/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __MATH_VECTOR_H__ #define __MATH_VECTOR_H__ /* =============================================================================== Vector classes =============================================================================== */ #include "../containers/Array.h" // for idTupleSize #define VECTOR_EPSILON 0.001f class idAngles; class idPolar3; class idMat3; //=============================================================== // // idVec2 - 2D vector // //=============================================================== class idVec2 { public: float x; float y; idVec2(); explicit idVec2( const float x, const float y ); void Set( const float x, const float y ); void Zero(); float operator[]( int index ) const; float & operator[]( int index ); idVec2 operator-() const; float operator*( const idVec2 &a ) const; idVec2 operator*( const float a ) const; idVec2 operator/( const float a ) const; idVec2 operator+( const idVec2 &a ) const; idVec2 operator-( const idVec2 &a ) const; idVec2 & operator+=( const idVec2 &a ); idVec2 & operator-=( const idVec2 &a ); idVec2 & operator/=( const idVec2 &a ); idVec2 & operator/=( const float a ); idVec2 & operator*=( const float a ); friend idVec2 operator*( const float a, const idVec2 b ); idVec2 Scale( const idVec2 &a ) const; bool Compare( const idVec2 &a ) const; // exact compare, no epsilon bool Compare( const idVec2 &a, const float epsilon ) const; // compare with epsilon bool operator==( const idVec2 &a ) const; // exact compare, no epsilon bool operator!=( const idVec2 &a ) const; // exact compare, no epsilon float Length() const; float LengthFast() const; float LengthSqr() const; float Normalize(); // returns length float NormalizeFast(); // returns length idVec2 Truncate( float length ) const; // cap length void Clamp( const idVec2 &min, const idVec2 &max ); void Snap(); // snap to closest integer value void SnapInt(); // snap towards integer (floor) int GetDimension() const; const float * ToFloatPtr() const; float * ToFloatPtr(); const char * ToString( int precision = 2 ) const; void Lerp( const idVec2 &v1, const idVec2 &v2, const float l ); }; extern idVec2 vec2_origin; #define vec2_zero vec2_origin ID_INLINE idVec2::idVec2() { } ID_INLINE idVec2::idVec2( const float x, const float y ) { this->x = x; this->y = y; } ID_INLINE void idVec2::Set( const float x, const float y ) { this->x = x; this->y = y; } ID_INLINE void idVec2::Zero() { x = y = 0.0f; } ID_INLINE bool idVec2::Compare( const idVec2 &a ) const { return ( ( x == a.x ) && ( y == a.y ) ); } ID_INLINE bool idVec2::Compare( const idVec2 &a, const float epsilon ) const { if ( idMath::Fabs( x - a.x ) > epsilon ) { return false; } if ( idMath::Fabs( y - a.y ) > epsilon ) { return false; } return true; } ID_INLINE bool idVec2::operator==( const idVec2 &a ) const { return Compare( a ); } ID_INLINE bool idVec2::operator!=( const idVec2 &a ) const { return !Compare( a ); } ID_INLINE float idVec2::operator[]( int index ) const { return ( &x )[ index ]; } ID_INLINE float& idVec2::operator[]( int index ) { return ( &x )[ index ]; } ID_INLINE float idVec2::Length() const { return ( float )idMath::Sqrt( x * x + y * y ); } ID_INLINE float idVec2::LengthFast() const { float sqrLength; sqrLength = x * x + y * y; return sqrLength * idMath::InvSqrt( sqrLength ); } ID_INLINE float idVec2::LengthSqr() const { return ( x * x + y * y ); } ID_INLINE float idVec2::Normalize() { float sqrLength, invLength; sqrLength = x * x + y * y; invLength = idMath::InvSqrt( sqrLength ); x *= invLength; y *= invLength; return invLength * sqrLength; } ID_INLINE float idVec2::NormalizeFast() { float lengthSqr, invLength; lengthSqr = x * x + y * y; invLength = idMath::InvSqrt( lengthSqr ); x *= invLength; y *= invLength; return invLength * lengthSqr; } ID_INLINE idVec2 idVec2::Truncate( float length ) const { if ( length < idMath::FLT_SMALLEST_NON_DENORMAL ) { return vec2_zero; } else { float length2 = LengthSqr(); if ( length2 > length * length ) { float ilength = length * idMath::InvSqrt( length2 ); return *this * ilength; } } return *this; } ID_INLINE void idVec2::Clamp( const idVec2 &min, const idVec2 &max ) { if ( x < min.x ) { x = min.x; } else if ( x > max.x ) { x = max.x; } if ( y < min.y ) { y = min.y; } else if ( y > max.y ) { y = max.y; } } ID_INLINE void idVec2::Snap() { x = floor( x + 0.5f ); y = floor( y + 0.5f ); } ID_INLINE void idVec2::SnapInt() { x = float( int( x ) ); y = float( int( y ) ); } ID_INLINE idVec2 idVec2::operator-() const { return idVec2( -x, -y ); } ID_INLINE idVec2 idVec2::operator-( const idVec2 &a ) const { return idVec2( x - a.x, y - a.y ); } ID_INLINE float idVec2::operator*( const idVec2 &a ) const { return x * a.x + y * a.y; } ID_INLINE idVec2 idVec2::operator*( const float a ) const { return idVec2( x * a, y * a ); } ID_INLINE idVec2 idVec2::operator/( const float a ) const { float inva = 1.0f / a; return idVec2( x * inva, y * inva ); } ID_INLINE idVec2 operator*( const float a, const idVec2 b ) { return idVec2( b.x * a, b.y * a ); } ID_INLINE idVec2 idVec2::operator+( const idVec2 &a ) const { return idVec2( x + a.x, y + a.y ); } ID_INLINE idVec2 &idVec2::operator+=( const idVec2 &a ) { x += a.x; y += a.y; return *this; } ID_INLINE idVec2 &idVec2::operator/=( const idVec2 &a ) { x /= a.x; y /= a.y; return *this; } ID_INLINE idVec2 &idVec2::operator/=( const float a ) { float inva = 1.0f / a; x *= inva; y *= inva; return *this; } ID_INLINE idVec2 &idVec2::operator-=( const idVec2 &a ) { x -= a.x; y -= a.y; return *this; } ID_INLINE idVec2 &idVec2::operator*=( const float a ) { x *= a; y *= a; return *this; } ID_INLINE idVec2 idVec2::Scale( const idVec2 &a ) const { return idVec2( x * a.x, y * a.y ); } ID_INLINE int idVec2::GetDimension() const { return 2; } ID_INLINE const float *idVec2::ToFloatPtr() const { return &x; } ID_INLINE float *idVec2::ToFloatPtr() { return &x; } //=============================================================== // // idVec3 - 3D vector // //=============================================================== class idVec3 { public: float x; float y; float z; idVec3(); explicit idVec3( const float xyz ) { Set( xyz, xyz, xyz ); } explicit idVec3( const float x, const float y, const float z ); void Set( const float x, const float y, const float z ); void Zero(); float operator[]( const int index ) const; float & operator[]( const int index ); idVec3 operator-() const; idVec3 & operator=( const idVec3 &a ); // required because of a msvc 6 & 7 bug float operator*( const idVec3 &a ) const; idVec3 operator*( const float a ) const; idVec3 operator/( const float a ) const; idVec3 operator+( const idVec3 &a ) const; idVec3 operator-( const idVec3 &a ) const; idVec3 & operator+=( const idVec3 &a ); idVec3 & operator-=( const idVec3 &a ); idVec3 & operator/=( const idVec3 &a ); idVec3 & operator/=( const float a ); idVec3 & operator*=( const float a ); friend idVec3 operator*( const float a, const idVec3 b ); bool Compare( const idVec3 &a ) const; // exact compare, no epsilon bool Compare( const idVec3 &a, const float epsilon ) const; // compare with epsilon bool operator==( const idVec3 &a ) const; // exact compare, no epsilon bool operator!=( const idVec3 &a ) const; // exact compare, no epsilon bool FixDegenerateNormal(); // fix degenerate axial cases bool FixDenormals(); // change tiny numbers to zero idVec3 Cross( const idVec3 &a ) const; idVec3 & Cross( const idVec3 &a, const idVec3 &b ); float Length() const; float LengthSqr() const; float LengthFast() const; float Normalize(); // returns length float NormalizeFast(); // returns length idVec3 Truncate( float length ) const; // cap length void Clamp( const idVec3 &min, const idVec3 &max ); void Snap(); // snap to closest integer value void SnapInt(); // snap towards integer (floor) int GetDimension() const; float ToYaw() const; float ToPitch() const; idAngles