CrystalSpace

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csgeom/vector3.h

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00001 /*
00002     Copyright (C) 1998,1999,2000 by Jorrit Tyberghein
00003     Largely rewritten by Ivan Avramovic <[email protected]>
00004 
00005     This library is free software; you can redistribute it and/or
00006     modify it under the terms of the GNU Library General Public
00007     License as published by the Free Software Foundation; either
00008     version 2 of the License, or (at your option) any later version.
00009 
00010     This library is distributed in the hope that it will be useful,
00011     but WITHOUT ANY WARRANTY; without even the implied warranty of
00012     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
00013     Library General Public License for more details.
00014 
00015     You should have received a copy of the GNU Library General Public
00016     License along with this library; if not, write to the Free
00017     Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
00018 */
00019 
00020 #ifndef __CS_VECTOR3_H__
00021 #define __CS_VECTOR3_H__
00022 
00030 #include "csextern.h"
00031 #include "math3d_d.h"
00032 
00033 class csString;
00034 
00039 enum
00040 {
00042   CS_AXIS_NONE = -1,
00044   CS_AXIS_X = 0,
00046   CS_AXIS_Y = 1,
00048   CS_AXIS_Z = 2,
00050   CS_AXIS_W = 3
00051 };
00052 
00056 class CS_CRYSTALSPACE_EXPORT csVector3
00057 {
00058 public:
00059 
00060 #if !defined(__STRICT_ANSI__) && !defined(SWIG)
00061   union
00062   {
00063     struct 
00064     {
00065 #endif
00067       float x;
00069       float y;
00071       float z;
00072 #if !defined(__STRICT_ANSI__) && !defined(SWIG)
00073     };
00075     float m[3];
00076   };
00077 #endif
00078 
00084   csVector3 () {}
00085 
00091   csVector3 (float m) : x(m), y(m), z(m) {}
00092 
00094   csVector3 (float ix, float iy, float iz = 0) : x(ix), y(iy), z(iz) {}
00095 
00097   csVector3 (const csVector3& v) : x(v.x), y(v.y), z(v.z) {}
00098 
00100   csVector3 (const csDVector3&);
00101 
00103   csString Description() const;
00104 
00106   inline friend csVector3 operator+(const csVector3& v1, const csVector3& v2)
00107   { return csVector3(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); }
00108 
00110   inline friend csDVector3 operator+(const csDVector3& v1, const csVector3& v2)
00111   { return csDVector3(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); }
00112 
00114   inline friend csDVector3 operator+(const csVector3& v1, const csDVector3& v2)
00115   { return csDVector3(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); }
00116 
00118   inline friend csVector3 operator-(const csVector3& v1, const csVector3& v2)
00119   { return csVector3(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); }
00120 
00122   inline friend csDVector3 operator-(const csVector3& v1, const csDVector3& v2)
00123   { return csDVector3(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); }
00124 
00126   inline friend csDVector3 operator-(const csDVector3& v1, const csVector3& v2)
00127   { return csDVector3(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); }
00128 
00130   inline friend float operator*(const csVector3& v1, const csVector3& v2)
00131   { return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; }
00132 
00134   inline friend csVector3 operator%(const csVector3& v1, const csVector3& v2)
00135   {
00136     return csVector3 (v1.y*v2.z-v1.z*v2.y,
00137                       v1.z*v2.x-v1.x*v2.z,
00138                       v1.x*v2.y-v1.y*v2.x);
00139   }
00140 
00142   void Cross (const csVector3 & px, const csVector3 & py)
00143   {
00144     x = px.y*py.z - px.z*py.y;
00145     y = px.z*py.x - px.x*py.z;
00146     z = px.x*py.y - px.y*py.x;
00147   }
00148 
00150   inline friend csVector3 operator* (const csVector3& v, float f)
00151   { return csVector3(v.x*f, v.y*f, v.z*f); }
00152 
00154   inline friend csVector3 operator* (float f, const csVector3& v)
00155   { return csVector3(v.x*f, v.y*f, v.z*f); }
00156 
00158   inline friend csDVector3 operator* (const csVector3& v, double f)
00159   { return csDVector3(v) * f; }
00160 
00162   inline friend csDVector3 operator* (double f, const csVector3& v)
00163   { return csDVector3(v) * f; }
00164 
