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- //
- // Copyright (c) 2008-2014 the Urho3D project.
- //
- // 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 "Vector2.h"
- namespace Urho3D
- {
- /// Three-dimensional vector.
- class URHO3D_API Vector3
- {
- public:
- /// Construct a zero vector.
- Vector3() :
- x_(0.0f),
- y_(0.0f),
- z_(0.0f)
- {
- }
-
- /// Copy-construct from another vector.
- Vector3(const Vector3& vector) :
- x_(vector.x_),
- y_(vector.y_),
- z_(vector.z_)
- {
- }
-
- /// Construct from a two-dimensional vector and the Z coordinate.
- Vector3(const Vector2& vector, float z) :
- x_(vector.x_),
- y_(vector.y_),
- z_(z)
- {
- }
- /// Construct from a two-dimensional vector (for Urho2D).
- Vector3(const Vector2& vector) :
- x_(vector.x_),
- y_(vector.y_),
- z_(0.0f)
- {
- }
-
- /// Construct from coordinates.
- Vector3(float x, float y, float z) :
- x_(x),
- y_(y),
- z_(z)
- {
- }
- /// Construct from two-dimensional coordinates (for Urho2D).
- Vector3(float x, float y) :
- x_(x),
- y_(y),
- z_(0.0f)
- {
- }
-
- /// Construct from a float array.
- Vector3(const float* data) :
- x_(data[0]),
- y_(data[1]),
- z_(data[2])
- {
- }
-
- /// Assign from another vector.
- Vector3& operator = (const Vector3& rhs)
- {
- x_ = rhs.x_;
- y_ = rhs.y_;
- z_ = rhs.z_;
- return *this;
- }
-
- /// Test for equality with another vector without epsilon.
- bool operator == (const Vector3& rhs) const { return x_ == rhs.x_ && y_ == rhs.y_ && z_ == rhs.z_; }
- /// Test for inequality with another vector without epsilon.
- bool operator != (const Vector3& rhs) const { return x_ != rhs.x_ || y_ != rhs.y_ || z_ != rhs.z_; }
- /// Add a vector.
- Vector3 operator + (const Vector3& rhs) const { return Vector3(x_ + rhs.x_, y_ + rhs.y_, z_ + rhs.z_); }
- /// Return negation.
- Vector3 operator - () const { return Vector3(-x_, -y_, -z_); }
- /// Subtract a vector.
- Vector3 operator - (const Vector3& rhs) const { return Vector3(x_ - rhs.x_, y_ - rhs.y_, z_ - rhs.z_); }
- /// Multiply with a scalar.
- Vector3 operator * (float rhs) const { return Vector3(x_ * rhs, y_ * rhs, z_ * rhs); }
- /// Multiply with a vector.
- Vector3 operator * (const Vector3& rhs) const { return Vector3(x_ * rhs.x_, y_ * rhs.y_, z_ * rhs.z_); }
- /// Divide by a scalar.
- Vector3 operator / (float rhs) const { return Vector3(x_ / rhs, y_ / rhs, z_ / rhs); }
- /// Divide by a vector.
- Vector3 operator / (const Vector3& rhs) const { return Vector3(x_ / rhs.x_, y_ / rhs.y_, z_ / rhs.z_); }
-
- /// Add-assign a vector.
- Vector3& operator += (const Vector3& rhs)
- {
- x_ += rhs.x_;
- y_ += rhs.y_;
- z_ += rhs.z_;
- return *this;
- }
-
- /// Subtract-assign a vector.
- Vector3& operator -= (const Vector3& rhs)
- {
- x_ -= rhs.x_;
- y_ -= rhs.y_;
- z_ -= rhs.z_;
- return *this;
- }
-
- /// Multiply-assign a scalar.
- Vector3& operator *= (float rhs)
- {
- x_ *= rhs;
- y_ *= rhs;
- z_ *= rhs;
- return *this;
- }
-
- /// Multiply-assign a vector.
- Vector3& operator *= (const Vector3& rhs)
- {
- x_ *= rhs.x_;
- y_ *= rhs.y_;
- z_ *= rhs.z_;
- return *this;
- }
-
- /// Divide-assign a scalar.
