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- /*
- ** Command & Conquer Generals(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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.
- **
- ** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /* $Header: /Commando/Code/wwmath/vector3.h 40 5/11/01 7:11p Jani_p $ */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Westwood 3D *
- * *
- * File Name : VECTOR3.H *
- * *
- * Programmer : Greg Hjelstrom *
- * *
- * Start Date : 02/24/97 *
- * *
- * Last Update : February 24, 1997 [GH] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * Scalar Division Operator -- Divide a vector by a scalar *
- * Scalar Multiply Operator -- Multiply a vector by a scalar *
- * Vector Addition Operator -- Add two vectors *
- * Vector Subtraction Operator -- Subract two vectors *
- * Vector Inner Product Operator -- Compute the inner or dot product *
- * Vector Equality Operator -- Determine if two vectors are identical *
- * Vector Inequality Operator -- Determine if two vectors are identical *
- * Equal_Within_Epsilon -- Determine if two vectors are identical within *
- * Cross_Product -- compute the cross product of two vectors *
- * Vector3::Normalize -- Normalizes the vector. *
- * Vector3::Length -- Returns the length of the vector *
- * Vector3::Length2 -- Returns the square of the length of the vector *
- * Vector3::Quick_Length -- returns a quick approximation of the length *
- * Swap -- swap two Vector3's *
- * Lerp -- linearly interpolate two Vector3's by an interpolation factor. *
- * Lerp -- linearly interpolate two Vector3's without return-by-value *
- * Vector3::Add -- Add two vector3's without return-by-value *
- * Vector3::Subtract -- Subtract two vector3's without return-by-value *
- * Vector3::Update_Min -- sets each component of the vector to the min of this and a *
- * Vector3::Update_Max -- Sets each component of the vector to the max of this and a *
- * Vector3::Scale -- scale this vector by 3 independent scale factors *
- * Vector3::Rotate_X -- rotates this vector around the X axis *
- * Vector3::Rotate_X -- Rotates this vector around the x axis *
- * Vector3::Rotate_Y -- Rotates this vector around the y axis *
- * Vector3::Rotate_Y -- Rotates this vector around the Y axis *
- * Vector3::Rotate_Z -- Rotates this vector around the Z axis *
- * Vector3::Rotate_Z -- Rotates this vector around the Z axis *
- * Vector3::Is_Valid -- Verifies that each component of this vector is a valid float *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef VECTOR3_H
- #define VECTOR3_H
- #include "always.h"
- #include "wwmath.h"
- #include <assert.h>
- #ifdef _UNIX
- #include "osdep.h"
- #endif
- /*
- ** Vector3 - 3-Dimensional Vectors
- */
- class Vector3
- {
- public:
- float X;
- float Y;
- float Z;
- // Constructors
- WWINLINE Vector3(void) {};
- WWINLINE Vector3(const Vector3 & v) { X = v.X; Y = v.Y; Z = v.Z; }
- WWINLINE Vector3(float x, float y, float z) { X = x; Y = y; Z = z; }
- WWINLINE Vector3(const float vector[3]) { X = vector[0]; Y = vector[1]; Z = vector[2]; }
-
- // Assignment
- WWINLINE Vector3 & operator = (const Vector3 & v) { X = v.X; Y = v.Y; Z = v.Z; return *this; }
- WWINLINE void Set(float x, float y, float z) { X = x; Y = y; Z = z; }
- WWINLINE void Set(const Vector3 & that) { X = that.X; Y = that.Y; Z = that.Z; }
- // Array access
- WWINLINE float & operator [](int i) { return (&X)[i]; }
- WWINLINE const float & operator [](int i) const { return (&X)[i]; }
- // normalize, compute length
- void Normalize(void);
- WWINLINE float Length(void) const;
- WWINLINE float Length2(void) const;
- float Quick_Length(void) const;
- void Scale(const Vector3 & scale);
- // rotation, (warning, modifies this vector!)
