299 lines
5.5 KiB
C++
299 lines
5.5 KiB
C++
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#pragma once
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#define _USE_MATH_DEFINES // Enable non-standard math defines (MSVC)
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#include <math.h>
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template <typename T>
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// tolua_begin
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class Vector3
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{
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TOLUA_TEMPLATE_BIND((T, int, float, double))
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public:
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T x, y, z;
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inline Vector3(void) : x(0), y(0), z(0) {}
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inline Vector3(T a_x, T a_y, T a_z) : x(a_x), y(a_y), z(a_z) {}
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// Hardcoded copy constructors (tolua++ does not support function templates .. yet)
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Vector3(const Vector3<float> & a_Rhs) : x((T) a_Rhs.x), y((T) a_Rhs.y), z((T) a_Rhs.z) {}
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Vector3(const Vector3<double> & a_Rhs) : x((T) a_Rhs.x), y((T) a_Rhs.y), z((T) a_Rhs.z) {}
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Vector3(const Vector3<int> & a_Rhs) : x((T) a_Rhs.x), y((T) a_Rhs.y), z((T) a_Rhs.z) {}
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// tolua_end
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template <typename _T>
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Vector3(const Vector3<_T> & a_Rhs) : x(a_Rhs.x), y(a_Rhs.y), z(a_Rhs.z) {}
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template <typename _T>
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Vector3(const Vector3<_T> * a_Rhs) : x(a_Rhs->x), y(a_Rhs->y), z(a_Rhs->z) {}
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// tolua_begin
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inline void Set(T a_x, T a_y, T a_z)
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{
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x = a_x;
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y = a_y;
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z = a_z;
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}
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inline void Normalize(void)
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{
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double Len = 1.0 / Length();
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x = (T)(x * Len);
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y = (T)(y * Len);
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z = (T)(z * Len);
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}
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inline Vector3<T> NormalizeCopy(void) const
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{
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double Len = 1.0 / Length();
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return Vector3<T>(
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(T)(x * Len),
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(T)(y * Len),
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(T)(z * Len)
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);
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}
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inline void NormalizeCopy(Vector3<T> & a_Rhs) const
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{
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double Len = 1.0 / Length();
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a_Rhs.Set(
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(T)(x * Len),
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(T)(y * Len),
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(T)(z * Len)
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);
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}
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inline double Length(void) const
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{
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return sqrt((double)(x * x + y * y + z * z));
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}
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inline double SqrLength(void) const
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{
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return x * x + y * y + z * z;
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}
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inline T Dot(const Vector3<T> & a_Rhs) const
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{
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return x * a_Rhs.x + y * a_Rhs.y + z * a_Rhs.z;
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}
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inline Vector3<T> Cross(const Vector3<T> & a_Rhs) const
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{
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return Vector3<T>(
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y * a_Rhs.z - z * a_Rhs.y,
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z * a_Rhs.x - x * a_Rhs.z,
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x * a_Rhs.y - y * a_Rhs.x
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);
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}
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inline bool Equals(const Vector3<T> & a_Rhs) const
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{
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return x == a_Rhs.x && y == a_Rhs.y && z == a_Rhs.z;
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}
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inline bool operator == (const Vector3<T> & a_Rhs) const
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{
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return Equals(a_Rhs);
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}
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inline bool operator < (const Vector3<T> & a_Rhs)
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{
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// return (x < a_Rhs.x) && (y < a_Rhs.y) && (z < a_Rhs.z); ?