ToAngles() const; idPolar3 ToPolar() const; idMat3 ToMat3() const; // vector should be normalized const idVec2 & ToVec2() const; idVec2 & ToVec2(); const float * ToFloatPtr() const; float * ToFloatPtr(); const char * ToString( int precision = 2 ) const; void NormalVectors( idVec3 &left, idVec3 &down ) const; // vector should be normalized void OrthogonalBasis( idVec3 &left, idVec3 &up ) const; void ProjectOntoPlane( const idVec3 &normal, const float overBounce = 1.0f ); bool ProjectAlongPlane( const idVec3 &normal, const float epsilon, const float overBounce = 1.0f ); void ProjectSelfOntoSphere( const float radius ); void Lerp( const idVec3 &v1, const idVec3 &v2, const float l ); void SLerp( const idVec3 &v1, const idVec3 &v2, const float l ); }; extern idVec3 vec3_origin; #define vec3_zero vec3_origin ID_INLINE idVec3::idVec3() { } ID_INLINE idVec3::idVec3( const float x, const float y, const float z ) { this->x = x; this->y = y; this->z = z; } ID_INLINE float idVec3::operator[]( const int index ) const { return ( &x )[ index ]; } ID_INLINE float &idVec3::operator[]( const int index ) { return ( &x )[ index ]; } ID_INLINE void idVec3::Set( const float x, const float y, const float z ) { this->x = x; this->y = y; this->z = z; } ID_INLINE void idVec3::Zero() { x = y = z = 0.0f; } ID_INLINE idVec3 idVec3::operator-() const { return idVec3( -x, -y, -z ); } ID_INLINE idVec3 &idVec3::operator=( const idVec3 &a ) { x = a.x; y = a.y; z = a.z; return *this; } ID_INLINE idVec3 idVec3::operator-( const idVec3 &a ) const { return idVec3( x - a.x, y - a.y, z - a.z ); } ID_INLINE float idVec3::operator*( const idVec3 &a ) const { return x * a.x + y * a.y + z * a.z; } ID_INLINE idVec3 idVec3::operator*( const float a ) const { return idVec3( x * a, y * a, z * a ); } ID_INLINE idVec3 idVec3::operator/( const float a ) const { float inva = 1.0f / a; return idVec3( x * inva, y * inva, z * inva ); } ID_INLINE idVec3 operator*( const float a, const idVec3 b ) { return idVec3( b.x * a, b.y * a, b.z * a ); } ID_INLINE idVec3 idVec3::operator+( const idVec3 &a ) const { return idVec3( x + a.x, y + a.y, z + a.z ); } ID_INLINE idVec3 &idVec3::operator+=( const idVec3 &a ) { x += a.x; y += a.y; z += a.z; return *this; } ID_INLINE idVec3 &idVec3::operator/=( const idVec3 &a ) { x /= a.x; y /= a.y; z /= a.z; return *this; } ID_INLINE idVec3 &idVec3::operator/=( const float a ) { float inva = 1.0f / a; x *= inva; y *= inva; z *= inva; return *this; } ID_INLINE idVec3 &idVec3::operator-=( const idVec3 &a ) { x -= a.x; y -= a.y; z -= a.z; return *this; } ID_INLINE idVec3 &idVec3::operator*=( const float a ) { x *= a; y *= a; z *= a; return *this; } ID_INLINE bool idVec3::Compare( const idVec3 &a ) const { return ( ( x == a.x ) && ( y == a.y ) && ( z == a.z ) ); } ID_INLINE bool idVec3::Compare( const idVec3 &a, const float epsilon ) const { if ( idMath::Fabs( x - a.x ) > epsilon ) { return false; } if ( idMath::Fabs( y - a.y ) > epsilon ) { return false; } if ( idMath::Fabs( z - a.z ) > epsilon ) { return false; } return true; } ID_INLINE bool idVec3::operator==( const idVec3 &a ) const { return Compare( a ); } ID_INLINE bool idVec3::operator!=( const idVec3 &a ) const { return !Compare( a ); } ID_INLINE float idVec3::NormalizeFast() { float sqrLength, invLength; sqrLength = x * x + y * y + z * z; invLength = idMath::InvSqrt( sqrLength ); x *= invLength; y *= invLength; z *= invLength; return invLength * sqrLength; } ID_INLINE bool idVec3::FixDegenerateNormal() { if ( x == 0.0f ) { if ( y == 0.0f ) { if ( z > 0.0f ) { if ( z != 1.0f ) { z = 1.0f; return true; } } else { if ( z != -1.0f ) { z = -1.0f; return true; } } return false; } else if ( z == 0.0f ) { if ( y > 0.0f ) { if ( y != 1.0f ) { y = 1.0f; return true; } } else { if ( y != -1.0f ) { y = -1.0f; return true; } } return false; } } else if ( y == 0.0f ) { if ( z == 0.0f ) { if ( x > 0.0f ) { if ( x != 1.0f ) { x = 1.0f; return true; } } else { if ( x != -1.0f ) { x = -1.0f; return true; } } return false; } } if ( idMath::Fabs( x ) == 1.0f ) { if ( y != 0.0f || z != 0.0f ) { y = z = 0.0f; return true; } return false; } else if ( idMath::Fabs( y ) == 1.0f ) { if ( x != 0.0f || z != 0.0f ) { x = z = 0.0f; return true; } return false; } else if ( idMath::Fabs( z ) == 1.0f ) { if ( x != 0.0f || y != 0.0f ) { x = y = 0.0f; return true; } return false; } return false; } ID_INLINE bool idVec3::FixDenormals() { bool denormal = false; if ( fabs( x ) < 1e-30f ) { x = 0.0f; denormal = true; } if ( fabs( y ) < 1e-30f ) { y = 0.0f; denormal = true; } if ( fabs( z ) < 1e-30f ) { z = 0.0f; denormal = true; } return denormal; } ID_INLINE idVec3 idVec3::Cross( const idVec3 &a ) const { return idVec3( y * a.z - z * a.y, z * a.x - x * a.z, x * a.y - y * a.x ); } ID_INLINE idVec3 &idVec3::Cross( const idVec3 &a, const idVec3 &b ) { x = a.y * b.z - a.z * b.y; y = a.z * b.x - a.x * b.z; z = a.x * b.y - a.y * b.x; return *this; } ID_INLINE float idVec3::Length() const { return ( float )idMath::Sqrt( x * x + y * y + z * z ); } ID_INLINE float idVec3::LengthSqr() const { return ( x * x + y * y + z * z ); } ID_INLINE float idVec3::LengthFast() const { float sqrLength; sqrLength = x * x + y * y + z * z; return sqrLength * idMath::InvSqrt( sqrLength ); } ID_INLINE float idVec3::Normalize() { float sqrLength, invLength; sqrLength = x * x + y * y + z * z; invLength = idMath::InvSqrt( sqrLength ); x *= invLength; y *= invLength; z *= invLength; return invLength * sqrLength; } ID_INLINE idVec3 idVec3::Truncate( float length ) const { if ( length < idMath::FLT_SMALLEST_NON_DENORMAL ) { return vec3_zero; } else { float length2 = LengthSqr(); if ( length2 > length * length ) { float ilength = length * idMath::InvSqrt( length2 ); return *this * ilength; } } return *this; } ID_INLINE void idVec3::Clamp( const idVec3 &min, const idVec3 &max ) { if ( x < min.x ) { x = min.x; } else if ( x > max.x ) { x = max.x; } if ( y < min.y ) { y = min.y; } else if ( y > max.y ) { y = max.y; } if ( z < min.z ) { z = min.z; } else if ( z > max.z ) { z = max.z; } } ID_INLINE void idVec3::Snap() { x = floor( x + 0.5f ); y = floor( y + 0.5f ); z = floor( z + 0.5f ); } ID_INLINE void idVec3::SnapInt() { x = float( int( x ) ); y = float( int( y ) ); z = float( int( z ) ); } ID_INLINE int idVec3::GetDimension() const { return 3; } ID_INLINE const idVec2 &idVec3::ToVec2() const { return *reinterpret_cast(this); } ID_INLINE idVec2 &idVec3::ToVec2() { return *reinterpret_cast(this); } ID_INLINE const float *idVec3::ToFloatPtr() const { return &x; } ID_INLINE float *idVec3::ToFloatPtr() { return &x; } ID_INLINE void idVec3::NormalVectors( idVec3 &left, idVec3 &down ) const { float d; d = x * x + y * y; if ( !d ) { left[0] = 1; left[1] = 0; left[2] = 0; } else { d = idMath::InvSqrt( d ); left[0] = -y * d; left[1] = x * d; left[2] = 0; } down = left.Cross( *this ); } ID_INLINE void idVec3::OrthogonalBasis( idVec3 &left, idVec3 &up ) const { float l, s; if ( idMath::Fabs( z ) > 0.7f ) { l = y * y + z * z; s = idMath::InvSqrt( l ); up[0] = 0; up[1] = z * s; up[2] = -y * s; left[0] = l * s; left[1] = -x * up[2]; left[2] = x * up[1]; } else { l = x * x + y * y; s = idMath::InvSqrt( l ); left[0] = -y * s; left[1] = x * s; left[2] = 0; up[0] = -z * left[1]; up[1] = z * left[0]; up[2] = l * s; } } ID_INLINE void idVec3::ProjectOntoPlane( const idVec3 &normal, const float overBounce ) { float backoff; backoff = *this * normal; if ( overBounce != 1.0 ) { if ( backoff < 0 ) { backoff *= overBounce; } else { backoff /= overBounce; } } *this -= backoff * normal; } ID_INLINE bool idVec3::ProjectAlongPlane( const idVec3 &normal, const float epsilon, const float overBounce ) { idVec3 cross; float len; cross = this->Cross( normal ).Cross( (*this) ); // normalize so a fixed epsilon can be used cross.Normalize(); len = normal * cross; if ( idMath::Fabs( len ) < epsilon ) { return false; } cross *= overBounce * ( normal * (*this) ) / len; (*this) -= cross; return true; } //=============================================================== // // idTupleSize< idVec3 > - Specialization to get the size // of an idVec3 generically. // //=============================================================== template<> struct idTupleSize< idVec3 > { enum { value = 3 }; }; //=============================================================== // // idVec4 - 4D vector // //=============================================================== class idVec4 { public: float x; float y; float z; float w; idVec4() { } explicit idVec4( const float x ) { Set( x, x, x, x ); } explicit idVec4( const float x, const float y, const float z, const float w ) { Set( x, y, z, w ); } void Set( const float x, const float y, const float z, const float w ); void Zero(); float operator[]( const int index ) const; float & operator[]( const int index ); idVec4 operator-() const; float operator*( const idVec4 &a ) const; idVec4 operator*( const float a ) const; idVec4 operator/( const float a ) const; idVec4 operator+( const idVec4 &a ) const; idVec4 operator-( const idVec4 &a ) const; idVec4 & operator+=( const idVec4 &a ); idVec4 & operator-=( const idVec4 &a ); idVec4 & operator/=( const idVec4 &a ); idVec4 & operator/=( const float a ); idVec4 & operator*=( const float a ); friend idVec4 operator*( const float a, const idVec4 b ); idVec4 Multiply( const idVec4 & a ) const; bool Compare( const idVec4 &a ) const; // exact compare, no epsilon bool Compare( const idVec4 &a, const float epsilon ) const; // compare with epsilon bool operator==( const idVec4 &a ) const; // exact compare, no epsilon bool operator!=( const idVec4 &a ) const; // exact compare, no epsilon float Length() const; float LengthSqr() const; float Normalize(); // returns length float NormalizeFast(); // returns length int GetDimension() const; const idVec2 & ToVec2() const; idVec2 & ToVec2(); const idVec3 & ToVec3() const; idVec3 & ToVec3(); const float * ToFloatPtr() const; float * ToFloatPtr(); const char * ToString( int precision = 2 ) const; void Lerp( const idVec4 &v1, const idVec4 &v2, const float l ); }; extern idVec4 vec4_origin; #define vec4_zero vec4_origin ID_INLINE void idVec4::Set( const float x, const float y, const float z, const float w ) { this->x = x; this->y = y; this->z = z; this->w = w; } ID_INLINE void idVec4::Zero() { x = y = z = w = 0.0f; } ID_INLINE float idVec4::operator[]( int index ) const { return ( &x )[ index ]; } ID_INLINE float& idVec4::operator[]( int index ) { return ( &x )[ index ]; } ID_INLINE idVec4 idVec4::operator-() const { return idVec4( -x, -y, -z, -w ); } ID_INLINE idVec4 idVec4::operator-( const idVec4 &a ) const { return idVec4( x - a.x, y - a.y, z - a.z, w - a.w ); } ID_INLINE float idVec4::operator*( const idVec4 &a ) const { return x * a.x + y * a.y + z * a.z + w * a.w; } ID_INLINE idVec4 idVec4::operator*( const float a ) const { return idVec4( x * a, y * a, z * a, w * a ); } ID_INLINE idVec4 idVec4::operator/( const float a ) const { float inva = 1.0f / a; return idVec4( x * inva, y * inva, z * inva, w * inva ); } ID_INLINE idVec4 operator*( const float a, const idVec4 b ) { return idVec4( b.x * a, b.y * a, b.z * a, b.w * a ); } ID_INLINE idVec4 idVec4::operator+( const idVec4 &a ) const { return idVec4( x + a.x, y + a.y, z + a.z, w + a.w ); } ID_INLINE idVec4 &idVec4::operator+=( const idVec4 &a ) { x += a.x; y += a.y; z += a.z; w += a.w; return *this; } ID_INLINE idVec4 &idVec4::operator/=( const idVec4 &a ) { x /= a.x; y /= a.y; z /= a.z; w /= a.w; return *this; } ID_INLINE idVec4 &idVec4::operator/=( const float a ) { float inva = 1.0f / a; x *= inva; y *= inva; z *= inva; w *= inva; return *this; } ID_INLINE idVec4 &idVec4::operator-=( const idVec4 &a ) { x -= a.x; y -= a.y; z -= a.z; w -= a.w; return *this; } ID_INLINE idVec4 &idVec4::operator*=( const float a ) { x *= a; y *= a; z *= a; w *= a; return *this; } ID_INLINE idVec4 idVec4::Multiply( const idVec4 & a ) const { return idVec4( x * a.x, y * a.y, z * a.z, w * a.w ); } ID_INLINE bool idVec4::Compare( const idVec4 &a ) const { return ( ( x == a.x ) && ( y == a.y ) && ( z == a.z ) && w == a.w ); } ID_INLINE bool idVec4::Compare( const idVec4 &a, const float epsilon ) const { if ( idMath::Fabs( x - a.x ) > epsilon ) { return false; } if ( idMath::Fabs( y - a.y ) > epsilon ) { return false; } if ( idMath::Fabs( z - a.z ) > epsilon ) { return false; } if ( idMath::Fabs( w - a.w ) > epsilon ) { return false; } return true; } ID_INLINE bool idVec4::operator==( const idVec4 &a ) const { return Compare( a ); } ID_INLINE bool idVec4::operator!=( const idVec4 &a ) const { return !Compare( a ); } ID_INLINE float idVec4::Length() const { return ( float )idMath::Sqrt( x * x + y * y + z * z + w * w ); } ID_INLINE float idVec4::LengthSqr() const { return ( x * x + y * y + z * z + w * w ); } ID_INLINE float idVec4::Normalize() { float sqrLength, invLength; sqrLength = x * x + y * y + z * z + w * w; invLength = idMath::InvSqrt( sqrLength ); x *= invLength; y *= invLength; z *= invLength; w *= invLength; return invLength * sqrLength; } ID_INLINE float idVec4::NormalizeFast() { float sqrLength, invLength; sqrLength = x * x + y * y + z * z + w * w; invLength = idMath::InvSqrt( sqrLength ); x *= invLength; y *= invLength; z *= invLength; w *= invLength; return invLength * sqrLength; } ID_INLINE int idVec4::GetDimension() const { return 4; } ID_INLINE const idVec2 &idVec4::ToVec2() const { return *reinterpret_cast(this); } ID_INLINE idVec2 &idVec4::ToVec2() { return *reinterpret_cast(this); } ID_INLINE const idVec3 &idVec4::ToVec3() const { return *reinterpret_cast(this); } ID_INLINE idVec3 &idVec4::ToVec3() { return *reinterpret_cast(this); } ID_INLINE const float *idVec4::ToFloatPtr() const { return &x; } ID_INLINE float *idVec4::ToFloatPtr() { return &x; } //=============================================================== // // idVec5 - 5D vector // //=============================================================== class idVec5 { public: float x; float y; float z; float s; float t; idVec5(); explicit idVec5( const idVec3 &xyz, const idVec2 &st ); explicit idVec5( const float x, const float y, const float z, const float s, const float t ); float operator[]( int index ) const; float & operator[]( int index ); idVec5 & operator=( const idVec3 &a ); int GetDimension() const; const idVec3 & ToVec3() const; idVec3 & ToVec3(); const float * ToFloatPtr() const; float * ToFloatPtr(); const char * ToString( int precision = 2 ) const; void Lerp( const idVec5 &v1, const idVec5 &v2, const float l ); }; extern idVec5 vec5_origin; #define vec5_zero vec5_origin ID_INLINE idVec5::idVec5() { } ID_INLINE idVec5::idVec5( const idVec3 &xyz, const idVec2 &st ) { x = xyz.x; y = xyz.y; z = xyz.z; s = st[0]; t = st[1]; } ID_INLINE idVec5::idVec5( const float x, const float y, const float z, const float s, const float t ) { this->x = x; this->y = y; this->z = z; this->s = s; this->t = t; } ID_INLINE float idVec5::operator[]( int index ) const { return ( &x )[ index ]; } ID_INLINE float& idVec5::operator[]( int index ) { return ( &x )[ index ]; } ID_INLINE idVec5 &idVec5::operator=( const idVec3 &a ) { x = a.x; y = a.y; z = a.z; s = t = 0; return *this; } ID_INLINE int idVec5::GetDimension() const { return 5; } ID_INLINE const idVec3 &idVec5::ToVec3() const { return *reinterpret_cast(this); } ID_INLINE idVec3 &idVec5::ToVec3() { return *reinterpret_cast(this); } ID_INLINE const float *idVec5::ToFloatPtr() const { return &x; } ID_INLINE float *idVec5::ToFloatPtr() { return &x; } //=============================================================== // // idVec6 - 6D vector // //=============================================================== class idVec6 { public: idVec6(); explicit idVec6( const float *a ); explicit idVec6( const float a1, const float a2, const