- WWINLINE void Rotate_X(float angle);
- WWINLINE void Rotate_X(float s_angle,float c_angle);
- WWINLINE void Rotate_Y(float angle);
- WWINLINE void Rotate_Y(float s_angle,float c_angle);
- WWINLINE void Rotate_Z(float angle);
- WWINLINE void Rotate_Z(float s_angle,float c_angle);
- // unary operators
- WWINLINE Vector3 operator-() const { return(Vector3(-X,-Y,-Z)); }
- WWINLINE Vector3 operator+() const { return *this; }
- WWINLINE Vector3 & operator += (const Vector3 & v) { X += v.X; Y += v.Y; Z += v.Z; return *this; }
- WWINLINE Vector3 & operator -= (const Vector3 & v) { X -= v.X; Y -= v.Y; Z -= v.Z; return *this; }
- WWINLINE Vector3 & operator *= (float k) { X = X*k; Y=Y*k; Z=Z*k; return *this; }
- WWINLINE Vector3 & operator /= (float k) { float ook=1.0f/k; X=X*ook; Y=Y*ook; Z=Z*ook; return *this; }
- // scalar multiplication, division
- WWINLINE friend Vector3 operator * (const Vector3 &a,float k);
- WWINLINE friend Vector3 operator * (float k,const Vector3 &a);
- WWINLINE friend Vector3 operator / (const Vector3 &a,float k);
- // vector addition,subtraction
- WWINLINE friend Vector3 operator + (const Vector3 &a,const Vector3 &b);
- WWINLINE friend Vector3 operator - (const Vector3 &a,const Vector3 &b);
- // Equality operators
- friend bool operator == (const Vector3 &a,const Vector3 &b);
- friend bool operator != (const Vector3 &a,const Vector3 &b);
- WWINLINE friend bool Equal_Within_Epsilon(const Vector3 &a,const Vector3 &b,float epsilon);
- // dot product / inner product
- //WWINLINE friend float operator * (const Vector3 &a,const Vector3 &b);
- static WWINLINE float Dot_Product(const Vector3 &a,const Vector3 &b);
-
- // cross product / outer product
- #ifdef ALLOW_TEMPORARIES
- static WWINLINE Vector3 Cross_Product(const Vector3 &a,const Vector3 &b);
- #endif
- static WWINLINE void Cross_Product(const Vector3 &a,const Vector3 &b,Vector3 * result);
- static WWINLINE void Normalized_Cross_Product(const Vector3 &a, const Vector3 &b, Vector3 * result);
- static WWINLINE float Cross_Product_X(const Vector3 &a,const Vector3 &b);
- static WWINLINE float Cross_Product_Y(const Vector3 &a,const Vector3 &b);
- static WWINLINE float Cross_Product_Z(const Vector3 &a,const Vector3 &b);
- // add and subtract without return by value
- static WWINLINE void Add(const Vector3 & a,const Vector3 & b,Vector3 * c);
- static WWINLINE void Subtract(const Vector3 & a,const Vector3 & b,Vector3 * c);
-
- // Line intersection functions.
- static WWINLINE float Find_X_At_Y(float y, const Vector3 &p1, const Vector3 &p2);
- static WWINLINE float Find_X_At_Z(float z, const Vector3 &p1, const Vector3 &p2);
- static WWINLINE float Find_Y_At_X(float x, const Vector3 &p1, const Vector3 &p2);
- static WWINLINE float Find_Y_At_Z(float z, const Vector3 &p1, const Vector3 &p2);
- static WWINLINE float Find_Z_At_X(float x, const Vector3 &p1, const Vector3 &p2);
- static WWINLINE float Find_Z_At_Y(float z, const Vector3 &p1, const Vector3 &p2);
- // make this vector the min or max of itself and the passed vector
- WWINLINE void Update_Min(const Vector3 & a);
- WWINLINE void Update_Max(const Vector3 & a);
- WWINLINE void Cap_Absolute_To(const Vector3 & a);
- // verify that none of the members of this vector are invalid floats
- WWINLINE bool Is_Valid(void) const;
- static WWINLINE float Quick_Distance(const Vector3 &p1, const Vector3 &p2);
- static WWINLINE float Distance(const Vector3 &p1, const Vector3 &p2);
- // Linearly interpolate two Vector3's
- static void Lerp(const Vector3 & a, const Vector3 & b, float alpha,Vector3 * set_result);
- // Color Conversion
- WWINLINE unsigned long Convert_To_ABGR( void ) const;
- WWINLINE unsigned long Convert_To_ARGB( void ) const;
- };
- /**************************************************************************
- * Scalar Multiply Operator -- Multiply a vector by a scalar *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 02/24/1997 GH : Created. *
- *========================================================================*/
- WWINLINE Vector3 operator * (const Vector3 &a,float k)
- {
- return Vector3((a.X * k),(a.Y * k),(a.Z * k));
- }
- WWINLINE Vector3 operator * (float k, const Vector3 &a)
- {
- return Vector3((a.X * k),(a.Y * k),(a.Z * k));
- }
- /**************************************************************************
