mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-10 06:31:42 +00:00
1079 lines
25 KiB
C
1079 lines
25 KiB
C
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/vector.h $
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// $Revision:: 24 $
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// $Author:: Steven $
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// $Date:: 10/13/03 8:54a $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// C++ implemention of a Vector object. Handles standard vector operations
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// such as addition, subtraction, normalization, scaling, dot product,
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// cross product, length, and decomposition into Euler angles.
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//
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// WARNING: This file is shared between game, cgame and possibly the user interface.
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// It is instanced in each one of these directories because of the way that SourceSafe works.
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//
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#ifndef __VECTOR_H__
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#define __VECTOR_H__
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#ifdef GAME_DLL
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#include "g_local.h"
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#endif
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#include <math.h>
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#include <stdio.h>
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#ifdef __Q_FABS__
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#define VECTOR_FABS Q_fabs
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#else
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#define VECTOR_FABS fabs
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#endif
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class Vector
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{
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public:
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float x;
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float y;
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float z;
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Vector();
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Vector( const vec3_t src );
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Vector( const float x, const float y, const float z );
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explicit Vector( const char *text );
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operator float * ();
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operator float const * () const;
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float pitch( void ) const;
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float yaw( void ) const;
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float roll( void ) const;
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float operator[]( const int index ) const;
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float & operator[]( const int index );
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void copyTo( vec3_t vec ) const;
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void setPitch( const float x );
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void setYaw( const float y );
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void setRoll( const float z );
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void setXYZ( const float x, const float y, const float z );
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const Vector & operator=( const Vector &a );
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const Vector & operator=( vec3_t a );
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friend Vector operator+( const Vector &a, const Vector &b );
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friend Vector operator+( vec3_t a, const Vector &b );
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friend Vector operator+( const Vector &a, vec3_t b );
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const Vector & operator+=( const Vector &a );
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const Vector & operator+=( vec3_t a );
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friend Vector operator-( const Vector &a, const Vector &b );
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friend Vector operator-( vec3_t a, const Vector &b );
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friend Vector operator-( const Vector &a, vec3_t b );
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const Vector & operator-=( const Vector &a );
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const Vector & operator-=( vec3_t a );
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friend Vector operator*( const Vector &a, const float b );
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friend Vector operator*( const float a, const Vector &b );
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friend float operator*( const Vector &a, const Vector &b );
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friend float operator*( vec3_t a, const Vector &b );
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friend float operator*( const Vector &a, vec3_t b );
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const Vector & operator*=( const float a );
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friend Vector operator/( const Vector &a, const float b );
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const Vector & operator/=( const float a );
