csgeom/vector3.h
Go to the documentation of this file.00001 /* 00002 Copyright (C) 1998,1999,2000 by Jorrit Tyberghein 00003 Largely rewritten by Ivan Avramovic <ivan@avramovic.com> 00004 00005 This library is free software; you can redistribute it and/or 00006 modify it under the terms of the GNU Library General Public 00007 License as published by the Free Software Foundation; either 00008 version 2 of the License, or (at your option) any later version. 00009 00010 This library is distributed in the hope that it will be useful, 00011 but WITHOUT ANY WARRANTY; without even the implied warranty of 00012 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 00013 Library General Public License for more details. 00014 00015 You should have received a copy of the GNU Library General Public 00016 License along with this library; if not, write to the Free 00017 Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 00018 */ 00019 00020 #ifndef __CS_VECTOR3_H__ 00021 #define __CS_VECTOR3_H__ 00022 00029 #ifndef __CS_CSSYSDEFS_H__ 00030 #error "cssysdef.h must be included in EVERY source file!" 00031 #endif 00032 00033 #include "csextern.h" 00034 00035 #include "csgeom/math3d_d.h" 00036 00040 class CS_CSGEOM_EXPORT csVector3 00041 { 00042 public: 00044 float x; 00046 float y; 00048 float z; 00049 00055 csVector3 () {} 00056 00062 csVector3 (float m) : x(m), y(m), z(m) {} 00063 00065 csVector3 (float ix, float iy, float iz = 0) : x(ix), y(iy), z(iz) {} 00066 00068 csVector3 (const csVector3& v) : x(v.x), y(v.y), z(v.z) {} 00069 00071 csVector3 (const csDVector3&); 00072 00074 inline friend csVector3 operator+ (const csVector3& v1, const csVector3& v2) 00075 { return csVector3(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); } 00076 00078 inline friend csDVector3 operator+ (const csDVector3& v1, const csVector3& v2) 00079 { return csDVector3(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); } 00080 00082 inline friend csDVector3 operator+ (const csVector3& v1, const csDVector3& v2) 00083 { return csDVector3(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); } 00084 00086 inline friend csVector3 operator- (const csVector3& v1, const csVector3& v2) 00087 { return csVector3(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); } 00088 00090 inline friend csDVector3 operator- (const csVector3& v1, const csDVector3& v2) 00091 { return csDVector3(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); } 00092 00094 inline friend csDVector3 operator- (const csDVector3& v1, const csVector3& v2) 00095 { return csDVector3(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); } 00096 00098 inline friend float operator* (const csVector3& v1, const csVector3& v2) 00099 { return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; } 00100 00102 inline friend csVector3 operator% (const csVector3& v1, const csVector3& v2) 00103 { 00104 return csVector3 (v1.y*v2.z-v1.z*v2.y, 00105 v1.z*v2.x-v1.x*v2.z, 00106 v1.x*v2.y-v1.y*v2.x); 00107 } 00108 00110 void Cross (const csVector3 & px, const csVector3 & py) 00111 { 00112 x = px.y*py.z - px.z*py.y; 00113 y = px.z*py.x - px.x*py.z; 00114 z = px.x*py.y - px.y*py.x; 00115 } 00116 00118 inline friend csVector3 operator* (const csVector3& v, float f) 00119 { return csVector3(v.x*f, v.y*f, v.z*f); } 00120 00122 inline friend csVector3 operator* (float f, const csVector3& v) 00123 { return csVector3(v.x*f, v.y*f, v.z*f); } 00124 00126 inline friend csDVector3 operator* (const csVector3& v, double f) 00127 { return csDVector3(v) * f; } 00128 00130 inline friend csDVector3 operator* (double f, const csVector3& v) 00131 { return csDVector3(v) * f; } 00132 00134 inline friend csVector3 operator* (const csVector3& v, int f) 00135 { return v * (float)f; } 00136 00138 inline friend csVector3 operator* (int f, const csVector3& v) 00139 { return v * (float)f; } 00140 00142 inline friend csVector3 operator/ (const csVector3& v, float f) 00143 { f = 1.0f/f; return csVector3(v.x*f, v.y*f, v.z*f); } 00144 00146 inline friend csDVector3 operator/ (const csVector3& v, double f) 00147 { return csDVector3(v) / f; } 00148 00150 inline friend csVector3 operator/ (const csVector3& v, int f) 00151 { return v / (float)f; } 00152 00154 inline friend bool operator== (const csVector3& v1, const csVector3& v2) 00155 { return v1.x==v2.x && v1.y==v2.y && v1.z==v2.z; } 00156 00158 inline friend bool operator!= (const csVector3& v1, const csVector3& v2) 00159 { return v1.x!=v2.x || v1.y!=v2.y || v1.z!=v2.z; } 00160 00162 inline friend csVector3 operator>> (const csVector3& v1, const csVector3& v2) 00163 { return v2*(v1*v2)/(v2*v2); } 00164 00166 inline friend csVector3 operator<< (const csVector3& v1, const csVector3& v2) 00167 { return v1*(v1*v2)/(v1*v1); } 00168 00170 inline friend bool operator< (const csVector3& v, float f) 00171 { return ABS(v.x)<f && ABS(v.y)<f && ABS(v.z)<f; } 00172 00174 inline friend bool operator> (float f, const csVector3& v) 00175 { return ABS(v.x)<f && ABS(v.y)<f && ABS(v.z)<f; } 00176 00178 inline float operator[] (int n) const { return !n?x:n&1?y:z; } 00179 00181 inline float & operator[] (int n) { return !n?x:n&1?y:z; } 00182 00184 inline csVector3& operator+= (const csVector3& v) 00185 { 00186 x += v.x; 00187 y += v.y; 00188 z += v.z; 00189 00190 return *this; 00191 } 00192 00194 inline csVector3& operator-= (const csVector3& v) 00195 { 00196 x -= v.x; 00197 y -= v.y; 00198 z -= v.z; 00199 00200 return *this; 00201 } 00202 00204 inline csVector3& operator*= (float f) 00205 { x *= f; y *= f; z *= f; return *this; } 00206 00208 inline csVector3& operator/= (float f) 00209 { f = 1.0f / f; x *= f; y *= f; z *= f; return *this; } 00210 00212 inline csVector3 operator+ () const { return *this; } 00213 00215 inline csVector3 operator- () const { return csVector3(-x,-y,-z); } 00216 00218 inline void Set (float sx, float sy, float sz) { x = sx; y = sy; z = sz; } 00219 00221 inline void Set (const csVector3& v) { x = v.x; y = v.y; z = v.z; } 00222 00224 float Norm () const; 00225 00227 float SquaredNorm () const 00228 { return x * x + y * y + z * z; } 00229 00235 csVector3 Unit () const { return (*this)/(this->Norm()); } 00236 00238 inline static float Norm (const csVector3& v) { return v.Norm(); } 00239 00241 inline static csVector3 Unit (const csVector3& v) { return v.Unit(); } 00242 00244 void Normalize (); 00245 00247 inline bool IsZero (float precision = SMALL_EPSILON) const 00248 { return (ABS(x) < precision) && (ABS(y) < precision) 00249 && (ABS(z) < precision); 00250 } 00251 }; 00252 00255 #endif // __CS_VECTOR3_H__
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