sin-sdk/vector.h
1998-12-20 00:00:00 +00:00

912 lines
14 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/vector.h $
// $Revision:: 17 $
// $Author:: Markd $
// $Date:: 9/25/98 4:42p $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/vector.h $
//
// 17 9/25/98 4:42p Markd
// Fixed a local reference return problem in Quat
//
// 16 9/05/98 6:57p Markd
// took out int type casts in toAngles
//
// 15 7/21/98 4:15p Jimdose
// Disabled the - (negate) operator since VC++ generates incorrect code for it
//
// 14 7/08/98 12:43p Markd
// Added quaternion support
//
// 13 7/02/98 7:57p Markd
// Added MaxValue function
//
// 12 7/01/98 8:15p Markd
// Added LerpVector
//
// 11 5/24/98 2:46p Markd
// Made char *'s into const char *'s
//
// 10 5/20/98 6:38p Jimdose
// Added toPitch
//
// 9 5/03/98 4:42p Jimdose
// Simplified class to get rid of bugs when passing into functions
// Replaced vec and vector with x, y, and z
// got rid of pointsTo and Init
// got rid of setX, setY, and setZ. Direct modifaction of x, y, z is permitted
// got rid of x(), y(), z(). Direct inspection of x,y,z is permitted.
//
// 8 2/06/98 5:50p Jimdose
// Replace getValue and setValue with [] override to allow random access to
// vector parameters.
// Fixed the -(negate) operator
//
// 7 2/03/98 11:01a Jimdose
// Added pitch, yaw, roll, value inspection and manipulation.
// Added Init which essential resets the vector to the startup state, for when
// the vector isn't initialized or is memset.
//
// 5 11/20/97 4:36p Jimdose
// Made multiply work for double * vector as well as vector * double.
//
// 4 10/27/97 4:22p Jimdose
// Added includes for math.h and stdio.h
//
// 3 10/27/97 2:59p Jimdose
// Removed dependency on quakedef.h
//
// 2 9/26/97 6:14p Jimdose
// Added standard Ritual headers
//
// DESCRIPTION:
// C++ implemention of a Vector object. Handles standard vector operations
// such as addition, subtraction, normalization, scaling, dot product,
// cross product, length, and decomposition into Euler angles.
//
#ifndef __VECTOR_H__
#define __VECTOR_H__
#include "g_local.h"
#include <math.h>
#include <stdio.h>
class EXPORT_FROM_DLL Vector
{
public:
float x;
float y;
float z;
Vector();
Vector( vec3_t src );
Vector( double x, double y, double z );
Vector( const char *text );
float *vec3( void );
float pitch( void );
float yaw( void );
float roll( void );
float operator[]( int index ) const;
float& operator[]( int index );
void copyTo( vec3_t vec );
void setPitch( double x );
void setYaw( double y );
void setRoll( double z );
void setXYZ( double x, double y, double z );
void operator=( Vector a );
void operator=( vec3_t a );
friend Vector operator+( Vector a, Vector b );
Vector& operator+=( Vector a );
friend Vector operator-( Vector a, Vector b );
Vector& operator-=( Vector a );
friend Vector operator*( Vector a, double b );
friend Vector operator*( double a, Vector b );
friend float operator*( Vector a, Vector b );
Vector& operator*=( double a );
friend int operator==( Vector a, Vector b );
friend int operator!=( Vector a, Vector b );
Vector& CrossProduct( Vector a, Vector b );
float length( void );
Vector& normalize( void );
#if 0
//FIXME
// Some kind of compiler bug in VC++ prevents this from working.
// Returns result of ( -x, -y, -x ) for some reason
Vector& operator-();
#endif
friend Vector fabs( Vector a );
float toYaw( void );
float toPitch( void );
Vector toAngles( void );
void AngleVectors( Vector *forward, Vector *right, Vector *up );
friend Vector LerpVector( Vector w1, Vector w2, float t );
friend float MaxValue( Vector a );
};
inline float Vector::pitch( void ) { return x; }
inline float Vector::yaw( void ) { return y; }
inline float Vector::roll( void ) { return z; }
inline void Vector::setPitch( double pitch ) { x = ( float )pitch; }
inline void Vector::setYaw( double yaw ) { y = ( float )yaw; }
inline void Vector::setRoll( double roll ) { z = ( float )roll; }
inline void Vector::copyTo
(
vec3_t vec
)
{
vec[ 0 ] = x;
