[852] | 1 | //************************************************************************* //
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| 2 | // 3D Vector osztály
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| 3 | //
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| 4 | // Szirmay-Kalos Laszlo, 2002. November.
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| 5 | //************************************************************************* //
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| 6 | #ifndef VECTOR_H
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| 7 | #define VECTOR_H
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| 8 |
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| 9 | #include <includes.h>
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| 10 |
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| 11 | //===============================================================
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| 12 | class Vector {
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| 13 | //===============================================================
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| 14 | public:
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| 15 | float x, y, z,w; // a Descartes koordináták
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| 16 | Vector( ) { x = y = z = 0.0; }
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| 17 | Vector( float x0, float y0, float z0, float w0 = 1.0 ) { x = x0; y = y0; z = z0;w=w0; }
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| 18 |
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| 19 | Vector operator+( const Vector& v ) { // két vektor összege
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| 20 | float X = x + v.x, Y = y + v.y, Z = z + v.z, W=w+v.w;
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| 21 | return Vector(X, Y, Z,W);
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| 22 | }
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| 23 | Vector operator-( const Vector& v ) {
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| 24 | float X = x - v.x, Y = y - v.y, Z = z - v.z,W=w-v.w;
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| 25 | return Vector(X, Y, Z,W);
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| 26 | }
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| 27 | Vector operator*( float f ) { // vektor és szám szorzata
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| 28 | return Vector( x * f, y * f, z * f ,w*f);
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| 29 | }
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| 30 | float operator*( const Vector& v ) { // két vektor skaláris szorzata
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| 31 | return (x * v.x + y * v.y + z * v.z);
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| 32 | }
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| 33 | Vector operator%( const Vector& v ) { // két vektor vektoriális szorzata
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| 34 | float X = y * v.z - z * v.y, Y = z * v.x - x * v.z, Z = x * v.y - y * v.x;
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| 35 | return Vector(X, Y, Z);
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| 36 | }
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| 37 | float Length( ) { // vektor abszolút értéke
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| 38 | return (float)sqrt( x * x + y * y + z * z );
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| 39 | }
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| 40 | void operator+=( const Vector& v ) { // vektor összeadás
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| 41 | x += v.x; y += v.y; z += v.z;w+=v.w;
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| 42 | }
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| 43 | void operator-=( const Vector& v ) { // vektor különbség
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| 44 | x -= v.x; y -= v.y; z -= v.z;w-=v.w;
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| 45 | }
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| 46 | void operator*=( float f ) { // vektor és szám szorzata
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| 47 | x *= f; y *= f; z *= f;w*=f;
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| 48 | }
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| 49 | Vector operator/( float f ) { // vektor osztva egy számmal
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| 50 | return Vector( x/f, y/f, z/f ,w/f);
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| 51 | }
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| 52 | Vector Normalize( ) { // vektor normalizálása
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| 53 | float l = Length( );
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| 54 | if ( l < 0.000001f) { x = 1; y = 0; z = 0; }
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| 55 | else { x /= l; y /= l; z /= l;
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| 56 | return *this;}
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| 57 | }
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| 58 | Vector UnitVector( ) { // egy vektorral párhuzamos egységvektor
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| 59 | Vector r = * this;
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| 60 | r.Normalize();
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| 61 | return r;
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| 62 | }
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| 63 | Vector Rotate( Vector& axis, float angle ) { // vektor forgatása egy tengely körül
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| 64 | Vector iv = this -> UnitVector();
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| 65 | Vector jv = axis.UnitVector() % this -> UnitVector();
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| 66 | float radian = angle * M_PI/180;
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| 67 | return (iv * cos(radian) + jv * sin(radian));
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| 68 | }
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| 69 | Vector RotateX(float angle)
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| 70 | {
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| 71 | float radian = angle * M_PI/180;
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| 72 | Vector ret;
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| 73 | ret.x=x;
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| 74 | ret.y=y*cos(radian)-z*sin(radian);
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| 75 | ret.z=y*sin(radian)+z*cos(radian);
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| 76 | return ret;
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| 77 | }
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| 78 | Vector RotateY(float angle)
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| 79 | {
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| 80 | float radian = angle * M_PI/180;
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| 81 | Vector ret;
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| 82 | ret.y=y;
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| 83 | ret.x=x*cos(radian)+z*sin(radian);
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| 84 | ret.z=-x*sin(radian)+z*cos(radian);
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| 85 | return ret;
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| 86 | }
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| 87 | Vector RotateZ(float angle)
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| 88 | {
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| 89 | float radian = angle * M_PI/180;
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| 90 | Vector ret;
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| 91 | ret.z=z;
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| 92 | ret.x=x*cos(radian)-y*sin(radian);
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| 93 | ret.y=x*sin(radian)+y*cos(radian);
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| 94 | return ret;
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| 95 | }
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| 96 | float * GetArray() { return &x; }
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| 97 | float * GetArrayf() { return &x;}
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| 98 |
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| 99 | float& X() { return x; }
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| 100 | float& Y() { return y; }
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| 101 | float& Z() { return z; }
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| 102 | float& W() { return w; }
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| 103 | };
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| 104 |
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| 105 | //--------------------------------------------
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| 106 | class Matrix {
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| 107 | //--------------------------------------------
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| 108 | public:
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| 109 | float m[4][4];
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| 110 | Matrix( ) { }
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| 111 | Matrix( float d1, float d2, float d3 ) {
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| 112 | Clear();
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| 113 | m[0][0] = d1; m[1][1] = d2; m[2][2] = d3;
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| 114 | }
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| 115 | void Clear( ) { memset( &m[0][0], 0, sizeof( m ) ); }
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| 116 |
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| 117 | Vector operator*( const Vector& v ) {
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| 118 | return Vector(m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z,
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| 119 | m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z,
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| 120 | m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z);
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| 121 | }
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| 122 |
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| 123 | Matrix operator*( const Matrix& mat ) {
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| 124 | Matrix result;
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| 125 | for( int i = 0; i < 3; i++ )
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| 126 | for( int j = 0; j < 3; j++ ) {
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| 127 | result.m[i][j] = 0;
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| 128 | for( int k = 0; k < 3; k++ ) result.m[i][j] += m[i][k] * mat.m[k][j];
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| 129 | }
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| 130 | return result;
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| 131 | }
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| 132 |
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| 133 | Matrix Transpose( ) {
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| 134 | Matrix result;
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| 135 | for( int i = 0; i < 3; i++ )
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| 136 | for( int j = 0; j < 3; j++ ) result.m[j][i] = m[i][j];
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| 137 | return result;
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| 138 | }
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| 139 | Vector Transform( Vector& v ) {
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| 140 | return Vector( v.x * m[0][0] + v.y * m[1][0] + v.z * m[2][0] + m[3][0],
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| 141 | v.x * m[0][1] + v.y * m[1][1] + v.z * m[2][1] + m[3][1],
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| 142 | v.x * m[0][2] + v.y * m[1][2] + v.z * m[2][2] + m[3][2]);
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| 143 | }
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| 144 | float * GetArray() { return &m[0][0]; }
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| 145 | };
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| 146 |
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| 147 |
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| 148 | #endif |
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