- * Scalar Division Operator -- Divide a vector by a scalar *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *========================================================================*/
- WWINLINE Vector3 operator / (const Vector3 &a,float k)
- {
- float ook = 1.0f/k;
- return Vector3((a.X * ook),(a.Y * ook),(a.Z * ook));
- }
- /**************************************************************************
- * Vector Addition Operator -- Add two vectors *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 02/24/1997 GH : Created. *
- *========================================================================*/
- WWINLINE Vector3 operator + (const Vector3 &a,const Vector3 &b)
- {
- return Vector3(
- a.X+b.X,
- a.Y+b.Y,
- a.Z+b.Z
- );
- }
- /**************************************************************************
- * Vector Subtraction Operator -- Subract two vectors *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 02/24/1997 GH : Created. *
- *========================================================================*/
- WWINLINE Vector3 operator - (const Vector3 &a,const Vector3 &b)
- {
- return Vector3(
- a.X-b.X,
- a.Y-b.Y,
- a.Z-b.Z
- );
- }
- /**************************************************************************
- * Vector Inner Product -- Compute the inner or dot product of two vector *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *========================================================================*/
- //WWINLINE float operator * (const Vector3 &a,const Vector3 &b)
- //{
- // return a.X*b.X +
- // a.Y*b.Y +
- // a.Z*b.Z;
- //}
- WWINLINE float Vector3::Dot_Product(const Vector3 &a,const Vector3 &b)
- {
- return a.X*b.X +
- a.Y*b.Y +
- a.Z*b.Z;
- }
- /**************************************************************************
- * Vector Equality Operator -- Determine if two vectors are identical *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *========================================================================*/
- WWINLINE bool operator == (const Vector3 &a,const Vector3 &b)
- {
- return ( (a.X == b.X) && (a.Y == b.Y) && (a.Z == b.Z));
- }
- /**************************************************************************
- * Vector Inequality Operator -- Determine if two vectors are identical *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *========================================================================*/
- WWINLINE bool operator != (const Vector3 &a,const Vector3 &b)
- {
- return ( (a.X != b.X) || (a.Y != b.Y) || (a.Z != b.Z));
- }
- /**************************************************************************
- * Equal_Within_Epsilon -- Determine if two vectors are identical within e*
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *========================================================================*/
- WWINLINE bool Equal_Within_Epsilon(const Vector3 &a,const Vector3 &b,float epsilon)
- {
- return( (WWMath::Fabs(a.X - b.X) < epsilon) &&
- (WWMath::Fabs(a.Y - b.Y) < epsilon) &&
- (WWMath::Fabs(a.Z - b.Z) < epsilon) );
- }
- /**************************************************************************
- * Cross_Product -- compute the cross product of two vectors *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *========================================================================*/
- #ifdef ALLOW_TEMPORARIES
- WWINLINE Vector3 Vector3::Cross_Product(const Vector3 &a,const Vector3 &b)
- {
- return Vector3(
- (a.Y * b.Z - a.Z * b.Y),
- (a.Z * b.X - a.X * b.Z),
- (a.X * b.Y - a.Y * b.X)
- );
- }
- #endif
- WWINLINE void Vector3::Cross_Product(const Vector3 &a,const Vector3 &b,Vector3 * set_result)
- {
- assert(set_result != &a);
- set_result->X = (a.Y * b.Z - a.Z * b.Y);
- set_result->Y = (a.Z * b.X - a.X * b.Z);
- set_result->Z = (a.X * b.Y - a.Y * b.X);
- }
- WWINLINE void Vector3::Normalized_Cross_Product(const Vector3 &a,const Vector3 &b,Vector3 * set_result)
- {
- assert(set_result != &a);
- set_result->X = (a.Y * b.Z - a.Z * b.Y);
- set_result->Y = (a.Z * b.X - a.X * b.Z);
- set_result->Z = (a.X * b.Y - a.Y * b.X);
- set_result->Normalize();
- }
- WWINLINE float Vector3::Cross_Product_X(const Vector3 &a,const Vector3 &b)
- {
- return a.Y * b.Z - a.Z * b.Y;
- }
- WWINLINE float Vector3::Cross_Product_Y(const Vector3 &a,const Vector3 &b)
- {
- return a.Z * b.X - a.X * b.Z;
- }
- WWINLINE float Vector3::Cross_Product_Z(const Vector3 &a,const Vector3 &b)