vec[ 1 ] = y;
vec[ 2 ] = z;
}
inline float Vector::operator[]
(
int index
) const
{
assert( ( index >= 0 ) && ( index < 3 ) );
return ( &x )[ index ];
}
inline float& Vector::operator[]
(
int index
)
{
assert( ( index >= 0 ) && ( index < 3 ) );
return ( &x )[ index ];
}
inline void Vector::setXYZ
(
double x,
double y,
double z
)
{
this->x = x;
this->y = y;
this->z = z;
}
inline Vector::Vector()
{
x = 0;
y = 0;
z = 0;
}
inline Vector::Vector
(
vec3_t src
)
{
x = src[ 0 ];
y = src[ 1 ];
z = src[ 2 ];
}
inline Vector::Vector
(
double x,
double y,
double z
)
{
this->x = x;
this->y = y;
this->z = z;
}
inline Vector::Vector
(
const char *text
)
{
if ( text )
{
sscanf( text, "%f %f %f", &x, &y, &z );
}
else
{
x = 0;
y = 0;
z = 0;
}
}
inline float *Vector::vec3
(
void
)
{
return &x;
}
inline void Vector::operator=
(
Vector a
)
{
x = a.x;
y = a.y;
z = a.z;
}
inline void Vector::operator=
(
vec3_t a
)
{
x = a[ 0 ];
y = a[ 1 ];
z = a[ 2 ];
}
inline Vector operator+
(
Vector a,
Vector b
)
{
return Vector( a.x + b.x, a.y + b.y, a.z + b.z );
}
inline Vector& Vector::operator+=
(
Vector a
)
{
x += a.x;
y += a.y;
z += a.z;
return *this;
}
inline Vector operator-
(
Vector a,
Vector b
)
{
return Vector( a.x - b.x, a.y - b.y, a.z - b.z );
}
inline Vector& Vector::operator-=
(
Vector a
)
{
x -= a.x;
y -= a.y;
z -= a.z;
return *this;
}
inline Vector operator*
(
Vector a,
double b
)
{
return Vector( a.x * b, a.y * b, a.z * b );
}
inline Vector operator*
(
double a,
Vector b
)
{
return b * a;
}
inline float operator*
(
Vector a,
Vector b
)
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
inline Vector& Vector::operator*=
(
double a
)
{
x *= a;
y *= a;
z *= a;
return *this;
}
inline int operator==
(
Vector a,
Vector b
)
{
return ( ( a.x == b.x ) && ( a.y == b.y ) && ( a.z == b.z ) );
}
inline int operator!=
(
Vector a,
Vector b
)
{
return ( ( a.x != b.x ) || ( a.y != b.y ) || ( a.z != b.z ) );
}
inline Vector& Vector::CrossProduct
(
Vector a,
Vector 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;
}
inline float Vector::length
(
void
)
{
float length;
length = x * x + y * y + z * z;
return ( float )sqrt( length );
}
inline Vector& Vector::normalize
(
void
)
{
float length, ilength;
length = this->length();
if ( length )
{
ilength = 1 / length;
x *= ilength;
y *= ilength;
z *= ilength;
}
return *this;
}
#if 0
//FIXME
// Some kind of compiler bug in VC++ prevents this from working.
// Returns result of ( -x, -y, -x ) for some reason
inline Vector& Vector::operator-()
{
return Vector( -x, -y, -z );
}
#endif
inline Vector fabs
(
Vector a
)
{
return Vector( fabs( a.x ), fabs( a.y ), fabs( a.z ) );
}
inline float MaxValue
(
Vector a
)
{
float maxy;
float maxz;
float max;
max = fabs( a.x );
maxy = fabs( a.y );
maxz = fabs( a.z );
if ( maxy > max )
max = maxy;
if ( maxz > max )
max = maxz;
return max;
}
inline float Vector::toYaw
(
void
)
{
float yaw;
if ( ( y == 0 ) && ( x == 0 ) )
{
yaw = 0;
}
else
{
yaw = ( float )( ( int )( atan2( y, x ) * 180 / M_PI ) );
if ( yaw < 0 )
{
yaw += 360;
}
}
return yaw;
}
inline float Vector::toPitch
(
void
)
{
float forward;
float pitch;
if ( ( x == 0 ) && ( y == 0 ) )
{
if ( z > 0 )
{
pitch = 90;
}
else
{
pitch = 270;
}
}
else
{
forward = ( float )sqrt( x * x + y * y );
pitch = ( float )( ( int )( atan2( z, forward ) * 180 / M_PI ) );
if ( pitch < 0 )
{
pitch += 360;
}
}
return pitch;
}
inline Vector Vector::toAngles
(
void
)
{
float forward;
float yaw, pitch;
if ( ( x == 0 ) && ( y == 0 ) )
{
yaw = 0;
if ( z > 0 )
{
pitch = 90;
}
else
{
pitch = 270;
}
}
else
{
yaw = atan2( y, x ) * 180 / M_PI;
if ( yaw < 0 )
{
yaw += 360;
}
forward = ( float )sqrt( x * x + y * y );
pitch = atan2( z, forward ) * 180 / M_PI;
if ( pitch < 0 )
{
pitch += 360;
}
}
return Vector( pitch, yaw, 0 );
}
inline void Vector::AngleVectors
(
Vector *forward,
Vector *right,
Vector *up
)
{
float angle;
static float sr, sp, sy, cr, cp, cy; // static to help MS compiler fp bugs
angle = yaw() * ( M_PI * 2 / 360 );
sy = sin( angle );