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friend int operator==( const Vector &a, const Vector &b );
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friend int operator==( vec3_t a, const Vector &b );
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friend int operator==( const Vector &a, vec3_t b );
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friend int operator!=( const Vector &a, const Vector &b );
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friend int operator!=( vec3_t a, const Vector &b );
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friend int operator!=( const Vector &a, vec3_t b );
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int FuzzyEqual( const Vector &b, const float epsilon ) const;
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int FuzzyEqual( vec3_t b, const float epsilon ) const;
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const Vector & CrossProduct( const Vector &a, const Vector &b );
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const Vector & CrossProduct( vec3_t a, const Vector &b );
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const Vector & CrossProduct( const Vector &a, vec3_t b );
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float length( void ) const;
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float lengthSquared( void ) const;
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float lengthXY( void ) const;
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float normalize( void );
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void EulerNormalize( void );
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void EulerNormalize360( void );
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static Vector Clamp( Vector &value, const Vector &min, const Vector &max );
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static Vector Cross( const Vector &vector1, const Vector &vector2 );
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static float Dot( const Vector &vector1, const Vector &vector2 );
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static float Dot( vec3_t a, const Vector &b );
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static float Dot( const Vector &a, vec3_t b );
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static float Distance( const Vector &vector1, const Vector &vector2 );
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static float DistanceSquared( const Vector &vector1, const Vector &vector2 );
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static float DistanceXY( const Vector &vector1, const Vector &vector2 );
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static Vector AnglesBetween( const Vector &vector1, const Vector &vector2 );
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static float AngleBetween( const Vector &vector1, const Vector &vector2 );
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static bool CloseEnough( const Vector &vector1, const Vector &vector2, const float epsilon = Vector::Epsilon()) ;
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static bool SmallEnough( const Vector &vector, const float epsilon = Vector::Epsilon() );
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static float Epsilon( void );
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static Vector & Identity( void );
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Vector operator-( void ) const;
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friend Vector fabs( const Vector &a );
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float toYaw( void ) const;
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float toPitch( void ) const;
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Vector toAngles( void ) const;
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void AngleVectors( Vector *forward, Vector *left = NULL, Vector *up = NULL ) const;
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friend Vector LerpVector( const Vector &w1, const Vector &w2, const float t );
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friend float MaxValue( const Vector &a );
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};
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extern Vector vec_zero;
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inline float Vector::pitch( void ) const { return x; }
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inline float Vector::yaw( void ) const { return y; }
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inline float Vector::roll( void ) const { return z; }
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inline void Vector::setPitch( float pitch ) { x = pitch; }
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inline void Vector::setYaw( float yaw ) { y = yaw; }
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inline void Vector::setRoll( float roll ) { z = roll; }
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inline void Vector::copyTo( vec3_t vec ) const
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{
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vec[ 0 ] = x;
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vec[ 1 ] = y;
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vec[ 2 ] = z;
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}
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inline float Vector::operator[]( const int index ) const
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{
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assert( ( index >= 0 ) && ( index < 3 ) );
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return ( &x )[ index ];
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}
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inline float& Vector::operator[]( const int index )
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{
