68 lines
2.3 KiB
C++
68 lines
2.3 KiB
C++
//
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// This module contains a bunch of well understood functions
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// I apologise if the conventions used here are slightly
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// different than what you are used to.
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//
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#ifndef GENERIC_VECTOR_H
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#define GENERIC_VECTOR_H
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#include <stdio.h>
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#include <math.h>
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class Vector {
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public:
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float x,y,z;
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Vector(float _x=0.0,float _y=0.0,float _z=0.0){x=_x;y=_y;z=_z;};
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operator float *() { return &x;};
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float &operator[]( int i ) { return ( &x )[ i ];};
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float operator[]( int i ) const { return ( &x )[ i ];};
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};
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float magnitude(Vector v);
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Vector normalize(Vector v);
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Vector operator+(Vector v1,Vector v2);
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Vector operator-(Vector v);
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Vector operator-(Vector v1,Vector v2);
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Vector operator*(Vector v1,float s) ;
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Vector operator*(float s,Vector v1) ;
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Vector operator/(Vector v1,float s) ;
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float operator^(Vector v1,Vector v2); // DOT product
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Vector operator*(Vector v1,Vector v2); // CROSS product
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Vector planelineintersection(Vector n,float d,Vector p1,Vector p2);
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class matrix{
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public:
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Vector x,y,z;
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matrix(){x=Vector(1.0f,0.0f,0.0f);
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y=Vector(0.0f,1.0f,0.0f);
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z=Vector(0.0f,0.0f,1.0f);};
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matrix(Vector _x,Vector _y,Vector _z){x=_x;y=_y;z=_z;};
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};
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matrix transpose(matrix m);
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Vector operator*(matrix m,Vector v);
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matrix operator*(matrix m1,matrix m2);
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class Quaternion{
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public:
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float r,x,y,z;
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Quaternion(){x=y=z=0.0f;r=1.0f;};
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Quaternion(Vector v,float t){v=normalize(v);r=(float)cos(t/2.0);v=v*(float)sin(t/2.0);x=v.x;y=v.y;z=v.z;};
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Quaternion(float _r,float _x,float _y,float _z){r=_r;x=_x;y=_y;z=_z;};
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float angle(){return (float)(acos(r)*2.0);}
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Vector axis(){Vector a(x,y,z); return a*(float)(1/sin(angle()/2.0));}
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Vector xdir(){return Vector(1-2*(y*y+z*z), 2*(x*y+r*z), 2*(x*z-r*y));}
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Vector ydir(){return Vector( 2*(x*y-r*z),1-2*(x*x+z*z), 2*(y*z+r*x));}
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Vector zdir(){return Vector( 2*(x*z+r*y), 2*(y*z-r*x),1-2*(x*x+y*y));}
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matrix getmatrix(){return matrix(xdir(),ydir(),zdir());}
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//operator matrix(){return getmatrix();}
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};
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Quaternion operator-(Quaternion q);
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Quaternion operator*(Quaternion a,Quaternion b);
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Vector operator*(Quaternion q,Vector v);
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Vector operator*(Vector v,Quaternion q);
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Quaternion slerp(Quaternion a,Quaternion b,float interp);
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#endif
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