cy = cos( angle );
angle = pitch() * ( M_PI * 2 / 360 );
sp = sin( angle );
cp = cos( angle );
angle = roll() * ( M_PI * 2 / 360 );
sr = sin( angle );
cr = cos( angle );
if ( forward )
{
forward->setXYZ( cp * cy, cp * sy, -sp );
}
if ( right )
{
right->setXYZ( -1 * sr * sp * cy + -1 * cr * -sy, -1 * sr * sp * sy + -1 * cr * cy, -1 * sr * cp );
}
if ( up )
{
up->setXYZ( cr * sp * cy + -sr * -sy, cr * sp * sy + -sr * cy, cr * cp );
}
}
#define LERP_DELTA 1e-6
inline Vector LerpVector
(
Vector w1,
Vector w2,
float t
)
{
double omega, cosom, sinom, scale0, scale1;
w1.normalize();
w2.normalize();
cosom = w1 * w2;
if ( ( 1.0 - cosom ) > LERP_DELTA )
{
omega = acos( cosom );
sinom = sin( omega );
scale0 = sin( ( 1.0 - t ) * omega ) / sinom;
scale1 = sin( t * omega ) / sinom;
}
else
{
scale0 = 1.0 - t;
scale1 = t;
}
return ( w1 * scale0 + w2 * scale1 );
}
class EXPORT_FROM_DLL Quat
{
public:
float x;
float y;
float z;
float w;
Quat();
Quat( Vector angles );
Quat( float scrMatrix[ 3 ][ 3 ] );
Quat( double x, double y, double z, double w );
float *vec4( void );
float operator[]( int index ) const;
float& operator[]( int index );
void set( double x, double y, double z, double w );
void operator=( Quat a );
friend Quat operator+( Quat a, Quat b );
Quat& operator+=( Quat a );
friend Quat operator-( Quat a, Quat b );
Quat& operator-=( Quat a );
friend Quat operator*( Quat a, double b );
friend Quat operator*( double a, Quat b );
Quat& operator*=( double a );
friend int operator==( Quat a, Quat b );
friend int operator!=( Quat a, Quat b );
float length( void );
Quat& normalize( void );
Quat operator-();
Vector toAngles( void );
};
inline float Quat::operator[]
(
int index
) const
{
assert( ( index >= 0 ) && ( index < 4 ) );
return ( &x )[ index ];
}
inline float& Quat::operator[]
(
int index
)
{
assert( ( index >= 0 ) && ( index < 4 ) );
return ( &x )[ index ];
}
inline float *Quat::vec4
(
void
)
{
return &x;
}
inline void Quat::set
(
double x,
double y,
double z,
double w
)
{
this->x = x;
this->y = y;
this->z = z;
this->w = w;
}
inline Quat::Quat()
{
x = 0;
y = 0;
z = 0;
w = 0;
}
inline Quat::Quat
(
Vector Angles
)
{
EulerToQuat( Angles.vec3(), this->vec4() );
}
inline Quat::Quat
(
float srcMatrix[ 3 ][ 3 ]
)
{
MatToQuat( srcMatrix, this->vec4() );
}
inline Quat::Quat
(
double x,
double y,
double z,
double w
)
{
this->x = x;
this->y = y;
this->z = z;
this->w = w;
}
inline void Quat::operator=
(
Quat a
)
{
x = a.x;
y = a.y;
z = a.z;
w = a.w;
}
inline Quat operator+
(
Quat a,
Quat b
)
{
return Quat( a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w );
}
inline Quat& Quat::operator+=
(
Quat a
)
{
x += a.x;
y += a.y;
z += a.z;
w += a.w;
return *this;
}
inline Quat operator-
(
Quat a,
Quat b
)
{
return Quat( a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w );
}
inline Quat& Quat::operator-=
(
Quat a
)
{
x -= a.x;
y -= a.y;
z -= a.z;
w -= a.w;
return *this;
}
inline Quat operator*
(
Quat a,
double b
)
{
return Quat( a.x * b, a.y * b, a.z * b, a.w * b );
}
inline Quat operator*
(
double a,
Quat b
)
{
return b * a;
}
inline Quat& Quat::operator*=
(
double a
)
{
x *= a;
y *= a;
z *= a;
w *= a;
return *this;
}
inline int operator==
(
Quat a,
Quat b
)
{
return ( ( a.x == b.x ) && ( a.y == b.y ) && ( a.z == b.z ) && ( a.w == b.w ) );
}
inline int operator!=
(
Quat a,
Quat b
)
{
return ( ( a.x != b.x ) || ( a.y != b.y ) || ( a.z != b.z ) && ( a.w != b.w ) );
}
inline float Quat::length
(
void
)
{
float length;
length = x * x + y * y + z * z + w * w;
return ( float )sqrt( length );
}
inline Quat& Quat::normalize
(
void
)
{
float length, ilength;
length = this->length();
if ( length )
{
ilength = 1 / length;
x *= ilength;
y *= ilength;
z *= ilength;
w *= ilength;
}
return *this;
}
inline Quat Quat::operator-()
{
return Quat( -x, -y, -z, -w );
}
inline Vector Quat::toAngles
(
void
)
{
float m[ 3 ][ 3 ];
vec3_t angles;
QuatToMat( this->vec4(), m );
MatrixToEulerAngles( m, angles );
return Vector( angles );
}
#endif /* Vector.h */