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assert( ( index >= 0 ) && ( index < 3 ) );
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return ( &x )[ index ];
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}
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inline void Vector::setXYZ( const float new_x, const float new_y,const float new_z )
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{
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x = new_x;
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y = new_y;
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z = new_z;
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}
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inline Vector::Vector(): x( 0 ), y( 0 ), z( 0 )
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{
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}
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inline Vector::Vector( const vec3_t src ): x( src[0] ), y( src[1] ), z( src[2] )
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{
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}
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inline Vector::Vector( const float init_x, const float init_y, const float init_z ): x( init_x ), y( init_y ), z( init_z )
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{
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}
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inline Vector::Vector( const char *text ): x( 0 ), y( 0 ), z( 0 )
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{
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if ( text )
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{
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if ( text[0] == '"' )
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sscanf( text, "\"%f %f %f\"", &x, &y, &z );
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else
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sscanf( text, "%f %f %f", &x, &y, &z );
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}
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}
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inline Vector::operator float * ( void )
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{
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return &x;
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}
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inline Vector::operator float const * ( void ) const
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{
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return &x;
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}
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inline const Vector & Vector::operator=( const Vector &a )
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{
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x = a.x;
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y = a.y;
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z = a.z;
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return *this;
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}
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inline const Vector & Vector::operator=( vec3_t a )
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{
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x = a[ 0 ];
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y = a[ 1 ];
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z = a[ 2 ];
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return *this;
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}
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inline Vector operator+( const Vector &a, const Vector &b )
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{
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return Vector( a.x + b.x, a.y + b.y, a.z + b.z );
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}
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inline Vector operator+( vec3_t a, const Vector &b )
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{
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return Vector( a[ 0 ] + b.x, a[ 1 ] + b.y, a[ 2 ] + b.z );
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}
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inline Vector operator+( const Vector &a, vec3_t b )
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{
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return Vector( a.x + b[ 0 ], a.y + b[ 1 ], a.z + b[ 2 ] );
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}
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inline const Vector & Vector::operator+=( const Vector &a )
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{
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x += a.x;
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y += a.y;
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z += a.z;
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return *this;
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}
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inline const Vector & Vector::operator+=( vec3_t a )
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{
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x += a[ 0 ];
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y += a[ 1 ];
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z += a[ 2 ];
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return *this;
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}
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inline Vector operator-( const Vector &a, const Vector &b )
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{
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return Vector( a.x - b.x, a.y - b.y, a.z - b.z );
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}