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return (x < a_Rhs.x) || (x == a_Rhs.x && y < a_Rhs.y) || (x == a_Rhs.x && y == a_Rhs.y && z < a_Rhs.z);
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}
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inline void Move(T a_X, T a_Y, T a_Z)
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{
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x += a_X;
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y += a_Y;
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z += a_Z;
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}
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inline void Move(const Vector3<T> & a_Diff)
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{
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x += a_Diff.x;
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y += a_Diff.y;
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z += a_Diff.z;
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}
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// tolua_end
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inline void operator += (const Vector3<T> & a_Rhs)
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{
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x += a_Rhs.x;
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y += a_Rhs.y;
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z += a_Rhs.z;
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}
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inline void operator -= (const Vector3<T> & a_Rhs)
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{
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x -= a_Rhs.x;
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y -= a_Rhs.y;
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z -= a_Rhs.z;
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}
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inline void operator *= (const Vector3<T> & a_Rhs)
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{
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x *= a_Rhs.x;
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y *= a_Rhs.y;
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z *= a_Rhs.z;
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}
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inline void operator *= (T a_v)
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{
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x *= a_v;
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y *= a_v;
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z *= a_v;
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}
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// tolua_begin
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inline Vector3<T> operator + (const Vector3<T>& a_Rhs) const
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{
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return Vector3<T>(
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x + a_Rhs.x,
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y + a_Rhs.y,
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z + a_Rhs.z
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);
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}
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inline Vector3<T> operator - (const Vector3<T>& a_Rhs) const
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{
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return Vector3<T>(
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x - a_Rhs.x,
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y - a_Rhs.y,
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z - a_Rhs.z
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);
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}
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inline Vector3<T> operator * (const Vector3<T>& a_Rhs) const
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{
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return Vector3<T>(
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x * a_Rhs.x,
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y * a_Rhs.y,
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z * a_Rhs.z
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);
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}
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inline Vector3<T> operator * (T a_v) const
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{
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return Vector3<T>(
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x * a_v,
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y * a_v,
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z * a_v
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);
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}
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inline Vector3<T> operator / (T a_v) const
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{
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return Vector3<T>(
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x / a_v,
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y / a_v,
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z / a_v
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);
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}
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/** Returns the coefficient for the (a_OtherEnd - this) line to reach the specified Z coord.
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The result satisfies the following equation:
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(*this + Result * (a_OtherEnd - *this)).z = a_Z
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If the line is too close to being parallel, this function returns NO_INTERSECTION
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*/
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inline double LineCoeffToXYPlane(const Vector3<T> & a_OtherEnd, T a_Z) const
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{
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if (abs(z - a_OtherEnd.z) < EPS)
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{
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return NO_INTERSECTION;
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}
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return (a_Z - z) / (a_OtherEnd.z - z);
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}
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/** Returns the coefficient for the (a_OtherEnd - this) line to reach the specified Y coord.
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The result satisfies the following equation:
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(*this + Result * (a_OtherEnd - *this)).y = a_Y
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If the line is too close to being parallel, this function returns NO_INTERSECTION
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*/
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inline double LineCoeffToXZPlane(const Vector3<T> & a_OtherEnd, T a_Y) const
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{
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if (abs(y - a_OtherEnd.y) < EPS)
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{
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return NO_INTERSECTION;
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}
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return (a_Y - y) / (a_OtherEnd.y - y);
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}
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/** Returns the coefficient for the (a_OtherEnd - this) line to reach the specified X coord.
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The result satisfies the following equation:
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(*this + Result * (a_OtherEnd - *this)).x = a_X
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If the line is too close to being parallel, this function returns NO_INTERSECTION
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*/
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inline double LineCoeffToYZPlane(const Vector3<T> & a_OtherEnd, T a_X) const
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{
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if (abs(x - a_OtherEnd.x) < EPS)
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{
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return NO_INTERSECTION;
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}
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return (a_X - x) / (a_OtherEnd.x - x);
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}
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/** The max difference between two coords for which the coords are assumed equal. */
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static const double EPS;
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/** Return value of LineCoeffToPlane() if the line is parallel to the plane. */
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static const double NO_INTERSECTION;
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};
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// tolua_end
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template <typename T>
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const double Vector3<T>::EPS = 0.000001;
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template <typename T>
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const double Vector3<T>::NO_INTERSECTION = 1e70;
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// tolua_begin
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typedef Vector3<double> Vector3d;
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typedef Vector3<float> Vector3f;
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typedef Vector3<int> Vector3i;
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// tolua_end
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typedef std::list<Vector3i> cVector3iList;
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typedef std::vector<Vector3i> cVector3iArray;
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