- Cal3D 0.11 API Reference -

vector.h
1//****************************************************************************//
2// vector.h //
3// Copyright (C) 2001, 2002 Bruno 'Beosil' Heidelberger //
4//****************************************************************************//
5// This library is free software; you can redistribute it and/or modify it //
6// under the terms of the GNU Lesser General Public License as published by //
7// the Free Software Foundation; either version 2.1 of the License, or (at //
8// your option) any later version. //
9//****************************************************************************//
10
11#ifndef CAL_VECTOR_H
12#define CAL_VECTOR_H
13
14//****************************************************************************//
15// Includes //
16//****************************************************************************//
17
18#include "cal3d/global.h"
19#include "cal3d/matrix.h"
20
21//****************************************************************************//
22// Forward declarations //
23//****************************************************************************//
24
25class CalQuaternion;
26//class CalMatrix;
27
28//****************************************************************************//
29// Class declaration //
30//****************************************************************************//
31
32 /*****************************************************************************/
36class CAL3D_API CalVector
37{
38// member variables
39public:
40 float x ,y ,z;
41
42// constructors/destructor
43public:
44 inline CalVector(): x(0.0f), y(0.0f), z(0.0f) {};
45 inline CalVector(const CalVector& v) : x(v.x), y(v.y), z(v.z) {};
46 inline CalVector(float vx, float vy, float vz): x(vx), y(vy), z(vz) {};
47 inline ~CalVector() {};
48
49// member functions
50public:
51 inline float& operator[](unsigned int i)
52 {
53 return (&x)[i];
54 }
55
56 inline const float& operator[](unsigned int i) const
57 {
58 return (&x)[i];
59 }
60
61 inline void operator=(const CalVector& v)
62 {
63 x = v.x;
64 y = v.y;
65 z = v.z;
66 }
67
68 inline void operator+=(const CalVector& v)
69 {
70 x += v.x;
71 y += v.y;
72 z += v.z;
73 }
74
75
76 inline void operator-=(const CalVector& v)
77 {
78 x -= v.x;
79 y -= v.y;
80 z -= v.z;
81 }
82
83 inline void operator*=(const float d)
84 {
85 x *= d;
86 y *= d;
87 z *= d;
88 }
89
90 void operator*=(const CalQuaternion& q);
91
92 inline void operator*=(const CalMatrix &m)
93 {
94 float ox = x;
95 float oy = y;
96 float oz = z;
97 x = m.dxdx*ox + m.dxdy*oy + m.dxdz*oz;
98 y = m.dydx*ox + m.dydy*oy + m.dydz*oz;
99 z = m.dzdx*ox + m.dzdy*oy + m.dzdz*oz;
100 }
101
102 inline void operator/=(const float d)
103 {
104 x /= d;
105 y /= d;
106 z /= d;
107 }
108
109 inline bool operator==(const CalVector& v) const
110 {
111 return ((x == v.x) && (y == v.y) && (z == v.z));
112 }
113
114 inline bool operator!=(const CalVector& v) const
115 {
116 return !operator==(v);
117 }
118
119 inline void blend(float d, const CalVector& v)
120 {
121 x += d * (v.x - x);
122 y += d * (v.y - y);
123 z += d * (v.z - z);
124 }
125
126 inline void clear()
127 {
128 x=0.0f;
129 y=0.0f;
130 z=0.0f;
131 }
132
133 inline float length() const
134 {
135 return (float)sqrt(x * x + y * y + z * z);
136 }
137 inline float normalize()
138 {
139 // calculate the length of the vector
140 float length;
141 length = (float) sqrt(x * x + y * y + z * z);
142
143 float lenRecip = 1.0f / length;
144
145 // normalize the vector
146 x *= lenRecip;
147 y *= lenRecip;
148 z *= lenRecip;
149
150 return length;
151 }
152
153 void set(float vx, float vy, float vz)
154 {
155 x = vx;
156 y = vy;
157 z = vz;
158 }
159
160};
161
162static inline CalVector operator+(const CalVector& v, const CalVector& u)
163{
164 return CalVector(v.x + u.x, v.y + u.y, v.z + u.z);
165}
166
167static inline CalVector operator-(const CalVector& v, const CalVector& u)
168{
169 return CalVector(v.x - u.x, v.y - u.y, v.z - u.z);
170}
171
172static inline CalVector operator*(const CalVector& v, const float d)
173{
174 return CalVector(v.x * d, v.y * d, v.z * d);
175}
176
177static inline CalVector operator*(const float d, const CalVector& v)
178{
179 return CalVector(v.x * d, v.y * d, v.z * d);
180}
181
182static inline CalVector operator/(const CalVector& v, const float d)
183{
184 return CalVector(v.x / d, v.y / d, v.z / d);
185}
186
187static inline float operator*(const CalVector& v, const CalVector& u)
188{
189 return v.x * u.x + v.y * u.y + v.z * u.z;
190}
191
192static inline CalVector operator%(const CalVector& v, const CalVector& u)
193{
194 return CalVector(v.y * u.z - v.z * u.y, v.z * u.x - v.x * u.z, v.x * u.y - v.y * u.x);
195}
196
197
198 /*****************************************************************************/
203class CAL3D_API CalPlane
204{
205 public:
206 float a,b,c,d;
207
208 // These methods are made only to calculate the bounding boxes,
209 // don't use them in you program
210
211 float eval(const CalVector &p);
212 float dist(CalVector &p);
213 void setPosition(const CalVector &p);
214 void setNormal(CalVector &p);
215};
216
217 /*****************************************************************************/
222class CAL3D_API CalBoundingBox
223{
224 public:
225 CalPlane plane[6];
226
227 void computePoints(CalVector *p);
228
229};
230
231
232
233#endif
234
235//****************************************************************************//
The bounding box class.
Definition vector.h:223
The matrix class.
Definition matrix.h:35
The plane class.
Definition vector.h:204
The quaternion class.
Definition quaternion.h:36
The vector class.
Definition vector.h:37

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