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forked from 0ad/0ad
0ad/source/maths/Vector3D.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

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