source: NonGTP/FCollada/FMath/FMVector3.h @ 964

Revision 964, 9.7 KB checked in by igarcia, 19 years ago (diff)
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[964]1/*
2        Copyright (C) 2005-2006 Feeling Software Inc.
3        MIT License: http://www.opensource.org/licenses/mit-license.php
4*/
5
6/**
7        @file FMVector3.h The file containing the class and global functions for 3 dimensional vectors.
8*/
9
10#ifndef _FM_VECTOR3_H_
11#define _FM_VECTOR3_H_
12
13/**
14        A 3 dimensional vector.
15
16        Simple, non-optimized vector class: * is the dot-product, ^ is the
17        cross-product.
18       
19        @ingroup FMath
20*/
21class FCOLLADA_EXPORT FMVector3
22{
23public:
24        float x;        /**< The first coordinate. */
25        float y;        /**< The second coordinate. */
26        float z;        /**< The third coordinate. */
27
28public:
29        /**
30         * Creates an empty FMVector3.
31         */
32        #ifndef _DEBUG
33        FMVector3() {}
34        #else
35        FMVector3() { x = 123456789.0f; y = 123456789.0f; z = 123456789.0f; }
36        #endif
37
38        /**
39         * Creates the FMVector3 with the coordinates given.
40         *
41         * @param _x The first coordinate.
42         * @param _y The second coordinate.
43         * @param _z The third coordinate.
44         */
45        FMVector3(float _x, float _y, float _z) { x = _x; y = _y; z = _z; }
46
47        /**
48         * Creates the FMVector3 from a list of \c floats.
49         *
50         * It takes the first 3 \c floats starting from and including \a startIndex
51         * (0 indexing) in the array as the 3 coordinates. The first as the first
52         * coordinate, the second as the second, and the third as the third.
53         *
54         * @param source The \c float array.
55         * @param startIndex The index of the first element.
56         */
57        FMVector3(const float* source, uint32 startIndex = 0);
58
59        /**
60         * Get the squared length.
61         *
62         * @return The squared length of this FMVector3.
63         */
64        inline float LengthSquared() const { return x * x + y * y + z * z; }
65
66        /**
67         * Retrieves the length of the vector.
68         *
69         * @return The length of this FMVector3.
70         */
71        inline float Length() const { return sqrtf(x * x + y * y + z * z); }
72
73        /**
74         * Normalize this FMVector3.
75         */
76        inline void NormalizeIt() { float l = Length(); if (!IsEquivalent(l, 0.0f)) { x /= l; y /= l; z /= l; }}
77
78        /**
79         * Get a normalized FMVector3 with the same direction as this FMVector3.
80         *
81         * @return A FMVector3 with length 1 and same direction as this FMVector3.
82         */
83        inline FMVector3 Normalize() const { float l = Length(); return FMVector3(x / l, y / l, z / l); }
84
85        /**
86         * Project this FMVector3 onto another FMVector3.
87         *
88         * @param unto The FMVector3 to project onto.
89         */
90        inline void Project(const FMVector3& unto) { (*this) = Projected(unto); }
91
92        /**
93         * Get the projection of this FMVector3 onto another FMVector3.
94         *
95         * @param unto The FMVector3 to project onto.
96         * @return The projected FMVector3.
97         */
98        inline FMVector3 Projected(const FMVector3& unto);
99
100        /**
101         * Get this FMVector3 as an array of \c floats.
102         *
103         * @return The \c float array.
104         */
105        inline operator float*() { return &x; }
106
107    /**
108         * Get this FMVector3 as an array of \c floats.
109         *
110         * @return The \c float array.
111         */
112        inline operator const float*() const { return &x; }
113
114        /**
115         * Assign this FMVector3 to the given float array.
116         *
117         * Assigns each coordinate of this FMVector3 to the elements in the \c
118         * float array. The first element to the first coordinate, the second to
119         * the second, and the third to the third. It returns this FMVector3.
120         *
121         * @param v The \c float array to assign with.
122         * @return This FMVector3.
123         */
124        inline FMVector3& operator =(const float* v) { x = *v; y = *(v + 1); z = *(v + 2); return *this; }
125
126        /**
127         * Update each component of this FMVector to the minimum of two FMVector3s.
128         *
129         * Updates each of the three components to be the minimum of the current
130         * value and that of the corresponding value of the given FMVector3.
131         *
132         * @param min The FMVector to take values from.
133         */
134        inline void ComponentMinimum(const FMVector3& min) { if (x < min.x) x = min.x; if (y < min.y) y = min.y; if (z < min.z) z = min.z; }
135
136        /**
137         * Update each component of this FMVector to the maximum of two FMVector3s.
138         *
139         * Updates each of the three components to be the maximum of the current
140         * value and that of the corresponding value of the given FMVector3.
141         *
142         * @param max The FMVector to take values from.
143         */
144        inline void ComponentMaximum(const FMVector3& max) { if (x > max.x) x = max.x; if (y > max.y) y = max.y; if (z > max.z) z = max.z; }
145
146        /**
147         * Clamp each component of this FMVector by the corresponding components
148         * in the specified min and max FMVector3.
149         *
150         * Clamp refers to setting a value within a given range. If the value is
151         * lower than the minimum of the range, it is set to the minimum; same for
152         * the maximum.
153         *
154         * @param min The FMVector to take the minimum values from.
155         * @param max The FMVector to take the maximum values from.
