[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 | */
|
---|
| 21 | class FCOLLADA_EXPORT FMVector3
|
---|
| 22 | {
|
---|
| 23 | public:
|
---|
| 24 | float x; /**< The first coordinate. */
|
---|
| 25 | float y; /**< The second coordinate. */
|
---|
| 26 | float z; /**< The third coordinate. */
|
---|
| 27 |
|
---|
| 28 | public:
|
---|
| 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 |
|
---|
| 159 | public:
|
---|
| 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 | */
|
---|
| 174 | inline 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 | */
|
---|
| 183 | inline 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 | */
|
---|
| 193 | inline 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 | */
|
---|
| 203 | inline 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 | */
|
---|
| 212 | inline 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 | */
|
---|
| 221 | inline 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 | */
|
---|
| 230 | inline 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 | */
|
---|
| 239 | inline 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 | */
|
---|
| 248 | inline 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 | */
|
---|
| 257 | inline 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 | */
|
---|
| 266 | inline 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 | */
|
---|
| 275 | inline 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 | */
|
---|
| 283 | inline 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 | */
|
---|
| 291 | inline bool operator == (const FMVector3& a, const FMVector3& b) { return IsEquivalent(a, b); }
|
---|
| 292 |
|
---|
| 293 | // Already documented above.
|
---|
| 294 | inline FMVector3 FMVector3::Projected(const FMVector3& unto) { return ((*this) * unto) / unto.LengthSquared() * unto; }
|
---|
| 295 |
|
---|
| 296 | /** A dynamically-sized array of 3D vectors or points. */
|
---|
| 297 | typedef vector<FMVector3> FMVector3List;
|
---|
| 298 |
|
---|
| 299 | #endif // _FM_VECTOR3_H_
|
---|