[930] | 1 | //////////////////////////////////////////////////////////////////////////////////////////
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| 2 | // VECTOR3D.h
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| 3 | // Class declaration for a 3d vector
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| 4 | // You may use this code however you wish, but if you do, please credit me and
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| 5 | // provide a link to my website in a readme file or similar
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| 6 | // Downloaded from: www.paulsprojects.net
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| 7 | // Created: 20th July 2002
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| 8 | // Modified: 8th November 2002 - Changed Constructor layout
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| 9 | // - Some speed Improvements
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| 10 | // - Corrected Lerp
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| 11 | // 7th January 2003 - Added QuadraticInterpolate
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| 12 | //////////////////////////////////////////////////////////////////////////////////////////
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| 13 |
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| 14 | #ifndef VECTOR3D_H
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| 15 | #define VECTOR3D_H
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| 16 |
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| 17 | class VECTOR3D
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| 18 | {
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| 19 | public:
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| 20 | //constructors
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| 21 | VECTOR3D(void) : x(0.0f), y(0.0f), z(0.0f)
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| 22 | {}
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| 23 |
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| 24 | VECTOR3D(float newX, float newY, float newZ) : x(newX), y(newY), z(newZ)
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| 25 | {}
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| 26 |
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| 27 | VECTOR3D(const float * rhs) : x(*rhs), y(*(rhs+1)), z(*(rhs+2))
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| 28 | {}
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| 29 |
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| 30 | VECTOR3D(const VECTOR3D & rhs) : x(rhs.x), y(rhs.y), z(rhs.z)
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| 31 | {}
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| 32 |
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| 33 | ~VECTOR3D() {} //empty
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| 34 |
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| 35 | void Set(float newX, float newY, float newZ)
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| 36 | { x=newX; y=newY; z=newZ; }
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| 37 |
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| 38 | //Accessors kept for compatibility
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| 39 | void SetX(float newX) {x = newX;}
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| 40 | void SetY(float newY) {y = newY;}
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| 41 | void SetZ(float newZ) {z = newZ;}
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| 42 |
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| 43 | float GetX() const {return x;} //public accessor functions
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| 44 | float GetY() const {return y;} //inline, const
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| 45 | float GetZ() const {return z;}
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| 46 |
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| 47 | void LoadZero(void)
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| 48 | { x=y=z=0.0f; }
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| 49 | void LoadOne(void)
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| 50 | { x=y=z=1.0f; }
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| 51 |
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| 52 | //vector algebra
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| 53 | VECTOR3D CrossProduct(const VECTOR3D & rhs) const
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| 54 | { return VECTOR3D(y*rhs.z - z*rhs.y, z*rhs.x - x*rhs.z, x*rhs.y - y*rhs.x); }
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| 55 |
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| 56 | float DotProduct(const VECTOR3D & rhs) const
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| 57 | { return x*rhs.x + y*rhs.y + z*rhs.z; }
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| 58 |
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| 59 | void Normalize();
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| 60 | VECTOR3D GetNormalized() const;
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| 61 |
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| 62 | float GetLength() const
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| 63 | { return (float)sqrt((x*x)+(y*y)+(z*z)); }
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| 64 |
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| 65 | float GetSquaredLength() const
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| 66 | { return (x*x)+(y*y)+(z*z); }
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| 67 |
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| 68 | //rotations
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| 69 | void RotateX(double angle);
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| 70 | VECTOR3D GetRotatedX(double angle) const;
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| 71 | void RotateY(double angle);
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| 72 | VECTOR3D GetRotatedY(double angle) const;
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| 73 | void RotateZ(double angle);
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| 74 | VECTOR3D GetRotatedZ(double angle) const;
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| 75 | void RotateAxis(double angle, const VECTOR3D & axis);
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| 76 | VECTOR3D GetRotatedAxis(double angle, const VECTOR3D & axis) const;
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| 77 |
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| 78 | //pack to [0,1] for color
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| 79 | void PackTo01();
