157 lines
4.2 KiB
C++
157 lines
4.2 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_VECTOR_H
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#define NL_VECTOR_H
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#include "types_nl.h"
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#include <cmath>
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#include <string>
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#include "stream.h"
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namespace NLMISC
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{
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class IStream;
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// ======================================================================================================
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/**
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* A 3D vector of float.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2000
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*/
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class CVector
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{
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public: // Attributes.
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float x,y,z;
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public: // const.
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/// Null vector (0,0,0).
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static const CVector Null;
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/// I vector (1,0,0).
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static const CVector I;
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/// J vector (0,1,0).
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static const CVector J;
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/// K vector (0,0,1).
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static const CVector K;
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public: // Methods.
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/// @name Object.
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//@{
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/// Constructor which does nothing.
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CVector() {}
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/// Constructor .
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CVector(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
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/// Copy Constructor.
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CVector(const CVector &v) : x(v.x), y(v.y), z(v.z) {}
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//@}
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/// @name Base Maths.
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//@{
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CVector &operator+=(const CVector &v);
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CVector &operator-=(const CVector &v);
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CVector &operator*=(float f);
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CVector &operator/=(float f);
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CVector operator+(const CVector &v) const;
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CVector operator-(const CVector &v) const;
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CVector operator*(float f) const;
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CVector operator/(float f) const;
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CVector operator-() const;
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//@}
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/// @name Advanced Maths.
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//@{
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/// Dot product.
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float operator*(const CVector &v) const;
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/** Cross product.
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* compute the cross product *this ^ v.
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*/
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CVector operator^(const CVector &v) const;
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/// Return the norm of the vector.
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float norm() const;
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/// Return the square of the norm of the vector.
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float sqrnorm() const;
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/// Normalize the vector.
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void normalize();
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/// Return the vector normalized.
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CVector normed() const;
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//@}
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/// @name Misc.
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//@{
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void set(float _x, float _y, float _z);
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bool operator==(const CVector &v) const;
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bool operator!=(const CVector &v) const;
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bool isNull() const;
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/// This operator is here just for map/set insertion (no meaning). comparison order is x,y,z.
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bool operator<(const CVector &v) const;
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/**
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* Setup the vector with spheric coordinates.
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* sphericToCartesian(1,0,0) build the I vector ((1,0,0)).
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* the formula is: \n
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* x= r*cos(theta)*cos(phi) \n
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* y= r*sin(theta)*cos(phi) \n
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* z= r*sin(phi) \n
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* \sa cartesianToSpheric()
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*/
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void sphericToCartesian(float r, float theta,float phi);
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/**
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* Get the spheric coordinates of the vector.
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* See sphericToCartesian() to know coordinates conventions.
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* \sa sphericToCartesian()
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*/
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void cartesianToSpheric(float &r, float &theta,float &phi) const;
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/// Set all vector x/y/z as minimum of a/b x/y/z (respectively).
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void minof(const CVector &a, const CVector &b);
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/// Set all vector x/y/z as maximum of a/b x/y/z (respectively).
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void maxof(const CVector &a, const CVector &b);
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/// serial.
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void serial(IStream &f);
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//@}
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/// Returns the contents as a printable string "x y z"
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/// undeprecated, use the generic function toString()
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std::string asString() const { return toString(); }
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/// Returns the contents as a printable string "x y z"
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std::string toString() const;
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// friends.
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friend CVector operator*(float f, const CVector &v0);
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};
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// blend (faster version than the generic version found in algo.h)
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inline CVector blend(const CVector &v0, const CVector &v1, float lambda)
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{
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float invLambda = 1.f - lambda;
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return CVector(invLambda * v0.x + lambda * v1.x,
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invLambda * v0.y + lambda * v1.y,
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invLambda * v0.z + lambda * v1.z);
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}
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}
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#include "vector_inline.h"
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#endif // NL_VECTOR_H
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/* End of vector.h */
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