- {
- return a.X * b.Y - a.Y * b.X;
- }
- /**************************************************************************
- * Vector3::Normalize -- Normalizes the vector. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *========================================================================*/
- WWINLINE void Vector3::Normalize()
- {
- float len2 = Length2();
- if (len2 != 0.0f)
- {
- float oolen = WWMath::Inv_Sqrt(len2);
- X *= oolen;
- Y *= oolen;
- Z *= oolen;
- }
- }
- #ifdef ALLOW_TEMPORARIES
- WWINLINE Vector3 Normalize(const Vector3 & vec)
- {
- float len2 = vec.Length2();
- if (len2 != 0.0f)
- {
- float oolen = WWMath::Inv_Sqrt(len2);
- return vec * oolen;
- }
- return vec;
- }
- #endif
- /**************************************************************************
- * Vector3::Length -- Returns the length of the vector *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *========================================================================*/
- WWINLINE float Vector3::Length() const
- {
- return WWMath::Sqrt(Length2());
- }
- /**************************************************************************
- * Vector3::Length2 -- Returns the square of the length of the vector *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *========================================================================*/
- WWINLINE float Vector3::Length2() const
- {
- return X*X + Y*Y + Z*Z;
- }
- /***********************************************************************************************
- * Vector3::Quick_Length -- returns a quick approximation of the length *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 7/15/98 GTH : Created. *
- *=============================================================================================*/
- WWINLINE float Vector3::Quick_Length(void) const
- {
- // this method of approximating the length comes from Graphics Gems 1 and
- // supposedly gives an error of +/- 8%
- float max = WWMath::Fabs(X);
- float mid = WWMath::Fabs(Y);
- float min = WWMath::Fabs(Z);
- float tmp;
- if (max < mid) { tmp = max; max = mid; mid = tmp; }
- if (max < min) { tmp = max; max = min; min = tmp; }
- if (mid < min) { tmp = mid; mid = min; min = mid; }
- return max + (11.0f / 32.0f)*mid + (1.0f / 4.0f)*min;
- }
- /***********************************************************************************************
- * Swap -- swap two Vector3's *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 08/11/1997 GH : Created. *
- *=============================================================================================*/
- WWINLINE void Swap(Vector3 & a,Vector3 & b)
- {
- Vector3 tmp(a);
- a = b;
- b = tmp;
- }
- /***********************************************************************************************
- * Lerp -- linearly interpolate two Vector3's without return-by-value *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 10/18/99 gth : Created. *
- *=============================================================================================*/
- WWINLINE void Vector3::Lerp(const Vector3 & a, const Vector3 & b, float alpha,Vector3 * set_result)
- {
- assert(set_result != NULL);
- set_result->X = (a.X + (b.X - a.X)*alpha);
- set_result->Y = (a.Y + (b.Y - a.Y)*alpha);
- set_result->Z = (a.Z + (b.Z - a.Z)*alpha);
- }
- /***********************************************************************************************
- * Vector3::Add -- Add two vector3's without return-by-value *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 10/18/99 gth : Created. *
- *=============================================================================================*/
- WWINLINE void Vector3::Add(const Vector3 &a,const Vector3 &b,Vector3 * set_result)
- {
- assert(set_result != NULL);
- set_result->X = a.X + b.X;
- set_result->Y = a.Y + b.Y;
- set_result->Z = a.Z + b.Z;
- }
- /***********************************************************************************************
- * Vector3::Subtract -- Subtract two vector3's without return-by-value *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 10/18/99 gth : Created. *
- *=============================================================================================*/
- WWINLINE void Vector3::Subtract(const Vector3 &a,const Vector3 &b,Vector3 * set_result)
- {
- assert(set_result != NULL);