float a3, const float a4, const float a5, const float a6 ); void Set( const float a1, const float a2, const float a3, const float a4, const float a5, const float a6 ); void Zero(); float operator[]( const int index ) const; float & operator[]( const int index ); idVec6 operator-() const; idVec6 operator*( const float a ) const; idVec6 operator/( const float a ) const; float operator*( const idVec6 &a ) const; idVec6 operator-( const idVec6 &a ) const; idVec6 operator+( const idVec6 &a ) const; idVec6 & operator*=( const float a ); idVec6 & operator/=( const float a ); idVec6 & operator+=( const idVec6 &a ); idVec6 & operator-=( const idVec6 &a ); friend idVec6 operator*( const float a, const idVec6 b ); bool Compare( const idVec6 &a ) const; // exact compare, no epsilon bool Compare( const idVec6 &a, const float epsilon ) const; // compare with epsilon bool operator==( const idVec6 &a ) const; // exact compare, no epsilon bool operator!=( const idVec6 &a ) const; // exact compare, no epsilon float Length() const; float LengthSqr() const; float Normalize(); // returns length float NormalizeFast(); // returns length int GetDimension() const; const idVec3 & SubVec3( int index ) const; idVec3 & SubVec3( int index ); const float * ToFloatPtr() const; float * ToFloatPtr(); const char * ToString( int precision = 2 ) const; private: float p[6]; }; extern idVec6 vec6_origin; #define vec6_zero vec6_origin extern idVec6 vec6_infinity; ID_INLINE idVec6::idVec6() { } ID_INLINE idVec6::idVec6( const float *a ) { memcpy( p, a, 6 * sizeof( float ) ); } ID_INLINE idVec6::idVec6( const float a1, const float a2, const float a3, const float a4, const float a5, const float a6 ) { p[0] = a1; p[1] = a2; p[2] = a3; p[3] = a4; p[4] = a5; p[5] = a6; } ID_INLINE idVec6 idVec6::operator-() const { return idVec6( -p[0], -p[1], -p[2], -p[3], -p[4], -p[5] ); } ID_INLINE float idVec6::operator[]( const int index ) const { return p[index]; } ID_INLINE float &idVec6::operator[]( const int index ) { return p[index]; } ID_INLINE idVec6 idVec6::operator*( const float a ) const { return idVec6( p[0]*a, p[1]*a, p[2]*a, p[3]*a, p[4]*a, p[5]*a ); } ID_INLINE float idVec6::operator*( const idVec6 &a ) const { return p[0] * a[0] + p[1] * a[1] + p[2] * a[2] + p[3] * a[3] + p[4] * a[4] + p[5] * a[5]; } ID_INLINE idVec6 idVec6::operator/( const float a ) const { float inva; assert( a != 0.0f ); inva = 1.0f / a; return idVec6( p[0]*inva, p[1]*inva, p[2]*inva, p[3]*inva, p[4]*inva, p[5]*inva ); } ID_INLINE idVec6 idVec6::operator+( const idVec6 &a ) const { return idVec6( p[0] + a[0], p[1] + a[1], p[2] + a[2], p[3] + a[3], p[4] + a[4], p[5] + a[5] ); } ID_INLINE idVec6 idVec6::operator-( const idVec6 &a ) const { return idVec6( p[0] - a[0], p[1] - a[1], p[2] - a[2], p[3] - a[3], p[4] - a[4], p[5] - a[5] ); } ID_INLINE idVec6 &idVec6::operator*=( const float a ) { p[0] *= a; p[1] *= a; p[2] *= a; p[3] *= a; p[4] *= a; p[5] *= a; return *this; } ID_INLINE idVec6 &idVec6::operator/=( const float a ) { float inva; assert( a != 0.0f ); inva = 1.0f / a; p[0] *= inva; p[1] *= inva; p[2] *= inva; p[3] *= inva; p[4] *= inva; p[5] *= inva; return *this; } ID_INLINE idVec6 &idVec6::operator+=( const idVec6 &a ) { p[0] += a[0]; p[1] += a[1]; p[2] += a[2]; p[3] += a[3]; p[4] += a[4]; p[5] += a[5]; return *this; } ID_INLINE idVec6 &idVec6::operator-=( const idVec6 &a ) { p[0] -= a[0]; p[1] -= a[1]; p[2] -= a[2]; p[3] -= a[3]; p[4] -= a[4]; p[5] -= a[5]; return *this; } ID_INLINE idVec6 operator*( const float a, const idVec6 b ) { return b * a; } ID_INLINE bool idVec6::Compare( const idVec6 &a ) const { return ( ( p[0] == a[0] ) && ( p[1] == a[1] ) && ( p[2] == a[2] ) && ( p[3] == a[3] ) && ( p[4] == a[4] ) && ( p[5] == a[5] ) ); } ID_INLINE bool idVec6::Compare( const idVec6 &a, const float epsilon ) const { if ( idMath::Fabs( p[0] - a[0] ) > epsilon ) { return false; } if ( idMath::Fabs( p[1] - a[1] ) > epsilon ) { return false; } if ( idMath::Fabs( p[2] - a[2] ) > epsilon ) { return false; } if ( idMath::Fabs( p[3] - a[3] ) > epsilon ) { return false; } if ( idMath::Fabs( p[4] - a[4] ) > epsilon ) { return false; } if ( idMath::Fabs( p[5] - a[5] ) > epsilon ) { return false; } return true; } ID_INLINE bool idVec6::operator==( const idVec6 &a ) const { return Compare( a ); } ID_INLINE bool idVec6::operator!