File: vector3d.h

package info (click to toggle)
scummvm 2.9.0%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: trixie
  • size: 450,268 kB
  • sloc: cpp: 4,297,604; asm: 28,322; python: 12,901; sh: 11,219; java: 8,477; xml: 7,843; perl: 2,633; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (130 lines) | stat: -rw-r--r-- 3,744 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
/* 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 3 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, see <http://www.gnu.org/licenses/>.
 *
 */

#ifndef MATH_VECTOR3D_H
#define MATH_VECTOR3D_H

#include "common/scummsys.h"
#include "common/endian.h"

#include "math/angle.h"
#include "math/squarematrix.h"
#include "math/vector.h"

namespace Math {

typedef Matrix<3, 1> Vector3d;

template<>
class Matrix<3, 1> : public MatrixType<3, 1> {
public:
	float& x() { return value(0); }
	float x() const { return value(0); }
	float& y() { return value(1); }
	float y() const { return value(1); }
	float& z() { return value(2); }
	float z() const { return value(2); }

	Matrix();
	Matrix(float lx, float ly, float lz);
	Matrix(const MatrixBase<3, 1> &m);
	Matrix(const float *data);

	/**
	 * Set the value of the vector using three floats
	 * @param lx    X Value
	 * @param ly    Y Value
	 * @param lz    Z Value
	 */
	void set(float lx, float ly, float lz);

	/**
	 * Get the angle of this vector around the unit circle
	 * This operation ignores the z-component
	 * @return      The computed angle
	 */
	Angle unitCircleAngle() const;

	/**
	 * Multiply vector XYZ with Matrix 3x3
	 *
	 * @return      The result of multiplication
	 */
	inline Vector3d operator*(const MatrixType<3, 3> &m) const {
		const float *d = m.getData();
		return Vector3d(x() * d[0] + y() * d[3] + z() * d[6],
		                x() * d[1] + y() * d[4] + z() * d[7],
		                x() * d[2] + y() * d[5] + z() * d[8]);
	}

	/**
	 * Find the cross product between two vectors
	 * @param v1    The first vector
	 * @param v2    The second vector
	 * @return      The resulting cross product
	 */
	inline static Vector3d crossProduct(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());
	}

	/**
	 * Find the angle between two vectors
	 * @param v1    The first vector
	 * @param v2    The second vector
	 * @return      The computed angle
	 */
	inline static Angle angle(const Vector3d& v1, const Vector3d& v2) {
		return Angle::arcCosine(MIN(MAX(dotProduct(v1, v2) / (v1.getMagnitude() * v2.getMagnitude()), -1.0f), 1.0f));
	}

	/**
	 * Calculate vector length
	 * @return      The computed length
	 */
	inline static float length(const Vector3d& v) {
		return sqrtf(v.x() * v.x() + v.y() * v.y() + v.z() * v.z());
	}

	/**
	 * Calculate vector length
	 * @return      The computed length
	 */
	float length() const {
		return sqrtf(x() * x() + y() * y() + z() * z());
	}

	/**
	 * Linearly interpolate between two vectors
	 * @param v1    The first vector
	 * @param v2    The second vector
	 * @param a     The value to use to interpolate between v1 and v2
	 * @return      The resulting calculation
	 */
	inline static Vector3d interpolate(const Vector3d& v1, const Vector3d& v2, const float a) {
		return Vector3d(v1 * (1.0f - a) + v2 * a);
	}
};

} // end of namespace Math

#endif