0ad/source/maths/Vector3D.h

143 lines
3.4 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
/*
* 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<const float> 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<const float>(&X, 3);
}
};
extern float MaxComponent(const CVector3D& v);
#endif