00166   inline friend csVector3 operator* (const csVector3& v, int f)
00167   { return v * (float)f; }
00168 
00170   inline friend csVector3 operator* (int f, const csVector3& v)
00171   { return v * (float)f; }
00172 
00174   inline friend csVector3 operator/ (const csVector3& v, float f)
00175   { f = 1.0f/f; return csVector3(v.x*f, v.y*f, v.z*f); }
00176 
00178   inline friend csDVector3 operator/ (const csVector3& v, double f)
00179   { return csDVector3(v) / f; }
00180 
00182   inline friend csVector3 operator/ (const csVector3& v, int f)
00183   { return v / (float)f; }
00184 
00186   inline friend bool operator== (const csVector3& v1, const csVector3& v2)
00187   { return v1.x==v2.x && v1.y==v2.y && v1.z==v2.z; }
00188 
00190   inline friend bool operator!= (const csVector3& v1, const csVector3& v2)
00191   { return v1.x!=v2.x || v1.y!=v2.y || v1.z!=v2.z; }
00192 
00194   inline friend csVector3 operator>> (const csVector3& v1, const csVector3& v2)
00195   { return v2*(v1*v2)/(v2*v2); }
00196 
00198   inline friend csVector3 operator<< (const csVector3& v1, const csVector3& v2)
00199   { return v1*(v1*v2)/(v1*v1); }
00200 
00202   inline friend bool operator< (const csVector3& v, float f)
00203   { return ABS(v.x)<f && ABS(v.y)<f && ABS(v.z)<f; }
00204 
00206   inline friend bool operator> (float f, const csVector3& v)
00207   { return ABS(v.x)<f && ABS(v.y)<f && ABS(v.z)<f; }
00208 
00210 #ifdef __STRICT_ANSI__
00211   inline float operator[] (size_t n) const { return !n?x:n&1?y:z; }
00212 #else
00213   inline float operator[] (size_t n) const { return m[n]; }
00214 #endif
00215 
00217 #ifdef __STRICT_ANSI__
00218   inline float & operator[] (size_t n) { return !n?x:n&1?y:z; }
00219 #else
00220   inline float & operator[] (size_t n) { return m[n]; }
00221 #endif
00222 
00224   inline csVector3& operator+= (const csVector3& v)
00225   {
00226     x += v.x;
00227     y += v.y;
00228     z += v.z;
00229 
00230     return *this;
00231   }
00232 
00234   inline csVector3& operator-= (const csVector3& v)
00235   {
00236     x -= v.x;
00237     y -= v.y;
00238     z -= v.z;
00239 
00240     return *this;
00241   }
00242 
00244   inline csVector3& operator*= (float f)
00245   { x *= f; y *= f; z *= f; return *this; }
00246 
00248   inline csVector3& operator/= (float f)
00249   { f = 1.0f / f; x *= f; y *= f; z *= f; return *this; }
00250 
00252   inline csVector3 operator+ () const { return *this; }
00253 
00255   inline csVector3 operator- () const { return csVector3(-x,-y,-z); }
00256 
00258   inline void Set (float sx, float sy, float sz) { x = sx; y = sy; z = sz; }
00259 
00261   inline void Set (csVector3 const& v) { x = v.x; y = v.y; z = v.z; }
00262 
00264   inline void Set (float const* v) { x = v[0]; y = v[1]; z = v[2]; }
00265 
00267   inline void Set (float v) { x = y = z = v; }
00268 
00270   inline void Get (float* v) { v[0] = x; v[1] = y; v[2] = z; }
00271 
00273   float Norm () const;
00274 
00276   float SquaredNorm () const
00277   { return x * x + y * y + z * z; }
00278 
00284   csVector3 Unit () const { return (*this)/(this->Norm()); }
00285 
00287   inline static float Norm (const csVector3& v) { return v.Norm(); }
00288 
00290   inline static csVector3 Unit (const csVector3& v) { return v.Unit(); }
00291 
00293   void Normalize ();
00294 
00296   inline bool IsZero (float precision = SMALL_EPSILON) const
00297   { 
00298     return (fabsf(x) < precision) && (fabsf(y) < precision)
00299             && (fabsf(z) < precision);
00300   }
00301 
00303   inline csVector3 UnitAxisClamped () const
00304   {
00305     if (IsZero ())
00306       return csVector3 (0, 0, 0);
00307 
00308     if (fabsf (x) > fabsf (y) && fabsf (x) > fabsf (z))
00309       return csVector3 (x / fabsf (x), 0, 0); //X biggest
00310     else if (fabsf (y) > fabsf (z))
00311       return csVector3 (0, y / fabsf (y), 0); //Y biggest
00312     else
00313       return csVector3 (0, 0, z / fabsf (z)); //Z biggest
00314   }
00315 
00317   inline size_t DominantAxis () const
00318   {
00319     if (fabsf (x) > fabsf (y) && fabsf (x) > fabsf (z))
00320       return CS_AXIS_X;
00321     else if (fabsf (y) > fabsf (z))
00322       return CS_AXIS_Y;
00323     else
00324       return CS_AXIS_Z;
00325   }
00326 };
00327 
00330 #endif // __CS_VECTOR3_H__

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