/* Copyright (c) 2013 Daniele Bartolini, Michele Rossi Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #pragma once #include "Assert.h" #include "Types.h" #include "MathUtils.h" #include "Vector2.h" namespace crown { /// 3D column vector. struct Vector3 { public: float x, y, z; /// Does nothing for efficiency. Vector3(); /// Initializes all the components to val Vector3(float val); /// Constructs from three components Vector3(float nx, float ny, float nz); /// Constructs from array Vector3(const float v[3]); Vector3(const Vector3& a); /// Random access by index float operator[](uint32_t i) const; /// Random access by index float& operator[](uint32_t i); Vector3 operator+(const Vector3& a) const; Vector3& operator+=(const Vector3& a); Vector3 operator-(const Vector3& a) const; Vector3& operator-=(const Vector3& a); Vector3 operator*(float k) const; Vector3& operator*=(float k); Vector3 operator/(float k) const; Vector3& operator/=(float k); /// Dot product float dot(const Vector3& a) const; /// Cross product Vector3 cross(const Vector3& a) const; /// For simmetry friend Vector3 operator*(float k, const Vector3& a); bool operator==(const Vector3& other) const; bool operator!=(const Vector3& other) const; /// Returns whether all the components of this vector are smaller than all of the "other" vector bool operator<(const Vector3& other) const; /// Returns whether all the components of this vector are greater than all of the "other" vector bool operator>(const Vector3& other) const; /// Returns the vector's length float length() const; /// Returns the vector's squared length float squared_length() const; /// Sets the vector's length void set_length(float len); /// Normalizes the vector Vector3& normalize(); /// Returns the normalized vector Vector3 get_normalized() const; /// Negates the vector (i.e. builds the inverse) Vector3& negate(); /// Negates the vector (i.e. builds the inverse) Vector3 operator-() const; /// Returns the distance float get_distance_to(const Vector3& a) const; /// Returns the angle in radians float get_angle_between(const Vector3& a) const; /// Sets all components to zero void zero(); /// Returns the pointer to the vector's data float* to_float_ptr(); /// Returns the pointer to the vector's data const float* to_float_ptr() const; /// Returns a Vector2 with only x and y coordinates Vector2 to_vec2() const; static const Vector3 ZERO; static const Vector3 ONE; static const Vector3 XAXIS; static const Vector3 YAXIS; static const Vector3 ZAXIS; }; //----------------------------------------------------------------------------- inline Vector3::Vector3() { } //----------------------------------------------------------------------------- inline Vector3::Vector3(float val) : x(val), y(val), z(val) { } //----------------------------------------------------------------------------- inline Vector3::Vector3(float nx, float ny, float nz) : x(nx), y(ny), z(nz) { } //----------------------------------------------------------------------------- inline Vector3::Vector3(const float v[3]) : x(v[0]), y(v[1]), z(v[2]) { } //----------------------------------------------------------------------------- inline Vector3::Vector3(const Vector3& a) : x(a.x), y(a.y), z(a.z) { } //----------------------------------------------------------------------------- inline float Vector3::operator[](uint32_t i) const { CE_ASSERT(i < 3, "Index must be < 3"); return (&x)[i]; } //----------------------------------------------------------------------------- inline float& Vector3::operator[](uint32_t i) { CE_ASSERT(i < 3, "Index must be < 3"); return (&x)[i]; } //----------------------------------------------------------------------------- inline Vector3 Vector3::operator+(const Vector3& a) const { return Vector3(x + a.x, y + a.y, z + a.z); } //----------------------------------------------------------------------------- inline Vector3& Vector3::operator+=(const Vector3& a) { x += a.x; y += a.y; z += a.z; return *this; } //----------------------------------------------------------------------------- inline Vector3 Vector3::operator-(const Vector3& a) const { return Vector3(x - a.x, y - a.y, z - a.z); } //----------------------------------------------------------------------------- inline Vector3& Vector3::operator-=(const Vector3& a) { x -= a.x; y -= a.y; z -= a.z; return *this; } //----------------------------------------------------------------------------- inline Vector3 Vector3::operator*(float k) const { return Vector3(x * k, y * k, z * k); } //----------------------------------------------------------------------------- inline Vector3& Vector3::operator*=(float k) { x *= k; y *= k; z *= k; return *this; } //----------------------------------------------------------------------------- inline Vector3 Vector3::operator/(float k) const { CE_ASSERT(k != (float)0.0, "Division by zero"); float inv = (float)(1.0 / k); return Vector3(x * inv, y * inv, z * inv); } //----------------------------------------------------------------------------- inline Vector3& Vector3::operator/=(float k) { CE_ASSERT(k != (float)0.0, "Division by zero"); float inv = (float)(1.0 / k); x *= inv; y *= inv; z *= inv; return *this; } //----------------------------------------------------------------------------- inline float Vector3::dot(const Vector3& a) const { return x * a.x + y * a.y + z * a.z; } //----------------------------------------------------------------------------- inline Vector3 Vector3::cross(const Vector3& a) const { return Vector3(y * a.z - z * a.y, z * a.x - x * a.z, x * a.y - y * a.x); } //----------------------------------------------------------------------------- inline Vector3 operator*(float k, const Vector3& a) { return a * k; } //----------------------------------------------------------------------------- inline bool Vector3::operator==(const Vector3& other) const { return math::equals(x, other.x) && math::equals(y, other.y) && math::equals(z, other.z); } //----------------------------------------------------------------------------- inline bool Vector3::operator!=(const Vector3& other) const { return !math::equals(x, other.x) || !math::equals(y, other.y) || !math::equals(z, other.z); } //----------------------------------------------------------------------------- inline bool Vector3::operator<(const Vector3& other) const { return ((x < other.x) && (y < other.y) && (z < other.z)); } //----------------------------------------------------------------------------- inline bool Vector3::operator>(const Vector3& other) const { return ((x > other.x) && (y > other.y) && (z > other.z)); } //----------------------------------------------------------------------------- inline float Vector3::length() const { return math::sqrt(x * x + y * y + z * z); } //----------------------------------------------------------------------------- inline float Vector3::squared_length() const { return x * x + y * y + z * z; } //----------------------------------------------------------------------------- inline void Vector3::set_length(float len) { normalize(); x *= len; y *= len; z *= len; } //----------------------------------------------------------------------------- inline Vector3& Vector3::normalize() { float len = length(); if (math::equals(len, (float)0.0)) { return *this; } len = (float)(1.0 / len); x *= len; y *= len; z *= len; return *this; } //----------------------------------------------------------------------------- inline Vector3 Vector3::get_normalized() const { Vector3 tmp(x, y, z); return tmp.normalize(); } //----------------------------------------------------------------------------- inline Vector3& Vector3::negate() { x = -x; y = -y; z = -z; return *this; } //----------------------------------------------------------------------------- inline Vector3 Vector3::operator-() const { return Vector3(-x, -y, -z); } //----------------------------------------------------------------------------- inline float Vector3::get_distance_to(const Vector3& a) const { return (*this - a).length(); } //----------------------------------------------------------------------------- inline float Vector3::get_angle_between(const Vector3& a) const { return math::acos(this->dot(a) / (this->length() * a.length())); } //----------------------------------------------------------------------------- inline void Vector3::zero() { x = 0.0; y = 0.0; z = 0.0; } //----------------------------------------------------------------------------- inline float* Vector3::to_float_ptr() { return &x; } //----------------------------------------------------------------------------- inline const float* Vector3::to_float_ptr() const { return &x; } //----------------------------------------------------------------------------- inline Vector2 Vector3::to_vec2() const { return Vector2(x, y); } //----------------------------------------------------------------------------- /// Returns the parallel portion of "v" projected onto "n" inline Vector3 get_projected_parallel(const Vector3& v, const Vector3& n) { float n_len_q; n_len_q = n.length(); n_len_q = n_len_q * n_len_q; return n * (v.dot(n) / n_len_q); } //----------------------------------------------------------------------------- /// Returns the perpendicular portion of "v" projected onto "n" inline Vector3 get_projected_perpendicular(const Vector3& v, const Vector3& n) { return v - get_projected_parallel(v, n); } } // namespace crown