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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