- set_result->X = a.X - b.X;
- set_result->Y = a.Y - b.Y;
- set_result->Z = a.Z - b.Z;
- }
- /***********************************************************************************************
- * Vector3::Update_Min -- sets each component of the vector to the min of this and a *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 10/18/99 gth : Created. *
- *=============================================================================================*/
- WWINLINE void Vector3::Update_Min(const Vector3 & a)
- {
- if (a.X < X) X = a.X;
- if (a.Y < Y) Y = a.Y;
- if (a.Z < Z) Z = a.Z;
- }
- /***********************************************************************************************
- * Vector3::Update_Max -- Sets each component of the vector to the max of this and a *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 10/18/99 gth : Created. *
- *=============================================================================================*/
- WWINLINE void Vector3::Update_Max(const Vector3 & a)
- {
- if (a.X > X) X = a.X;
- if (a.Y > Y) Y = a.Y;
- if (a.Z > Z) Z = a.Z;
- }
- /***********************************************************************************************
- * Vector3::Cap_To_Absolute_Of -- Sets each component of the vector to no larger than the -ve or +ve of*
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 11/29/99 wst : Created. *
- *=============================================================================================*/
- WWINLINE void Vector3::Cap_Absolute_To(const Vector3 & a)
- {
- if (X > 0)
- {
- if (a.X < X) X = a.X;
- }
- else
- {
- if (-a.X > X) X = -a.X;
- }
- if (Y > 0)
- {
- if (a.Y < Y) Y = a.Y;
- }
- else
- {
- if (-a.Y > Y) Y = -a.Y;
- }
- if (Z > 0)
- {
- if (a.Z < Z) Z = a.Z;
- }
- else
- {
- if (-a.Z > Z) Z = -a.Z;
- }
- }
- /***********************************************************************************************
- * Vector3::Scale -- scale this vector by 3 independent scale factors *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 10/18/99 gth : Created. *
- *=============================================================================================*/
- WWINLINE void Vector3::Scale(const Vector3 & scale)
- {
- X *= scale.X;
- Y *= scale.Y;
- Z *= scale.Z;
- }
- /***********************************************************************************************
- * Vector3::Rotate_X -- rotates this vector around the X axis *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 10/18/99 gth : Created. *
- *=============================================================================================*/
- WWINLINE void Vector3::Rotate_X(float angle)
- {
- Rotate_X(sinf(angle),cosf(angle));
- }
- /***********************************************************************************************
- * Vector3::Rotate_X -- Rotates this vector around the x axis *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 10/18/99 gth : Created. *
- *=============================================================================================*/
- WWINLINE void Vector3::Rotate_X(float s_angle,float c_angle)
- {
- float tmp_y = Y;
- float tmp_z = Z;
- Y = c_angle * tmp_y - s_angle * tmp_z;
- Z = s_angle * tmp_y + c_angle * tmp_z;
- }
- /***********************************************************************************************
- * Vector3::Rotate_Y -- Rotates this vector around the y axis *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 10/18/99 gth : Created. *
- *=============================================================================================*/
- WWINLINE void Vector3::Rotate_Y(float angle)
- {
- Rotate_Y(sinf(angle),cosf(angle));
- }
- /***********************************************************************************************
- * Vector3::Rotate_Y -- Rotates this vector around the Y axis *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 10/18/99 gth : Created. *
- *=============================================================================================*/
- WWINLINE void Vector3::Rotate_Y(float s_angle,float c_angle)
- {
- float tmp_x = X;
- float tmp_z = Z;
- X = c_angle * tmp_x + s_angle * tmp_z;
- Z = -s_angle * tmp_x + c_angle * tmp_z;
- }
- /***********************************************************************************************
