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00005 #ifndef __IRR_IRRKLANG_VEC_3D_H_INCLUDED__
00006 #define __IRR_IRRKLANG_VEC_3D_H_INCLUDED__
00007
00008 #include <math.h>
00009 #include "ik_irrKlangTypes.h"
00010
00011
00012 namespace irrklang
00013 {
00014
00016 template <class T>
00017 class vec3d
00018 {
00019 public:
00020
00021 vec3d(): X(0), Y(0), Z(0) {};
00022 vec3d(T nx, T ny, T nz) : X(nx), Y(ny), Z(nz) {};
00023 vec3d(const vec3d<T>& other) :X(other.X), Y(other.Y), Z(other.Z) {};
00024
00026 #ifdef __IRR_POINT_3D_H_INCLUDED__
00027 template<class B>
00028 vec3d(const B& other) :X(other.X), Y(other.Y), Z(other.Z) {};
00029 #endif // __IRR_POINT_3D_H_INCLUDED__
00030
00031
00032
00033 vec3d<T> operator-() const { return vec3d<T>(-X, -Y, -Z); }
00034
00035 vec3d<T>& operator=(const vec3d<T>& other) { X = other.X; Y = other.Y; Z = other.Z; return *this; }
00036
00037 vec3d<T> operator+(const vec3d<T>& other) const { return vec3d<T>(X + other.X, Y + other.Y, Z + other.Z); }
00038 vec3d<T>& operator+=(const vec3d<T>& other) { X+=other.X; Y+=other.Y; Z+=other.Z; return *this; }
00039
00040 vec3d<T> operator-(const vec3d<T>& other) const { return vec3d<T>(X - other.X, Y - other.Y, Z - other.Z); }
00041 vec3d<T>& operator-=(const vec3d<T>& other) { X-=other.X; Y-=other.Y; Z-=other.Z; return *this; }
00042
00043 vec3d<T> operator*(const vec3d<T>& other) const { return vec3d<T>(X * other.X, Y * other.Y, Z * other.Z); }
00044 vec3d<T>& operator*=(const vec3d<T>& other) { X*=other.X; Y*=other.Y; Z*=other.Z; return *this; }
00045 vec3d<T> operator*(const T v) const { return vec3d<T>(X * v, Y * v, Z * v); }
00046 vec3d<T>& operator*=(const T v) { X*=v; Y*=v; Z*=v; return *this; }
00047
00048 vec3d<T> operator/(const vec3d<T>& other) const { return vec3d<T>(X / other.X, Y / other.Y, Z / other.Z); }
00049 vec3d<T>& operator/=(const vec3d<T>& other) { X/=other.X; Y/=other.Y; Z/=other.Z; return *this; }
00050 vec3d<T> operator/(const T v) const { T i=(T)1.0/v; return vec3d<T>(X * i, Y * i, Z * i); }
00051 vec3d<T>& operator/=(const T v) { T i=(T)1.0/v; X*=i; Y*=i; Z*=i; return *this; }
00052
00053 bool operator<=(const vec3d<T>&other) const { return X<=other.X && Y<=other.Y && Z<=other.Z;};
00054 bool operator>=(const vec3d<T>&other) const { return X>=other.X && Y>=other.Y && Z>=other.Z;};
00055
00056 bool operator==(const vec3d<T>& other) const { return other.X==X && other.Y==Y && other.Z==Z; }
00057 bool operator!=(const vec3d<T>& other) const { return other.X!=X || other.Y!=Y || other.Z!=Z; }
00058
00059
00060
00062 bool equals(const vec3d<T>& other)
00063 {
00064 return equalsfloat(X, other.X) &&
00065 equalsfloat(Y, other.Y) &&
00066 equalsfloat(Z, other.Z);
00067 }
00068
00069 void set(const T nx, const T ny, const T nz) {X=nx; Y=ny; Z=nz; }
00070 void set(const vec3d<T>& p) { X=p.X; Y=p.Y; Z=p.Z;}
00071
00073 ik_f64 getLength() const { return sqrt(X*X + Y*Y + Z*Z); }
00074
00076
00078 ik_f64 getLengthSQ() const { return X*X + Y*Y + Z*Z; }
00079
00081 T dotProduct(const vec3d<T>& other) const
00082 {
00083 return X*other.X + Y*other.Y + Z*other.Z;
00084 }
00085
00087
00088 ik_f64 getDistanceFrom(const vec3d<T>& other) const
00089 {
