csgeom/vector3.h
Go to the documentation of this file.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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