------------------------------------------------------
ClanLib, the platform independent game SDK.
This library is distributed under the GNU LIBRARY GENERAL PUBLIC LICENSE
version 2. See COPYING for details.
For a total list of contributers see CREDITS.
------------------------------------------------------------------------
1999/06/19 Daniel Vogel
totally replaced old CL_Vector with this code
*/
#include "Core/precomp.h"
#include "API/Core/Math/cl_vector.h"
#include "API/Core/System/cl_assert.h"
#include <cmath>
CL_Vector::CL_Vector(float x, float y, float z, float w)
{
this->x = x;
this->y = y;
this->z = z;
this->w = w;
}
CL_Vector::CL_Vector(const CL_Vector &other)
{
x = other.x;
y = other.y;
z = other.z;
w = other.w;
}
float CL_Vector::norm() const
{
#ifdef WIN32
return sqrt(x*x+y*y+z*z);
#else
return std::sqrt(x*x+y*y+z*z);
#endif
}
void CL_Vector::normalize()
{
float f = norm();
if (f!=0)
{
x /= f;
y /= f;
z /= f;
}
}
float CL_Vector::dot(const CL_Vector& v) const
{
return x*v.x + y*v.y + z*v.z;
}
float CL_Vector::angle(const CL_Vector& v) const
{
#ifdef WIN32
return acos(dot(v)/(norm()*v.norm()));
#else
return std::acos(dot(v)/(norm()*v.norm()));
#endif
}
CL_Vector CL_Vector::cross(const CL_Vector& v) const
{
CL_Vector tmp = CL_Vector(y * v.z - z * v.y,
z * v.x - x * v.z,
x * v.y - y * v.x);
return tmp;
}
// quick hack, same as glRotatef(angle, a);
CL_Vector CL_Vector::rotate(float angle, const CL_Vector& a) const
{
CL_Vector tmp = CL_Vector();
#ifdef WIN32
float s = sin(angle);
float c = cos(angle);
#else
float s = std::sin(angle);
float c = std::cos(angle);
#endif
tmp.x = x*(a.x*a.x*(1-c)+c) + y*(a.x*a.y*(1-c)-a.z*s) + z*(a.x*a.z*(1-c)+a.y*s);
tmp.y = x*(a.y*a.x*(1-c)+a.z*s) + y*(a.y*a.y*(1-c)+c) + z*(a.y*a.z*(1-c)-a.x*s);
tmp.z = x*(a.x*a.z*(1-c)-a.y*s) + y*(a.y*a.z*(1-c)+a.x*s) + z*(a.z*a.z*(1-c)+c);
return tmp;
}
void CL_Vector::round()
{
x = int(x+0.5f);
y = int(y+0.5f);
z = int(z+0.5f);
w = int(w+0.5f);
}
CL_Vector CL_Vector::operator * (float s)
{
CL_Vector tmp = CL_Vector(s * x,
s * y,
s * z,
s * w);
return tmp;
}
CL_Vector operator * (float s, const CL_Vector& v)
{
CL_Vector tmp = CL_Vector(s * v.x,
s * v.y,
s * v.z,
s * v.w);
return tmp;
}
void CL_Vector::operator += (const CL_Vector& v)
{
x += v.x;
y += v.y;
z += v.z;
w += v.z;
}
void CL_Vector::operator -= (const CL_Vector& v)
{
x -= v.x;
y -= v.y;
z -= v.z;
w -= v.w;
}
void CL_Vector::operator *= (float s)
{
x *= s;
y *= s;
z *= s;
w *= s;
}
CL_Vector CL_Vector::operator + (const CL_Vector& v)
{
CL_Vector tmp = CL_Vector(x + v.x,
y + v.y,
z + v.z,
w + v.w);
return tmp;
}
CL_Vector CL_Vector::operator - (const CL_Vector& v)
{
CL_Vector tmp = CL_Vector(x - v.x,
y - v.y,
z - v.z,
w - v.z);
return tmp;
}
CL_Vector CL_Vector::operator - ()
{
CL_Vector tmp = CL_Vector(-x,
-y,
-z,
-w);
return tmp;
}
CL_Vector& CL_Vector::operator = (const CL_Vector& v)
{
x = v.x;
y = v.y;
z = v.z;
w = v.w;
return *this;
}
int CL_Vector::operator == (const CL_Vector& v) const
{
return ((x == v.x) && (y == v.y) && (z == v.z) && (w == v.w));
}
int CL_Vector::operator != (const CL_Vector& v) const
{
return !(operator == (v));
}
float & CL_Vector::operator [] (int n)
{
switch (n)
{
case 0: return x;
case 1: return y;
case 2: return z;
case 3: return w;
}
cl_assert(false);
return x; // dummy
}
std::ostream& operator << (std::ostream& os, CL_Vector& v)
{
os << v.x << " " << v.y << " " << v.z;
return os;
}
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