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inline Vector operator-( vec3_t a, const Vector &b )
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{
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return Vector( a[ 0 ] - b.x, a[ 1 ] - b.y, a[ 2 ] - b.z );
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}
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inline Vector operator-( const Vector &a, vec3_t b )
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{
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return Vector( a.x - b[ 0 ], a.y - b[ 1 ], a.z - b[ 2 ] );
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}
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inline const Vector & Vector::operator-=( const Vector &a )
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{
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x -= a.x;
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y -= a.y;
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z -= a.z;
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return *this;
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}
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inline const Vector & Vector::operator-=( vec3_t a )
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{
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x -= a[ 0 ];
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y -= a[ 1 ];
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z -= a[ 2 ];
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return *this;
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}
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inline Vector operator*( const Vector &a, const float b )
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{
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return Vector( a.x * b, a.y * b, a.z * b );
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}
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inline Vector operator*( const float a, const Vector &b )
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{
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return b * a;
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}
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inline float operator*( const Vector &a, const Vector &b )
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{
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return ( a.x * b.x ) + ( a.y * b.y ) + ( a.z * b.z );
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}
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inline float operator*( vec3_t a, const Vector &b )
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{
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return ( a[ 0 ] * b.x ) + ( a[ 1 ] * b.y ) + ( a[ 2 ] * b.z );
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}
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inline float operator*( const Vector &a, vec3_t b )
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{
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return ( a.x * b[ 0 ] ) + ( a.y * b[ 1 ] ) + ( a.z * b[ 2 ] );
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}
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inline const Vector& Vector::operator*=( const float a )
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{
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x *= a;
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y *= a;
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z *= a;
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return *this;
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}
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inline Vector operator/( const Vector &a, const float b )
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{
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return Vector (a.x/b, a.y/b, a.z/b);
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}
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inline const Vector & Vector::operator/=( const float a )
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{
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*this=*this/a;
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return *this;
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}
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inline int Vector::FuzzyEqual( const Vector &b, const float epsilon ) const
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{
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return
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(
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( VECTOR_FABS( x - b.x ) < epsilon ) &&
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( VECTOR_FABS( y - b.y ) < epsilon ) &&
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( VECTOR_FABS( z - b.z ) < epsilon )
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);
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}
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inline int Vector::FuzzyEqual( vec3_t b, const float epsilon ) const
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{
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return
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(
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( VECTOR_FABS( x - b[ 0 ] ) < epsilon ) &&
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( VECTOR_FABS( y - b[ 1 ] ) < epsilon ) &&
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( VECTOR_FABS( z - b[ 2 ] ) < epsilon )
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);
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}
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inline int operator==( const Vector &a, const Vector &b )
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{
