1 | //////////////////////////////////////////////////////////////////////////////////////////
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2 | // VECTOR3D.cpp
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3 | // Function definitions for 3d vector class
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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 | // 17th December 2002 - Converted from radians to degrees
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12 | //////////////////////////////////////////////////////////////////////////////////////////
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13 |
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14 | #include "Maths.h"
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15 |
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16 | void VECTOR3D::Normalize()
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17 | {
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18 | float length=GetLength();
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19 |
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20 | if(length==1 || length==0) //return if length is 1 or 0
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21 | return;
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22 |
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23 | float scalefactor = 1.0f/length;
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24 | x *= scalefactor;
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25 | y *= scalefactor;
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26 | z *= scalefactor;
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27 | }
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28 |
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29 | VECTOR3D VECTOR3D::GetNormalized() const
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30 | {
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31 | VECTOR3D result(*this);
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32 |
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33 | result.Normalize();
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34 |
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35 | return result;
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36 | }
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37 |
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38 | VECTOR3D VECTOR3D::GetRotatedX(double angle) const
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39 | {
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40 | if(angle==0.0)
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41 | return (*this);
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42 |
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43 | float sinAngle=(float)sin(M_PI*angle/180);
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44 | float cosAngle=(float)cos(M_PI*angle/180);
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45 |
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46 | return VECTOR3D( x,
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47 | y*cosAngle - z*sinAngle,
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48 | y*sinAngle + z*cosAngle);
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49 | }
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50 |
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51 | void VECTOR3D::RotateX(double angle)
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52 | {
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53 | (*this)=GetRotatedX(angle);
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54 | }
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55 |
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56 | VECTOR3D VECTOR3D::GetRotatedY(double angle) const
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57 | {
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58 | if(angle==0.0)
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59 | return (*this);
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60 |
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61 | float sinAngle=(float)sin(M_PI*angle/180);
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62 | float cosAngle=(float)cos(M_PI*angle/180);
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63 |
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64 | return VECTOR3D( x*cosAngle + z*sinAngle,
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65 | y,
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66 | -x*sinAngle + z*cosAngle);
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67 | }
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68 |
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69 | void VECTOR3D::RotateY(double angle)
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70 | {
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71 | (*this)=GetRotatedY(angle);
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72 | }
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73 |
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74 | VECTOR3D VECTOR3D::GetRotatedZ(double angle) const
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75 | {
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76 | if(angle==0.0)
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77 | return (*this);
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78 |
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79 | float sinAngle=(float)sin(M_PI*angle/180);
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80 | float cosAngle=(float)cos(M_PI*angle/180);
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81 |
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82 | return VECTOR3D(x*cosAngle - y*sinAngle,
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83 | x*sinAngle + y*cosAngle,
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84 | z);
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85 | }
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86 |
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87 | void VECTOR3D::RotateZ(double angle)
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88 | {
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89 | (*this)=GetRotatedZ(angle);
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90 | }
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91 |
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92 | VECTOR3D VECTOR3D::GetRotatedAxis(double angle, const VECTOR3D & axis) const
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93 | {
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94 | if(angle==0.0)
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95 | return (*this);
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96 |
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97 | VECTOR3D u=axis.GetNormalized();
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98 |
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99 | VECTOR3D rotMatrixRow0, rotMatrixRow1, rotMatrixRow2;
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100 |
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101 | float sinAngle=(float)sin(M_PI*angle/180);
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102 | float cosAngle=(float)cos(M_PI*angle/180);
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103 | float oneMinusCosAngle=1.0f-cosAngle;
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104 |
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105 | rotMatrixRow0.x=(u.x)*(u.x) + cosAngle*(1-(u.x)*(u.x));
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106 | rotMatrixRow0.y=(u.x)*(u.y)*(oneMinusCosAngle) - sinAngle*u.z;
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107 | rotMatrixRow0.z=(u.x)*(u.z)*(oneMinusCosAngle) + sinAngle*u.y;
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108 |
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109 | rotMatrixRow1.x=(u.x)*(u.y)*(oneMinusCosAngle) + sinAngle*u.z;
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110 | rotMatrixRow1.y=(u.y)*(u.y) + cosAngle*(1-(u.y)*(u.y));
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111 | rotMatrixRow1.z=(u.y)*(u.z)*(oneMinusCosAngle) - sinAngle*u.x;
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112 |
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113 | rotMatrixRow2.x=(u.x)*(u.z)*(oneMinusCosAngle) - sinAngle*u.y;
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114 | rotMatrixRow2.y=(u.y)*(u.z)*(oneMinusCosAngle) + sinAngle*u.x;
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115 | rotMatrixRow2.z=(u.z)*(u.z) + cosAngle*(1-(u.z)*(u.z));
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116 |
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117 | return VECTOR3D( this->DotProduct(rotMatrixRow0),
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118 | this->DotProduct(rotMatrixRow1),
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119 | this->DotProduct(rotMatrixRow2));
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120 | }
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121 |
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122 | void VECTOR3D::RotateAxis(double angle, const VECTOR3D & axis)
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123 | {
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124 | (*this)=GetRotatedAxis(angle, axis);
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125 | }
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126 |
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127 |
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128 | void VECTOR3D::PackTo01()
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129 | {
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130 | (*this)=GetPackedTo01();
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131 | }
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132 |
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133 | VECTOR3D VECTOR3D::GetPackedTo01() const
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134 | {
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135 | VECTOR3D temp(*this);
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136 |
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137 | temp.Normalize();
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138 |
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139 | temp=temp*0.5f+VECTOR3D(0.5f, 0.5f, 0.5f);
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140 |
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141 | return temp;
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142 | }
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143 |
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144 | VECTOR3D operator*(float scaleFactor, const VECTOR3D & rhs)
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145 | {
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146 | return rhs*scaleFactor;
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147 | }
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148 |
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149 | bool VECTOR3D::operator==(const VECTOR3D & rhs) const
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150 | {
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151 | if(x==rhs.x && y==rhs.y && z==rhs.z)
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152 | return true;
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153 |
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154 | return false;
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155 | }
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156 |
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