156         */
157        inline void ComponentClamp(const FMVector3& min, const FMVector3& max) { ComponentMinimum(min); ComponentMaximum(max); }
158
159public:
160        static const FMVector3 XAxis; /**< The FMVector3 representing the x axis */
161        static const FMVector3 YAxis; /**< The FMVector3 representing the y axis */
162        static const FMVector3 ZAxis; /**< The FMVector3 representing the z axis */
163        static const FMVector3 Zero;  /**< The FMVector3 representing zero */
164        static const FMVector3 Origin;/**< The FMVector3 representing the origin */
165};
166
167/**
168 * Vector addition with two FMVector3.
169 *
170 * @param a The first vector.
171 * @param b The second vector.
172 * @return The FMVector3 representation of the resulting vector.
173 */
174inline FMVector3 operator +(const FMVector3& a, const FMVector3& b) { return FMVector3(a.x + b.x, a.y + b.y, a.z + b.z); }
175
176/**
177 * Vector subtraction with two FMVector3.
178 *
179 * @param a The first vector.
180 * @param b The second vector.
181 * @return The FMVector3 representation of the resulting vector.
182 */
183inline FMVector3 operator -(const FMVector3& a, const FMVector3& b) { return FMVector3(a.x - b.x, a.y - b.y, a.z - b.z); }
184
185/**
186 * Positive operator of the given FMVector3.
187 *
188 * It applies the positive operator to each of the components of the FMVector3.
189 *
190 * @param a The vector to apply the positive operator to.
191 * @return The FMVector3 representation of the resulting vector.
192 */
193inline FMVector3 operator +(const FMVector3& a) { return FMVector3(+a.x, +a.y, +a.z); }
194
195/**
196 * Negates the given FMVector3.
197 *
198 * It negates each of the components of the FMVector3.
199 *
200 * @param a The vector to negate.
201 * @return The FMVector3 representation of the resulting vector.
202 */
203inline FMVector3 operator -(const FMVector3& a) { return FMVector3(-a.x, -a.y, -a.z); }
204
205/**
206 * Dot product of two FMVector3.
207 *
208 * @param a The first vector.
209 * @param b The second vector.
210 * @return The result of the dot product.
211 */
212inline float operator *(const FMVector3& a, const FMVector3& b) { return a.x * b.x + a.y * b.y + a.z * b.z; }
213
214/**
215 * Scalar multiplication with a FMVector3.
216 *
217 * @param a The vector.
218 * @param b The scalar.
219 * @return The FMVector3 representing the resulting vector.
220 */
221inline FMVector3 operator *(const FMVector3& a, float b) { return FMVector3(a.x * b, a.y * b, a.z * b); }
222
223/**
224 * Scalar multiplication with a FMVector3.
225 *
226 * @param a The scalar.
227 * @param b The vector.
228 * @return The FMVector3 representing the resulting vector.
229 */
230inline FMVector3 operator *(float a, const FMVector3& b) { return FMVector3(a * b.x, a * b.y, a * b.z); }
231
232/**
233 * Cross product of two FMVector3.
234 *
235 * @param a The first vector.
236 * @param b The second vector.
237 * @return The result of the dot product.
238 */
239inline FMVector3 operator ^(const FMVector3& a, const FMVector3& b) { return FMVector3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x); }
240
241/**
242 * Assignment of the addition of two FMVector3.
243 *
244 * @param b The first vector, which will also be assigned to the result.
245 * @param a The second vector.
246 * @return The first vector, after it has been assigned new values.
247 */
248inline FMVector3& operator +=(FMVector3& b, const FMVector3& a) { b.x += a.x; b.y += a.y; b.z += a.z; return b; }
249
250/**
251 * Assignment of the subtraction of two FMVector3.
252 *
253 * @param b The first vector, which will also be assigned to the result.
254 * @param a The second vector.
255 * @return The first vector, after it has been assigned new values.
256 */
257inline FMVector3& operator -=(FMVector3& b, const FMVector3& a) { b.x -= a.x; b.y -= a.y; b.z -= a.z; return b; }
258
259/**
260 * Assignment of the scalar multiplication of a FMVector3.
261 *
262 * @param b The vector, which will also be assigned to the result.
263 * @param a The scalar.
264 * @return The vector, after it has been assigned new values.
265 */
266inline FMVector3& operator *=(FMVector3& b, float a) { b.x *= a; b.y *= a; b.z *= a; return b; }
267
268/**
269 * Assignment of the scalar division of a FMVector3.
270 *
271 * @param b The vector, which will also be assigned to the result.
272 * @param a The scalar.
273 * @return The vector, after it has been assigned new values.
274 */
275inline FMVector3& operator /=(FMVector3& b, float a) { b.x /= a; b.y /= a; b.z /= a; return b; }
276
277/**
278        Returns whether two 3D vectors or points are equivalent.
279        @param p A first vector.
280        @param q A second vector.
281        @return Whether the vectors are equivalent.
282*/
283inline bool IsEquivalent(const FMVector3& p, const FMVector3& q) { return IsEquivalent(p.x, q.x) && IsEquivalent(p.y, q.y) && IsEquivalent(p.z, q.z); }
284
285/**
286        Check if two FMVector3 are equivalent (they have relatively the same component values).
287        @param a The first vector.
288        @param b The second vector.
289        @return Whether the vectors are equivalent.
290*/
291inline bool operator == (const FMVector3& a, const FMVector3& b) { return IsEquivalent(a, b); }
292
293// Already documented above.
294inline FMVector3 FMVector3::Projected(const FMVector3& unto) { return ((*this) * unto) / unto.LengthSquared() * unto; }
295
296/** A dynamically-sized array of 3D vectors or points. */
297typedef vector<FMVector3> FMVector3List;
298
299#endif // _FM_VECTOR3_H_
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