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return ( ( a.x == b.x ) && ( a.y == b.y ) && ( a.z == b.z ) );
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}
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inline int operator==( vec3_t a, const Vector &b )
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{
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return ( ( a[ 0 ] == b.x ) && ( a[ 1 ] == b.y ) && ( a[ 2 ] == b.z ) );
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}
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inline int operator==( const Vector &a, vec3_t b )
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{
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return ( ( a.x == b[ 0 ] ) && ( a.y == b[ 1 ] ) && ( a.z == b[ 2 ] ) );
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}
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inline int operator!=( const Vector &a, const Vector &b )
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{
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return ( ( a.x != b.x ) || ( a.y != b.y ) || ( a.z != b.z ) );
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}
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inline int operator!=( vec3_t a, const Vector &b )
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{
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return ( ( a[ 0 ] != b.x ) || ( a[ 1 ] != b.y ) || ( a[ 2 ] != b.z ) );
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}
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inline int operator!=( const Vector &a, vec3_t b )
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{
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return ( ( a.x != b[ 0 ] ) || ( a.y != b[ 1 ] ) || ( a.z != b[ 2 ] ) );
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}
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inline const Vector & Vector::CrossProduct( const Vector &a, const Vector &b )
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{
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x = ( a.y * b.z ) - ( a.z * b.y );
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y = ( a.z * b.x ) - ( a.x * b.z );
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z = ( a.x * b.y ) - ( a.y * b.x );
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return *this;
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}
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inline const Vector & Vector::CrossProduct( vec3_t a, const Vector &b )
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{
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x = ( a[ 1 ] * b.z ) - ( a[ 2 ] * b.y );
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y = ( a[ 2 ] * b.x ) - ( a[ 0 ] * b.z );
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z = ( a[ 0 ] * b.y ) - ( a[ 1 ] * b.x );
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return *this;
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}
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inline const Vector & Vector::CrossProduct( const Vector &a, vec3_t b )
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{
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x = ( a.y * b[ 2 ] ) - ( a.z * b[ 1 ] );
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y = ( a.z * b[ 0 ] ) - ( a.x * b[ 2 ] );
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z = ( a.x * b[ 1 ] ) - ( a.y * b[ 0 ] );
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return *this;
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}
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inline Vector Vector::Clamp( Vector &value, const Vector &minimum, const Vector &maximum )
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||
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{
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Vector clamped(value);
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||
|
for (int i=0; i<3; i++)
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||
|
{
|
||
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const float min = minimum[i];
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const float max = maximum[i];
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assert( min <= max );
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if (clamped[i] < min)
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{
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clamped[i] = min;
|
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}
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else if (clamped[i] > max)
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||
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{
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clamped[i] = max;
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||
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}
|
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}
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return clamped;
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||
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}
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||
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inline Vector Vector::Cross( const Vector &vector1, const Vector &vector2 )
|
||
|
{
|
||
|
const Vector result (
|
||
|
( vector1.y * vector2.z ) - ( vector1.z * vector2.y ),
|
||
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( vector1.z * vector2.x ) - ( vector1.x * vector2.z ),
|
||
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( vector1.x * vector2.y ) - ( vector1.y * vector2.x )
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||
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);
|
||
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return result;
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}
