[1378] | 1 | #include "dxstdafx.h"
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| 2 | #include ".\vector.h"
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| 3 |
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| 4 | Vector::Vector(void) : D3DXVECTOR4(0, 0, 0, 1)
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| 5 | {
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| 6 | }
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| 7 |
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| 8 | Vector::Vector(float _x, float _y, float _z) : D3DXVECTOR4(_x, _y, _z, 1)
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| 9 | {
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| 10 | }
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| 11 |
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| 12 | Vector::Vector(NxVec3 vec) : D3DXVECTOR4(vec.x, vec.y, vec.z,1)
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| 13 | {
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| 14 | }
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| 15 |
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| 16 | void Vector::normalize()
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| 17 | {
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| 18 | float thelen = 1/sqrt (x*x + y*y + z*z);
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| 19 |
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| 20 | if (thelen != 0)
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| 21 | {
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| 22 | x *= thelen;
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| 23 | y *= thelen;
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| 24 | z *= thelen;
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| 25 | }
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| 26 | }
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| 27 |
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| 28 | float Vector::length()
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| 29 | {
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| 30 | return sqrt(x*x + y*y + z*z);
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| 31 | }
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| 32 |
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| 33 | NxVec3 Vector::getNxVector()
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| 34 | {
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| 35 | this->nxVector.x = this->x;
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| 36 | this->nxVector.y = this->y;
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| 37 | this->nxVector.z = this->z;
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| 38 | return this->nxVector;
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| 39 | }
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| 40 |
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| 41 | void Vector::setNxVector(NxVec3 &nxv)
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| 42 | {
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| 43 | //D3DVector aktualisieren
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| 44 | this->x = nxv.x;
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| 45 | this->y = nxv.y;
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| 46 | this->z = nxv.z;
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| 47 | this->w = 1;
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| 48 | }
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| 49 |
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| 50 | D3DXVECTOR3 Vector::getD3DXVector3()
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| 51 | {
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| 52 | D3DXVECTOR3 temp(this->x, this->y, this->z);
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| 53 | return temp;
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| 54 | }
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| 55 |
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| 56 | NxQuat Vector::getNxQuatRotation()
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| 57 | {
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| 58 | NxQuat q;
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| 59 |
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| 60 | float _x, _y, _z,cr, cp, cy, sr, sp, sy, cpcy, spsy;
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| 61 |
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| 62 | _x = this->x/2;
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| 63 | _y = this->y/2;
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| 64 | _z = this->z/2;
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| 65 |
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| 66 | cr = cos(_x);
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| 67 | cp = cos(_y);
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| 68 | cy = cos(_z);
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| 69 |
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| 70 | sr = sin(_x);
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| 71 | sp = sin(_y);
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| 72 | sy = sin(_z);
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| 73 |
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| 74 | cpcy = cp * cy;
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| 75 | spsy = sp * sy;
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| 76 |
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| 77 | q.setx(sr * cpcy - cr * spsy);
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| 78 | q.sety(cr * sp * cy + sr * cp * sy);
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| 79 | q.setz(cr * cp * sy - sr * sp * cy);
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| 80 | q.setw(cr * cpcy + sr * spsy);
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| 81 |
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| 82 | return q;
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| 83 | }
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| 84 |
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| 85 | Vector Vector::crossProd(Vector &v2)
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| 86 | {
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| 87 | Vector v(y*v2.z-z*v2.y, z*v2.x-x*v2.z, x*v2.y-y*v2.x);
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| 88 | return v;
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| 89 | }
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| 90 |
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| 91 | float Vector::dotProd(Vector &v2) {
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| 92 | float ret = x*v2.x + y*v2.y + z*v2.z;
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| 93 | return ret;
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| 94 | }
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| 95 |
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| 96 | // assignment operators
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| 97 | Vector Vector::operator += ( CONST Vector& v)
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| 98 | {
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| 99 | D3DXVECTOR4 tmpv = (D3DXVECTOR4) (*this)+v;
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| 100 | Vector retv(tmpv.x, tmpv.y, tmpv.z);
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| 101 | return retv;
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| 102 | }
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| 103 |
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| 104 | Vector Vector::operator -= ( CONST Vector& v)
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| 105 | {
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| 106 | D3DXVECTOR4 tmpv = (D3DXVECTOR4) (*this)-v;
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| 107 | Vector retv(tmpv.x, tmpv.y, tmpv.z);
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| 108 | return retv;
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| 109 | }
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| 110 |
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| 111 | Vector Vector::operator *= ( float a)
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| 112 | {
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| 113 | D3DXVECTOR4 tmpv = (D3DXVECTOR4) (*this)*a;
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| 114 | Vector retv(tmpv.x, tmpv.y, tmpv.z);
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| 115 | return retv;
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| 116 | }
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| 117 |
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| 118 | Vector Vector::operator /= ( float a)
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| 119 | {
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| 120 | D3DXVECTOR4 tmpv = (D3DXVECTOR4) (*this)/a;
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| 121 | Vector retv(tmpv.x, tmpv.y, tmpv.z);
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| 122 | return retv;
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| 123 | }
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| 124 |
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| 125 | // binary operators
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| 126 | Vector Vector::operator + ( CONST Vector& v) const
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| 127 | {
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| 128 | Vector retv(this->x+v.x, this->y+v.y, this->z+v.z);
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| 129 | return retv;
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| 130 | }
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| 131 |
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| 132 | Vector Vector::operator - ( CONST Vector& v) const
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| 133 | {
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| 134 | Vector retv(this->x-v.x, this->y-v.y, this->z-v.z);
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| 135 | return retv;
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| 136 | }
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| 137 |
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| 138 | Vector Vector::operator * ( float a) const
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| 139 | {
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| 140 | Vector retv(this->x*a, this->y*a, this->z*a);
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| 141 | return retv;
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| 142 | }
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| 143 |
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| 144 | Vector Vector::operator / ( float a) const
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| 145 | {
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| 146 | Vector retv(this->x/a, this->y/a, this->z/a);
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| 147 | return retv;
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| 148 | }
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| 149 |
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| 150 | void Vector::applyD3DXVector(D3DXVECTOR4 *v) {
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| 151 | this->x = v->x;
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| 152 | this->y = v->y;
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| 153 | this->z = v->z;
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| 154 | this->w = v->w;
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| 155 | }
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| 156 |
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| 157 | void Vector::setXYZ(float _x, float _y, float _z)
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| 158 | {
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| 159 | this->x = _x;
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| 160 | this->y = _y;
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| 161 | this->z = _z;
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| 162 | this->w = 1;
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| 163 | }
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| 164 |
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| 165 | void Vector::addXYZ(float _x, float _y, float _z)
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| 166 | {
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| 167 | this->x += _x;
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| 168 | this->y += _y;
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| 169 | this->z += _z;
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| 170 | }
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