- * Vector3::Rotate_Z -- Rotates this vector around the Z axis *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 10/18/99 gth : Created. *
- *=============================================================================================*/
- WWINLINE void Vector3::Rotate_Z(float angle)
- {
- Rotate_Z(sinf(angle),cosf(angle));
- }
- /***********************************************************************************************
- * Vector3::Rotate_Z -- Rotates this vector around the Z axis *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 10/18/99 gth : Created. *
- *=============================================================================================*/
- WWINLINE void Vector3::Rotate_Z(float s_angle,float c_angle)
- {
- float tmp_x = X;
- float tmp_y = Y;
- X = c_angle * tmp_x - s_angle * tmp_y;
- Y = s_angle * tmp_x + c_angle * tmp_y;
- }
- /***********************************************************************************************
- * Vector3::Is_Valid -- Verifies that each component of this vector is a valid float *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 10/18/99 gth : Created. *
- *=============================================================================================*/
- WWINLINE bool Vector3::Is_Valid(void) const
- {
- return (WWMath::Is_Valid_Float(X) && WWMath::Is_Valid_Float(Y) && WWMath::Is_Valid_Float(Z));
- }
- WWINLINE float Vector3::Find_X_At_Y(float y, const Vector3 &p1, const Vector3 &p2)
- {
- return(p1.X + ((y - p1.Y) * ((p2.X - p1.X) / (p2.Y - p1.Y))));
- }
- WWINLINE float Vector3::Find_X_At_Z(float z, const Vector3 &p1, const Vector3 &p2)
- {
- return(p1.X + ((z - p1.Z) * ((p2.X - p1.X) / (p2.Z - p1.Z))));
- }
- WWINLINE float Vector3::Find_Y_At_X(float x, const Vector3 &p1, const Vector3 &p2)
- {
- return(p1.Y + ((x - p1.X) * ((p2.Y - p1.Y) / (p2.X - p1.X))));
- }
- WWINLINE float Vector3::Find_Y_At_Z(float z, const Vector3 &p1, const Vector3 &p2)
- {
- return(p1.Y + ((z - p1.Z) * ((p2.Y - p1.Y) / (p2.Z - p1.Z))));
- }
- WWINLINE float Vector3::Find_Z_At_X(float x, const Vector3 &p1, const Vector3 &p2)
- {
- return(p1.Z + ((x - p1.X) * ((p2.Z - p1.Z) / (p2.X - p1.X))));
- }
- WWINLINE float Vector3::Find_Z_At_Y(float y, const Vector3 &p1, const Vector3 &p2)
- {
- return(p1.Z + ((y - p1.Y) * ((p2.Z - p1.Z) / (p2.Y - p1.Y))));
- }
- /***********************************************************************************************
- * Vector3::Distance -- Accurate distance calculation. *
- * *
- * *
- * *
- * *
- * HISTORY: *
- * 11/29/1999MLL: Created. *
- *=============================================================================================*/
- WWINLINE float Vector3::Distance(const Vector3 &p1, const Vector3 &p2)
- {
- Vector3 temp;
- temp = p1 - p2;
- return (temp.Length());
- }
- /***********************************************************************************************
- * Vector3::Quick_Distance -- Fast but inaccurate distance calculation. *
- * *
- * *
- * *
- * *
- * HISTORY: *
- * 11/29/1999MLL: Created. *
- *=============================================================================================*/
- WWINLINE float Vector3::Quick_Distance(const Vector3 &p1, const Vector3 &p2)
- {
- Vector3 temp;
- temp = p1 - p2;
- return (temp.Quick_Length());
- }
- /***********************************************************************************************
- * Vector3::Convert_To_ABGR -- Converts to SR packed color . *
- * *
- * *
- * *
- * *
- * HISTORY: *
- * 11/29/1999MLL: Created. *
- *=============================================================================================*/
- WWINLINE unsigned long Vector3::Convert_To_ABGR( void ) const
- {
- return (unsigned(255)<<24) |
- (unsigned(Z*255.0f)<<16) |
- (unsigned(Y*255.0f)<<8) |
- (unsigned(X*255.0f));
- }
- /***********************************************************************************************
- * Vector3::Convert_To_ARGB -- Converts to packed color . *
- * *
- * *
- * *
- * *
- * HISTORY: *
- * 11/29/1999MLL: Created. *
- *=============================================================================================*/
- WWINLINE unsigned long Vector3::Convert_To_ARGB( void ) const
- {
- return (unsigned(255)<<24) |
- (unsigned(X*255.0f)<<16) |
- (unsigned(Y*255.0f)<<8) |
- (unsigned(Z*255.0f));
- }
- #endif /* Vector3_H */
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