|
||
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|
inline float Vector::Dot( const Vector &vector1, const Vector &vector2 )
|
||
|
{
|
||
|
return vector1 * vector2;
|
||
|
}
|
||
|
|
||
|
inline float Vector::Dot( vec3_t vector1, const Vector &vector2 )
|
||
|
{
|
||
|
return vector1 * vector2;
|
||
|
}
|
||
|
|
||
|
inline float Vector::Dot( const Vector &vector1, vec3_t vector2 )
|
||
|
{
|
||
|
return vector1 * vector2;
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------
|
||
|
// Name: lengthSquared
|
||
|
// Class: Vector
|
||
|
//
|
||
|
// Description: Returns squared length of the vector
|
||
|
//
|
||
|
// Parameters: None
|
||
|
//
|
||
|
// Returns: float - squared length
|
||
|
//----------------------------------------------------------------
|
||
|
inline float Vector::lengthSquared( void ) const
|
||
|
{
|
||
|
return ( x * x ) + ( y * y ) + ( z * z );
|
||
|
}
|
||
|
|
||
|
inline float Vector::length( void ) const
|
||
|
{
|
||
|
return sqrt( lengthSquared() );
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------
|
||
|
// Name: lengthXY
|
||
|
// Class: Vector
|
||
|
//
|
||
|
// Description: Returns length of the vector (using only the x
|
||
|
// and y components
|
||
|
//
|
||
|
// Parameters: None
|
||
|
//
|
||
|
// Returns: float - length of the vector in the xy plane
|
||
|
//----------------------------------------------------------------
|
||
|
inline float Vector::lengthXY( void ) const
|
||
|
{
|
||
|
return sqrt(( x * x ) + ( y * y ));
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------
|
||
|
// Name: normalize
|
||
|
// Class: Vector
|
||
|
//
|
||
|
// Description: unitizes the vector
|
||
|
//
|
||
|
// Parameters: None
|
||
|
//
|
||
|
// Returns: float - length of the vector before the function
|
||
|
//----------------------------------------------------------------
|
||
|
inline float Vector::normalize( void )
|
||
|
{
|
||
|
float length, ilength;
|
||
|
|
||
|
length = this->length();
|
||
|
if ( length )
|
||
|
{
|
||
|
ilength = 1.0f / length;
|
||
|
x *= ilength;
|
||
|
y *= ilength;
|
||
|
z *= ilength;
|
||
|
}
|
||
|
|
||
|
return length;
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------
|
||
|
// Name: EulerNormalize
|
||
|
// Class: Vector
|
||
|
//
|
||
|
// Description: forces each component of the vector into the
|
||
|
// range (-180, +180) by adding or subtracting 360
|
||
|
// This is useful when the Vector is being used as
|
||
|
// EulerAngles to represent a rotational offset
|
||
|
//
|
||
|
// Parameters: None
|
||
|
//
|
||
|
// Returns: None
|
||
|
//----------------------------------------------------------------
|
||
|
inline void Vector::EulerNormalize( void )
|
||
|
{
|
||
|
x = AngleNormalize180( x );
|
||
|
y = AngleNormalize180( y );
|
||
|
z = AngleNormalize180( z );
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------
|
||
|
// Name: EulerNormalize360
|
||
|
// Class: Vector
|
||
|
//
|
||
|
// Description: forces each component of the vector into the
|
||
|
// range (0, +360) by adding or subtracting 360
|
||
|
// This is useful when the Vector is being used as
|
||
|
// EulerAngles to represent a rotational direction
|
||
|
//
|
||
|
// Parameters: None
|
||
|
//
|
||
|
// Returns: None
|
||
|
//----------------------------------------------------------------
|
||
|
inline void Vector::EulerNormalize360( void )
|
||
|
{
|
||
|
x = AngleNormalize360( x );
|
||
|
y = AngleNormalize360( y );
|
||
|
z = AngleNormalize360( z );
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------
|
||
|
// Name: Epsilon
|
||
|
// Class: Vector
|
||
|
//
|
||
|
// Description: returns a standard 'small' value for the class
|
||
|
//
|
||
|
// Parameters: None
|
||
|
//
|
||
|
// Returns: float - the epsilon constant for the class
|
||
|
//----------------------------------------------------------------
|
||
|
inline float Vector::Epsilon( void )
|
||
|
{
|
||
|
return 0.000000001f;
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------
|
||
|
// Name: Identity
|
||
|
// Class: Vector
|
||
|
//
|
||
|
// Description: returns the additive identity for the class
|
||
|
//
|
||
|
// Parameters: None
|
||
|
//
|
||
|
// Returns: Vector - the identity for the class
|
||
|
//----------------------------------------------------------------
|
||
|
inline Vector & Vector::Identity(void)
|
||
|
{
|
||
|
return vec_zero;
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------
|
||
|
// Name: Distance
|
||
|
// Class: Vector
|
||
|
//
|
||
|
// Description: returns the distance between two vectors
|
||
|
//
|
||
|
// Parameters:
|
||
|
// Vector - first vector
|
||
|
// Vector - second vector
|
||
|
//
|
||
|
// Returns: float - distance between the two vectors
|
||
|
//----------------------------------------------------------------
|
||
|
inline float Vector::Distance(const Vector &vector1, const Vector &vector2)
|
||
|
{
|
||
|
return (vector1 - vector2).length();
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------
|
||
|
// Name: DistanceSquared
|
||
|
// Class: Vector
|
||
|
//
|
||
|
// Description: returns the squared distance between two vectors
|
||
|
//
|
||
|
// Parameters:
|
||
|
// Vector - first vector
|
||
|
// Vector - second vector
|
||
|
//
|
||
|
// Returns: float - distance between the two vectors squared
|
||
|
//----------------------------------------------------------------
|
||
|
inline float Vector::DistanceSquared(const Vector &vector1, const Vector &vector2)
|
||
|
{
|
||
|
return (vector1 - vector2).lengthSquared();
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------
|
||
|
// Name: DistanceXY
|
||
|
// Class: Vector
|
||
|
//
|
||
|
// Description: returns the distance between two vectors in the
|
||
|
// xy plane
|
||
|
//
|
||
|
// Parameters:
|
||
|
// Vector - first vector
|
||
|
// Vector - second vector
|
||
|
//
|
||
|