- Vector3& operator /= (float rhs)
- {
- float invRhs = 1.0f / rhs;
- x_ *= invRhs;
- y_ *= invRhs;
- z_ *= invRhs;
- return *this;
- }
-
- /// Divide-assign a vector.
- Vector3& operator /= (const Vector3& rhs)
- {
- x_ /= rhs.x_;
- y_ /= rhs.y_;
- z_ /= rhs.z_;
- return *this;
- }
-
- /// Normalize to unit length.
- void Normalize()
- {
- float lenSquared = LengthSquared();
- if (!Urho3D::Equals(lenSquared, 1.0f) && lenSquared > 0.0f)
- {
- float invLen = 1.0f / sqrtf(lenSquared);
- x_ *= invLen;
- y_ *= invLen;
- z_ *= invLen;
- }
- }
-
- /// Return length.
- float Length() const { return sqrtf(x_ * x_ + y_ * y_ + z_ * z_); }
- /// Return squared length.
- float LengthSquared() const { return x_ * x_ + y_ * y_ + z_ * z_; }
- /// Calculate dot product.
- float DotProduct(const Vector3& rhs) const { return x_ * rhs.x_ + y_ * rhs.y_ + z_ * rhs.z_; }
- /// Calculate absolute dot product.
- float AbsDotProduct(const Vector3& rhs) const { return Urho3D::Abs(x_ * rhs.x_) + Urho3D::Abs(y_ * rhs.y_) + Urho3D::Abs(z_ * rhs.z_); }
-
- /// Calculate cross product.
- Vector3 CrossProduct(const Vector3& rhs) const
- {
- return Vector3(
- y_ * rhs.z_ - z_ * rhs.y_,
- z_ * rhs.x_ - x_ * rhs.z_,
- x_ * rhs.y_ - y_ * rhs.x_
- );
- }
-
- /// Return absolute vector.
- Vector3 Abs() const { return Vector3(Urho3D::Abs(x_), Urho3D::Abs(y_), Urho3D::Abs(z_)); }
- /// Linear interpolation with another vector.
- Vector3 Lerp(const Vector3& rhs, float t) const { return *this * (1.0f - t) + rhs * t; }
- /// Test for equality with another vector with epsilon.
- bool Equals(const Vector3& rhs) const { return Urho3D::Equals(x_, rhs.x_) && Urho3D::Equals(y_, rhs.y_) && Urho3D::Equals(z_, rhs.z_); }
- /// Returns the angle between this vector and another vector in degrees.
- float Angle(const Vector3& rhs) const { return Urho3D::Acos(DotProduct(rhs) / (Length() * rhs.Length() ) ); }
- /// Return whether is NaN.
- bool IsNaN() const { return Urho3D::IsNaN(x_) || Urho3D::IsNaN(y_) || Urho3D::IsNaN(z_); }
-
- /// Return normalized to unit length.
- Vector3 Normalized() const
- {
- float lenSquared = LengthSquared();
- if (!Urho3D::Equals(lenSquared, 1.0f) && lenSquared > 0.0f)
- {
- float invLen = 1.0f / sqrtf(lenSquared);
- return *this * invLen;
- }
- else
- return *this;
- }
-
- /// Return float data.
- const float* Data() const { return &x_; }
- /// Return as string.
- String ToString() const;
-
- /// X coordinate.
- float x_;
- /// Y coordinate.
- float y_;
- /// Z coordinate.
- float z_;
-
- /// Zero vector.
- static const Vector3 ZERO;
- /// (-1,0,0) vector.
- static const Vector3 LEFT;
- /// (1,0,0) vector.
- static const Vector3 RIGHT;
- /// (0,1,0) vector.
- static const Vector3 UP;
- /// (0,-1,0) vector.
- static const Vector3 DOWN;
- /// (0,0,1) vector.
- static const Vector3 FORWARD;
- /// (0,0,-1) vector.
- static const Vector3 BACK;
- /// (1,1,1) vector.
- static const Vector3 ONE;
- };
- /// Multiply Vector3 with a scalar.
- inline Vector3 operator * (float lhs, const Vector3& rhs) { return rhs * lhs; }
- }
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