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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 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
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