// Returns: float - distance between the two vectors in the
|
||
|
// xy plane
|
||
|
//----------------------------------------------------------------
|
||
|
inline float Vector::DistanceXY(const Vector &vector1, const Vector &vector2)
|
||
|
{
|
||
|
return (vector1 - vector2).lengthXY();
|
||
|
}
|
||
|
|
||
|
inline Vector Vector::toAngles( void ) const
|
||
|
{
|
||
|
float forward;
|
||
|
float yaw, pitch;
|
||
|
|
||
|
if ( ( x == 0.0f ) && ( y == 0.0f ) )
|
||
|
{
|
||
|
yaw = 0.0f;
|
||
|
if ( z > 0.0f )
|
||
|
{
|
||
|
pitch = 90.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pitch = 270.0f;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
yaw = atan2( y, x ) * 180.0f / M_PI;
|
||
|
if ( yaw < 0.0f )
|
||
|
{
|
||
|
yaw += 360.0f;
|
||
|
}
|
||
|
|
||
|
forward = ( float )sqrt( x * x + y * y );
|
||
|
pitch = atan2( z, forward ) * 180.0f / M_PI;
|
||
|
if ( pitch < 0.0f )
|
||
|
{
|
||
|
pitch += 360.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return Vector( -pitch, yaw, 0.0f );
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------
|
||
|
// Name: AnglesBetween
|
||
|
// Class: Vector
|
||
|
//
|
||
|
// Description: returns the smaller of the angles formed by the
|
||
|
// two vectors
|
||
|
//
|
||
|
// Parameters:
|
||
|
// Vector - first vector
|
||
|
// Vector - second vector
|
||
|
//
|
||
|
// Returns: Vector - angles between the vectors
|
||
|
//----------------------------------------------------------------
|
||
|
inline Vector Vector::AnglesBetween(const Vector &vector1, const Vector &vector2)
|
||
|
{
|
||
|
Vector unitVector1(vector1);
|
||
|
unitVector1.normalize();
|
||
|
Vector unitVector2(vector2);
|
||
|
unitVector2.normalize();
|
||
|
Vector angles(unitVector1.toAngles() - unitVector2.toAngles());
|
||
|
angles.EulerNormalize();
|
||
|
|
||
|
return angles;
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------
|
||
|
// Name: AngleBetween
|
||
|
// Class: Vector
|
||
|
//
|
||
|
// Description: returns the smaller of the angles formed by the
|
||
|
// two vectors
|
||
|
//
|
||
|
// Parameters:
|
||
|
// Vector - first vector
|
||
|
// Vector - second vector
|
||
|
//
|
||
|
// Returns: float - angle between the vectors
|
||
|
//----------------------------------------------------------------
|
||
|
inline float Vector::AngleBetween(const Vector &vector1, const Vector &vector2)
|
||
|
{
|
||
|
Vector unitVector1(vector1);
|
||
|
unitVector1.normalize();
|
||
|
Vector unitVector2(vector2);
|
||
|
unitVector2.normalize();
|
||
|
|
||
|
return acos( Vector::Dot( unitVector1, unitVector2 ) );
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------
|
||
|
// Name: CloseEnough
|
||
|
// Class: Vector
|
||
|
//
|
||
|
// Description: tests to see if the two vectors are within
|
||
|
// 'epsilon' of each other
|
||
|
//
|
||
|
// Parameters:
|
||
|
// Vector - first vector
|
||
|
// Vector - second vector
|
||
|
// float - amount that each component of the
|
||
|
// vectors can be apart
|
||
|
//
|
||
|
// Returns: bool - the result of the test for closeness
|
||
|
//----------------------------------------------------------------
|
||
|
inline bool Vector::CloseEnough(const Vector &vector1, const Vector &vector2, const float epsilon)
|
||
|
{
|
||
|
return Distance(vector1, vector2) < epsilon;
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------
|
||
|
// Name: SmallEnough
|
||
|
// Class: Vector
|
||
|
//
|
||
|
// Description: tests to see if the vectors are within
|
||
|
// 'epsilon' of the origin
|
||
|
//
|
||
|
// Parameters:
|
||
|
// Vector - vector
|
||
|
// float - amount that each component of the
|
||
|
// vectors can be from the origin
|
||
|
//
|
||
|
// Returns: bool - the result of the test for smallness
|
||
|
//----------------------------------------------------------------
|
||
|
inline bool Vector::SmallEnough(const Vector &vector, const float epsilon)
|
||
|
{
|
||
|
return CloseEnough(vector, Vector::Identity(), epsilon);
|
||
|
}
|
||
|
|
||
|
inline Vector Vector::operator-() const
|
||
|
{
|
||
|
return Vector( -x, -y, -z );
|
||
|
}
|
||
|
|
||
|
inline Vector fabs( const Vector &a )
|
||
|
{
|
||
|
return Vector( VECTOR_FABS( a.x ), VECTOR_FABS( a.y ), VECTOR_FABS( a.z ) );
|
||
|
}
|
||
|
|
||
|
inline float MaxValue( const Vector &a )
|
||
|
{
|
||
|
float maxy;
|
||
|
float maxz;
|
||
|
float max;
|
||
|
|
||
|
max = VECTOR_FABS( a.x );
|
||
|
maxy = VECTOR_FABS( a.y );
|
||
|
maxz = VECTOR_FABS( a.z );
|
||
|
|
||
|
if ( maxy > max )
|
||
|
{
|
||
|
max = maxy;
|
||
|
}
|
||
|
if ( maxz > max )
|
||
|
{
|
||
|
max = maxz;
|
||
|
}
|
||
|
return max;
|
||
|
}
|
||
|
|
||
|
inline float Vector::toYaw( void ) const
|
||
|
{
|
||
|
float yaw;
|
||
|
|
||
|
if ( ( y == 0.0f ) && ( x == 0.0f ) )
|
||
|
{
|
||
|
yaw = 0.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
yaw = ( float )( ( int )( atan2( y, x ) * 180.0f / M_PI ) );
|
||
|
if ( yaw < 0.0f )
|
||
|
{
|
||
|
yaw += 360.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return yaw;
|
||
|
}
|
||
|
|
||
|
inline float Vector::toPitch( void ) const
|
||
|
{
|
||
|
float forward;
|
||
|
float pitch;
|
||
|
|
||
|
if ( ( x == 0.0f ) && ( y == 0.0f ) )
|
||
|
{
|
||
|
if ( z > 0.0f )
|
||
|
{
|
||
|
pitch = 90.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pitch = 270.0f;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
forward = ( float )sqrt( ( x * x ) + ( y * y ) );
|
||
|
pitch = ( float )( ( int )( atan2( z, forward ) * 180.0f / M_PI ) );
|
||
|
if ( pitch < 0.0f )
|
||
|
{
|
||
|
pitch += 360.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return pitch;
|
||
|
}
|
||
|
|
||
|
inline void Vector::AngleVectors( Vector *forward, Vector *left, Vector *up ) const
|
||
|
{
|
||
|
float angle;
|
||
|
static float sr, sp, sy, cr, cp, cy; // static to help MS compiler fp bugs
|
||
|
|
||
|
angle = yaw() * ( M_PI * 2.0f / 360.0f );