00090 ik_f64 vx = X - other.X; ik_f64 vy = Y - other.Y; ik_f64 vz = Z - other.Z;
00091 return sqrt(vx*vx + vy*vy + vz*vz);
00092 }
00093
00095
00096 ik_f32 getDistanceFromSQ(const vec3d<T>& other) const
00097 {
00098 ik_f32 vx = X - other.X; ik_f32 vy = Y - other.Y; ik_f32 vz = Z - other.Z;
00099 return (vx*vx + vy*vy + vz*vz);
00100 }
00101
00103 vec3d<T> crossProduct(const vec3d<T>& p) const
00104 {
00105 return vec3d<T>(Y * p.Z - Z * p.Y, Z * p.X - X * p.Z, X * p.Y - Y * p.X);
00106 }
00107
00109
00110 bool isBetweenPoints(const vec3d<T>& begin, const vec3d<T>& end) const
00111 {
00112 ik_f32 f = (ik_f32)(end - begin).getLengthSQ();
00113 return (ik_f32)getDistanceFromSQ(begin) < f &&
00114 (ik_f32)getDistanceFromSQ(end) < f;
00115 }
00116
00118 vec3d<T>& normalize()
00119 {
00120 T l = (T)getLength();
00121 if (l == 0)
00122 return *this;
00123
00124 l = (T)1.0 / l;
00125 X *= l;
00126 Y *= l;
00127 Z *= l;
00128 return *this;
00129 }
00130
00132 void setLength(T newlength)
00133 {
00134 normalize();
00135 *this *= newlength;
00136 }
00137
00139 void invert()
00140 {
00141 X *= -1.0f;
00142 Y *= -1.0f;
00143 Z *= -1.0f;
00144 }
00145
00150 void rotateXZBy(ik_f64 degrees, const vec3d<T>& center)
00151 {
00152 degrees *= IK_DEGTORAD64;
00153 T cs = (T)cos(degrees);
00154 T sn = (T)sin(degrees);
00155 X -= center.X;
00156 Z -= center.Z;
00157 set(X*cs - Z*sn, Y, X*sn + Z*cs);
00158 X += center.X;
00159 Z += center.Z;
00160 }
00161
00166 void rotateXYBy(ik_f64 degrees, const vec3d<T>& center)
00167 {
00168 degrees *= IK_DEGTORAD64;
00169 T cs = (T)cos(degrees);
00170 T sn = (T)sin(degrees);
00171 X -= center.X;
00172 Y -= center.Y;
00173 set(X*cs - Y*sn, X*sn + Y*cs, Z);
00174 X += center.X;
00175 Y += center.Y;
00176 }
00177
00182 void rotateYZBy(ik_f64 degrees, const vec3d<T>& center)
00183 {
00184 degrees *= IK_DEGTORAD64;
00185 T cs = (T)cos(degrees);
00186 T sn = (T)sin(degrees);
00187 Z -= center.Z;
00188 Y -= center.Y;
00189 set(X, Y*cs - Z*sn, Y*sn + Z*cs);
00190 Z += center.Z;
00191 Y += center.Y;
00192 }
00193
00195
00197 vec3d<T> getInterpolated(const vec3d<T>& other, ik_f32 d) const
00198 {
00199 ik_f32 inv = 1.0f - d;
00200 return vec3d<T>(other.X*inv + X*d,
00201 other.Y*inv + Y*d,
00202 other.Z*inv + Z*d);
00203 }
00204
00206
00209 vec3d<T> getHorizontalAngle()
00210 {
00211 vec3d<T> angle;
00212
00213 angle.Y = (T)atan2(X, Z);
00214 angle.Y *= (ik_f32)IK_RADTODEG;
00215
00216 if (angle.Y < 0.0f) angle.Y += 360.0f;
00217 if (angle.Y >= 360.0f) angle.Y -= 360.0f;
00218
00219 ik_f32 z1 = (T)sqrt(X*X + Z*Z);
00220
00221 angle.X = (T)atan2(z1, Y);
00222 angle.X *= (ik_f32)IK_RADTODEG;
00223 angle.X -= 90.0f;
00224
00225 if (angle.X < 0.0f) angle.X += 360.0f;
00226 if (angle.X >= 360) angle.X -= 360.0f;
00227
00228 return angle;
00229 }
00230
00232
00234 void getAs4Values(T* array)
00235 {
00236 array[0] = X;
00237 array[1] = Y;
00238 array[2] = Z;
00239 array[3] = 0;
00240 }
00241
00242
00243
00244
00245 T X, Y, Z;
00246 };
00247
00248
00250 typedef vec3d<ik_f32> vec3df;
00251
00253 typedef vec3d<ik_s32> vec3di;
00254
00255 template<class S, class T> vec3d<T> operator*(const S scalar, const vec3d<T>& vector) { return vector*scalar; }
00256
00257 }
00258
00259
00260 #endif
00261