/* Copyright (C) 2022 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 0 A.D. If not, see . */ /* * Provides an interface for a vector in R3 and allows vector and * scalar operations on it */ #ifndef INCLUDED_VECTOR3D #define INCLUDED_VECTOR3D #include "ps/containers/Span.h" class CFixedVector3D; class CVector3D { public: float X, Y, Z; public: // Returns maximum/minimum possible position stored in the CVector3D. static CVector3D Max(); static CVector3D Min(); CVector3D() : X(0.0f), Y(0.0f), Z(0.0f) {} CVector3D(float x, float y, float z) : X(x), Y(y), Z(z) {} CVector3D(const CFixedVector3D& v); int operator!() const; float& operator[](int index) { return *((&X)+index); } const float& operator[](int index) const { return *((&X)+index); } // vector equality (testing float equality, so please be careful if necessary) bool operator==(const CVector3D &vector) const { return (X == vector.X && Y == vector.Y && Z == vector.Z); } bool operator!=(const CVector3D& vector) const { return !operator==(vector); } CVector3D operator+(const CVector3D& vector) const { return CVector3D(X + vector.X, Y + vector.Y, Z + vector.Z); } CVector3D& operator+=(const CVector3D& vector) { X += vector.X; Y += vector.Y; Z += vector.Z; return *this; } CVector3D operator-(const CVector3D& vector) const { return CVector3D(X - vector.X, Y - vector.Y, Z - vector.Z); } CVector3D& operator-=(const CVector3D& vector) { X -= vector.X; Y -= vector.Y; Z -= vector.Z; return *this; } CVector3D operator*(float value) const { return CVector3D(X * value, Y * value, Z * value); } CVector3D& operator*=(float value) { X *= value; Y *= value; Z *= value; return *this; } CVector3D operator-() const { return CVector3D(-X, -Y, -Z); } float Dot(const CVector3D& vector) const { return ( X * vector.X + Y * vector.Y + Z * vector.Z ); } CVector3D Cross(const CVector3D& vector) const { CVector3D temp; temp.X = (Y * vector.Z) - (Z * vector.Y); temp.Y = (Z * vector.X) - (X * vector.Z); temp.Z = (X * vector.Y) - (Y * vector.X); return temp; } float Length() const; float LengthSquared() const; void Normalize(); CVector3D Normalized() const; // Returns 3 element array of floats, e.g. for vec3 uniforms. PS::span AsFloatArray() const { // Additional check to prevent a weird compiler has a different // alignement for an array and a class members. static_assert( sizeof(CVector3D) == sizeof(float) * 3u && offsetof(CVector3D, X) == 0 && offsetof(CVector3D, Y) == sizeof(float) && offsetof(CVector3D, Z) == sizeof(float) * 2u, "Vector3D should be properly layouted to use AsFloatArray"); return PS::span(&X, 3); } }; extern float MaxComponent(const CVector3D& v); #endif