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| 80 | VECTOR3D GetPackedTo01() const;
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| 81 |
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| 82 | //linear interpolate
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| 83 | VECTOR3D lerp(const VECTOR3D & v2, float factor) const
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| 84 | { return (*this)*(1.0f-factor) + v2*factor; }
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| 85 |
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| 86 | VECTOR3D QuadraticInterpolate(const VECTOR3D & v2, const VECTOR3D & v3, float factor) const
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| 87 | { return (*this)*(1.0f-factor)*(1.0f-factor) + 2*v2*factor*(1.0f-factor) + v3*factor*factor;}
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| 88 |
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| 89 |
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| 90 | //overloaded operators
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| 91 | //binary operators
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| 92 | VECTOR3D operator+(const VECTOR3D & rhs) const
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| 93 | { return VECTOR3D(x + rhs.x, y + rhs.y, z + rhs.z); }
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| 94 |
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| 95 | VECTOR3D operator-(const VECTOR3D & rhs) const
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| 96 | { return VECTOR3D(x - rhs.x, y - rhs.y, z - rhs.z); }
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| 97 |
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| 98 | VECTOR3D operator*(const float rhs) const
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| 99 | { return VECTOR3D(x*rhs, y*rhs, z*rhs); }
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| 100 |
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| 101 | VECTOR3D operator/(const float rhs) const
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| 102 | { return (rhs==0.0f) ? VECTOR3D(0.0f, 0.0f, 0.0f) : VECTOR3D(x / rhs, y / rhs, z / rhs); }
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| 103 |
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| 104 | //multiply by a float, eg 3*v
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| 105 | friend VECTOR3D operator*(float scaleFactor, const VECTOR3D & rhs);
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| 106 |
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| 107 | //Add, subtract etc, saving the construction of a temporary
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| 108 | void Add(const VECTOR3D & v2, VECTOR3D & result)
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| 109 | {
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| 110 | result.x=x+v2.x;
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| 111 | result.y=y+v2.y;
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| 112 | result.z=z+v2.z;
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| 113 | }
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| 114 |
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| 115 | void Subtract(const VECTOR3D & v2, VECTOR3D & result)
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| 116 | {
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| 117 | result.x=x-v2.x;
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| 118 | result.y=y-v2.y;
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| 119 | result.z=z-v2.z;
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| 120 | }
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| 121 |
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| 122 | bool operator==(const VECTOR3D & rhs) const;
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| 123 | bool operator!=(const VECTOR3D & rhs) const
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| 124 | { return !((*this)==rhs); }
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| 125 |
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| 126 | //self-add etc
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| 127 | void operator+=(const VECTOR3D & rhs)
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| 128 | { x+=rhs.x; y+=rhs.y; z+=rhs.z; }
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| 129 |
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| 130 | void operator-=(const VECTOR3D & rhs)
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| 131 | { x-=rhs.x; y-=rhs.y; z-=rhs.z; }
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| 132 |
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| 133 | void operator*=(const float rhs)
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| 134 | { x*=rhs; y*=rhs; z*=rhs; }
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| 135 |
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| 136 | void operator/=(const float rhs)
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| 137 | { if(rhs==0.0f)
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| 138 | return;
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| 139 | else
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| 140 | { x/=rhs; y/=rhs; z/=rhs; }
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| 141 | }
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| 142 |
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| 143 |
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| 144 | //unary operators
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| 145 | VECTOR3D operator-(void) const {return VECTOR3D(-x, -y, -z);}
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| 146 | VECTOR3D operator+(void) const {return *this;}
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| 147 |
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| 148 | //cast to pointer to a (float *) for glVertex3fv etc
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| 149 | operator float* () const {return (float*) this;}
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| 150 | operator const float* () const {return (const float*) this;}
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| 151 |
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| 152 | //member variables
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| 153 | float x;
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| 154 | float y;
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| 155 | float z;
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| 156 | };
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| 157 |
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| 158 | #endif //VECTOR3D_H |
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