|
||
|
sy = sin( angle );
|
||
|
cy = cos( angle );
|
||
|
|
||
|
angle = pitch() * ( M_PI * 2.0f / 360.0f );
|
||
|
sp = sin( angle );
|
||
|
cp = cos( angle );
|
||
|
|
||
|
angle = roll() * ( M_PI * 2.0f / 360.0f );
|
||
|
sr = sin( angle );
|
||
|
cr = cos( angle );
|
||
|
|
||
|
if ( forward )
|
||
|
{
|
||
|
forward->setXYZ( cp * cy, cp * sy, -sp );
|
||
|
}
|
||
|
|
||
|
if ( left )
|
||
|
{
|
||
|
left->setXYZ( ( sr * sp * cy ) + ( cr * -sy ), (sr * sp * sy ) + ( cr * cy ), 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( const Vector &vector1, const Vector &vector2, const float t )
|
||
|
{
|
||
|
float omega, cosom, sinom, scale0, scale1;
|
||
|
|
||
|
Vector w1( vector1 );
|
||
|
Vector w2( vector2 );
|
||
|
|
||
|
w1.normalize();
|
||
|
w2.normalize();
|
||
|
|
||
|
cosom = w1 * w2;
|
||
|
if ( ( 1.0f - cosom ) > LERP_DELTA )
|
||
|
{
|
||
|
omega = acos( cosom );
|
||
|
sinom = sin( omega );
|
||
|
scale0 = sin( ( 1.0f - t ) * omega ) / sinom;
|
||
|
scale1 = sin( t * omega ) / sinom;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
scale0 = 1.0f - t;
|
||
|
scale1 = t;
|
||
|
}
|
||
|
|
||
|
return ( ( w1 * scale0 ) + ( w2 * scale1 ) );
|
||
|
}
|
||
|
|
||
|
class Quat
|
||
|
{
|
||
|
public:
|
||
|
float x;
|
||
|
float y;
|
||
|
float z;
|
||
|
float w;
|
||
|
|
||
|
Quat();
|
||
|
Quat( Vector angles );
|
||
|
Quat( float scrMatrix[ 3 ][ 3 ] );
|
||
|
Quat( const float x, const float y, const float z, const float w );
|
||
|
|
||
|
float * vec4( void );
|
||
|
float operator[]( const int index ) const;
|
||
|
float & operator[]( const int index );
|
||
|
void set( const float x, const float y, const float z, const float w );
|
||
|
const Quat & operator=( const Quat &a );
|
||
|
friend Quat operator+( const Quat &a, const Quat &b );
|
||
|
const Quat & operator+=( const Quat &a );
|
||
|
friend Quat operator-( const Quat &a, const Quat &b );
|
||
|
const Quat & operator-=( const Quat &a );
|
||
|
friend Quat operator*( const Quat &a, const float b );
|
||
|
friend Quat operator*( const float a, const Quat &b );
|
||
|
const Quat & operator*=( const float a );
|
||
|
friend int operator==( const Quat &a, const Quat &b );
|
||
|
friend int operator!=( const Quat &a, const Quat &b );
|
||
|
float length( void ) const;
|
||
|
float lengthSquared( void ) const;
|
||
|
const Quat & normalize( void );
|
||
|
Quat operator-() const;
|
||
|
Vector toAngles( void );
|
||
|
};
|
||
|
|
||
|
inline Quat::Quat(): x( 0 ), y( 0 ), z( 0 ), w( 0 )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
inline Quat::Quat( Vector Angles )
|
||
|
{
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||
|
EulerToQuat( Angles, this->vec4() );
|
||
|
}
|
||
|
|
||
|
inline Quat::Quat( float srcMatrix[ 3 ][ 3 ] )
|
||
|
{
|
||
|
MatToQuat( srcMatrix, this->vec4() );
|
||
|
}
|
||
|
|
||
|
inline Quat::Quat( const float init_x, const float init_y, const float init_z, const float init_w ): x( init_x ), y( init_y ), z( init_z ), w( init_w )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
inline float Quat::operator[]( const int index ) const
|
||
|
{
|
||
|
assert( ( index >= 0 ) && ( index < 4 ) );
|
||
|
return ( &x )[ index ];
|
||
|
}
|
||
|
|
||
|
inline float & Quat::operator[]( const int index)
|
||
|
{
|
||
|
assert( ( index >= 0 ) && ( index < 4 ) );
|
||
|
return ( &x )[ index ];
|
||
|
}
|
||
|
|
||
|
inline float *Quat::vec4( void )
|
||
|
{
|
||
|
return &x;
|
||
|
}
|
||
|
|
||
|
inline void Quat::set( const float new_x, const float new_y, const float new_z, const float new_w )
|
||
|
{
|
||
|
x = new_x;
|
||
|
y = new_y;
|
||
|
z = new_z;
|
||
|
w = new_w;
|
||
|
}
|
||
|
|
||
|
|
||
|
inline const Quat & Quat::operator=( const Quat &a )
|
||
|
{
|
||
|
x = a.x;
|
||
|
y = a.y;
|
||
|
z = a.z;
|
||
|
w = a.w;
|
||
|
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
inline Quat operator+( const Quat &a, const Quat &b )
|
||
|
{
|
||
|
return Quat( a.x + b.x, a.y + b.y , a.z + b.z, a.w + b.w );
|
||
|
}
|
||
|
|
||
|
inline const Quat & Quat::operator+=( const Quat &a )
|
||
|
{
|
||
|
*this = *this + a;
|
||
|
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
inline Quat operator-( const Quat &a, const Quat &b )
|
||
|
{
|
||
|
return Quat( a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w );
|
||
|
}
|
||
|
|
||
|
inline const Quat & Quat::operator-=( const Quat &a )
|
||
|
{
|
||
|
*this = *this - a;
|
||
|
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
inline Quat operator*( const Quat &a, const float b )
|
||
|
{
|
||
|
return Quat( a.x * b, a.y * b, a.z * b, a.w * b );
|
||
|
}
|
||
|
|
||
|
inline Quat operator*( const float a, const Quat &b )
|
||
|
{
|
||
|
return b * a;
|
||
|
}
|
||
|
|
||
|
inline const Quat & Quat::operator*=( const float a )
|
||
|
{
|
||
|
*this = *this * a;
|
||
|
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
inline int operator==( const Quat &a, const Quat &b )
|
||
|
{
|
||
|
return ( ( a.x == b.x ) && ( a.y == b.y ) && ( a.z == b.z ) && ( a.w == b.w ) );
|
||
|
}
|
||
|
|
||
|
inline int operator!=( const Quat &a, const Quat &b )
|
||
|
{
|
||
|
return ( ( a.x != b.x ) || ( a.y != b.y ) || ( a.z != b.z ) && ( a.w != b.w ) );
|
||
|
}
|
||
|
|
||
|
inline float Quat::length( void ) const
|
||
|
{
|
||
|
float length;
|
||
|
|
||
|
length = ( x * x ) + ( y * y ) + ( z * z ) + ( w * w );
|
||
|
return sqrt( length );
|
||
|
}
|
||
|
|
||
|
inline const Quat & Quat::normalize( void )
|
||
|
{
|
||
|
float length, ilength;
|
||
|
|
||
|
length = this->length();
|
||
|
if ( length )
|
||
|
{
|
||
|
ilength = 1.0f / length;
|
||
|
*this *= ilength;
|
||
|
}
|
||
|
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
inline Quat Quat::operator-() const
|
||
|
{
|
||
|
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 );
|
||
|
}
|
||
|
|
||
|
|
||
|
#undef VECTOR_FABS
|
||
|
|
||
|
#endif /* Vector.h */
|