forked from 0ad/0ad
162 lines
3.0 KiB
C++
162 lines
3.0 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Provides an interface for a vector in R3 and allows vector and
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* scalar operations on it
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*/
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#include "precompiled.h"
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#include "Vector3D.h"
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#include <math.h>
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#include <float.h>
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#include "MathUtil.h"
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int CVector3D::operator ! () const
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{
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if (X != 0.0f ||
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Y != 0.0f ||
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Z != 0.0f)
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return 0;
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return 1;
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}
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bool CVector3D::operator== (const CVector3D &vector) const
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{
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return (X == vector.X && Y == vector.Y && Z == vector.Z);
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}
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//vector addition
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CVector3D CVector3D::operator + (const CVector3D &vector) const
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{
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return CVector3D(X+vector.X, Y+vector.Y, Z+vector.Z);
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}
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//vector addition/assignment
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CVector3D &CVector3D::operator += (const CVector3D &vector)
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{
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X += vector.X;
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Y += vector.Y;
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Z += vector.Z;
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return *this;
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}
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//vector subtraction
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CVector3D CVector3D::operator - (const CVector3D &vector) const
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{
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return CVector3D(X-vector.X, Y-vector.Y, Z-vector.Z);
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}
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//vector negation
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CVector3D CVector3D::operator-() const
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{
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return CVector3D(-X, -Y, -Z);
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}
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//vector subtrcation/assignment
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CVector3D &CVector3D::operator -= (const CVector3D &vector)
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{
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X -= vector.X;
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Y -= vector.Y;
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Z -= vector.Z;
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return *this;
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}
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//scalar multiplication
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CVector3D CVector3D::operator * (float value) const
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{
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return CVector3D(X*value, Y*value, Z*value);
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}
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//scalar multiplication/assignment
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CVector3D& CVector3D::operator *= (float value)
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{
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X *= value;
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Y *= value;
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Z *= value;
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return *this;
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}
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void CVector3D::Set (float x, float y, float z)
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{
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X = x;
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Y = y;
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Z = z;
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}
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void CVector3D::Clear ()
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{
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X = Y = Z = 0.0f;
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}
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//Dot product
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float CVector3D::Dot (const CVector3D &vector) const
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{
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return ( X * vector.X +
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Y * vector.Y +
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Z * vector.Z );
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}
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//Cross product
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CVector3D CVector3D::Cross (const CVector3D &vector) const
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{
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CVector3D Temp;
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Temp.X = (Y * vector.Z) - (Z * vector.Y);
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Temp.Y = (Z * vector.X) - (X * vector.Z);
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Temp.Z = (X * vector.Y) - (Y * vector.X);
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return Temp;
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}
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float CVector3D::LengthSquared () const
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{
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return ( SQR(X) + SQR(Y) + SQR(Z) );
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}
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float CVector3D::Length () const
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{
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return sqrtf ( LengthSquared() );
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}
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void CVector3D::Normalize ()
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{
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float scale = 1.0f/Length ();
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X *= scale;
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Y *= scale;
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Z *= scale;
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}
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//-----------------------------------------------------------------------------
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float MaxComponent(const CVector3D& v)
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{
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float max = -FLT_MAX;
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for(int i = 0; i < 3; i++)
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max = std::max(max, v[i]);
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return max;
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}
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