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/* ScummVM - Graphic Adventure Engine
*
* ScummVM 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 program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef TITANIC_FVECTOR_H
#define TITANIC_FVECTOR_H
#include "titanic/star_control/fpoint.h"
namespace Titanic {
const double Rad2Deg = 180.0 / M_PI;
const double Deg2Rad = 1.0 / Rad2Deg;
enum Axis { X_AXIS, Y_AXIS, Z_AXIS };
class FPose;
/**
* Floating point vector class.
*/
class FVector {
public:
float _x, _y, _z;
public:
FVector() : _x(0), _y(0), _z(0) {}
FVector(float x, float y, float z) : _x(x), _y(y), _z(z) {}
/**
* Clears the vector
*/
void clear() {
_x = _y = _z = 0.0;
}
/**
* Returns a vector with all components of this vector circularlly rotated up 1.
* this x being _y, this y being _z, and this z being _x. A sign change may also
* be done on x/_y based on some conditions.
*/
FVector swapComponents() const;
/**
* Calculates the cross-product between this matrix and a passed one
*/
FVector crossProduct(const FVector &src) const;
/**
* Rotate this vector about the Y axis
*/
void rotVectAxisY(float angleDeg);
/**
* Attempts to normalizes the vector so the length from origin equals 1.0
* Return value is whether or not it was successful in normalizing
* First argument is scale value that normalizes the vector
* TODO: split this function into 2. One that calculates the normalization
* and another that does the normalization. The 2nd would assert if a
* normalization of one was requested. This is cleaner than the current
* implementation.
*/
bool normalize(float &);
/**
* Adds the current vector and a passed one together, normalizes them,
* and then returns the resulting vector
*/
FVector addAndNormalize(const FVector &v) const;
/**
* Returns a vector, v, that represents a magnitude, and two angles in radians
* 1. Scale this vector to be unit magnitude and store scale in x component of v
* 2. X rotation angle from +y axis of this vector is put in y component of v
* 3. z component output of v is the 4-quadrant angle that z makes with x (Y axis rotation)
*/
FVector getAnglesAsVect() const;
/**
* Returns the distance between a specified point and this one
*/
float getDistance(const FVector &src) const;
/**
* Returns a vector that is this vector on the left as a row vector
* times the 3x4 affine matrix on the right.
*/
FVector matProdRowVect(const FPose &pose) const;
/**
* Returns a matrix that contains the frame rotation based on this vector and
* a vector rotation based on input vector v
*/
FPose getFrameTransform(const FVector &v);
/**
* Constructs an affine matrix that does a x then a y axis frame rotation
* based on the orientation of this vector
*/
FPose formRotXY() const;
/**
* Returns true if the passed vector equals this one
*/
bool operator==(const FVector &src) const {
return _x == src._x && _y == src._y && _z == src._z;
}
/**
* Returns true if the passed vector does not equal this one
*/
bool operator!=(const FVector &src) const {
return _x != src._x || _y != src._y || _z != src._z;
}
FVector operator+(const FVector &delta) const {
return FVector(_x + delta._x, _y + delta._y, _z + delta._z);
}
FVector operator-(const FVector &delta) const {
return FVector(_x - delta._x, _y - delta._y, _z - delta._z);
}
const FVector operator*(float right) const {
return FVector(_x * right, _y * right, _z * right);
}
const FVector operator*(const FVector &right) const {
return FVector(_x * right._x, _y * right._y, _z * right._z);
}
void operator+=(const FVector &delta) {
_x += delta._x;
_y += delta._y;
_z += delta._z;
}
void operator-=(const FVector &delta) {
_x -= delta._x;
_y -= delta._y;
_z -= delta._z;
}
void operator+=(const FPoint &delta) {
_x += delta._x;
_y += delta._y;
}
void operator-=(const FPoint &delta) {
_x -= delta._x;
_y -= delta._y;
}
/**
* Converts the vector to a string
*/
Common::String toString() const;
};
} // End of namespace Titanic
#endif /* TITANIC_FVECTOR_H */
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