=( const idVec6 &a ) const { return !Compare( a ); } ID_INLINE void idVec6::Set( const float a1, const float a2, const float a3, const float a4, const float a5, const float a6 ) { p[0] = a1; p[1] = a2; p[2] = a3; p[3] = a4; p[4] = a5; p[5] = a6; } ID_INLINE void idVec6::Zero() { p[0] = p[1] = p[2] = p[3] = p[4] = p[5] = 0.0f; } ID_INLINE float idVec6::Length() const { return ( float )idMath::Sqrt( p[0] * p[0] + p[1] * p[1] + p[2] * p[2] + p[3] * p[3] + p[4] * p[4] + p[5] * p[5] ); } ID_INLINE float idVec6::LengthSqr() const { return ( p[0] * p[0] + p[1] * p[1] + p[2] * p[2] + p[3] * p[3] + p[4] * p[4] + p[5] * p[5] ); } ID_INLINE float idVec6::Normalize() { float sqrLength, invLength; sqrLength = p[0] * p[0] + p[1] * p[1] + p[2] * p[2] + p[3] * p[3] + p[4] * p[4] + p[5] * p[5]; invLength = idMath::InvSqrt( sqrLength ); p[0] *= invLength; p[1] *= invLength; p[2] *= invLength; p[3] *= invLength; p[4] *= invLength; p[5] *= invLength; return invLength * sqrLength; } ID_INLINE float idVec6::NormalizeFast() { float sqrLength, invLength; sqrLength = p[0] * p[0] + p[1] * p[1] + p[2] * p[2] + p[3] * p[3] + p[4] * p[4] + p[5] * p[5]; invLength = idMath::InvSqrt( sqrLength ); p[0] *= invLength; p[1] *= invLength; p[2] *= invLength; p[3] *= invLength; p[4] *= invLength; p[5] *= invLength; return invLength * sqrLength; } ID_INLINE int idVec6::GetDimension() const { return 6; } ID_INLINE const idVec3 &idVec6::SubVec3( int index ) const { return *reinterpret_cast(p + index * 3); } ID_INLINE idVec3 &idVec6::SubVec3( int index ) { return *reinterpret_cast(p + index * 3); } ID_INLINE const float *idVec6::ToFloatPtr() const { return p; } ID_INLINE float *idVec6::ToFloatPtr() { return p; } //=============================================================== // // idPolar3 // //=============================================================== class idPolar3 { public: float radius, theta, phi; idPolar3(); explicit idPolar3( const float radius, const float theta, const float phi ); void Set( const float radius, const float theta, const float phi ); float operator[]( const int index ) const; float & operator[]( const int index ); idPolar3 operator-() const; idPolar3 & operator=( const idPolar3 &a ); idVec3 ToVec3() const; }; ID_INLINE idPolar3::idPolar3() { } ID_INLINE idPolar3::idPolar3( const float radius, const float theta, const float phi ) { assert( radius > 0 ); this->radius = radius; this->theta = theta; this->phi = phi; } ID_INLINE void idPolar3::Set( const float radius, const float theta, const float phi ) { assert( radius > 0 ); this->radius = radius; this->theta = theta; this->phi = phi; } ID_INLINE float idPolar3::operator[]( const int index ) const { return ( &radius )[ index ]; } ID_INLINE float &idPolar3::operator[]( const int index ) { return ( &radius )[ index ]; } ID_INLINE idPolar3 idPolar3::operator-() const { return idPolar3( radius, -theta, -phi ); } ID_INLINE idPolar3 &idPolar3::operator=( const idPolar3 &a ) { radius = a.radius; theta = a.theta; phi = a.phi; return *this; } ID_INLINE idVec3 idPolar3::ToVec3() const { float sp, cp, st, ct; idMath::SinCos( phi, sp, cp ); idMath::SinCos( theta, st, ct ); return idVec3( cp * radius * ct, cp * radius * st, radius * sp ); } /* =============================================================================== Old 3D vector macros, should no longer be used. =============================================================================== */ #define VectorMA( v, s, b, o ) ((o)[0]=(v)[0]+(b)[0]*(s),(o)[1]=(v)[1]+(b)[1]*(s),(o)[2]=(v)[2]+(b)[2]*(s)) #endif /* !__MATH_VECTOR_H__ */