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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 #include "csextern.h" 00030 #include "math3d_d.h" 00031 #include "csutil/csstring.h" 00032 00033 #define CS_AXIS_NONE -1 00034 #define CS_AXIS_X 0 00035 #define CS_AXIS_Y 1 00036 #define CS_AXIS_Z 2 00037 00041 class CS_CSGEOM_EXPORT csVector3 00042 { 00043 public: 00045 float x; 00047 float y; 00049 float z; 00050 00056 csVector3 () {} 00057 00063 csVector3 (float m) : x(m), y(m), z(m) {} 00064 00066 csVector3 (float ix, float iy, float iz = 0) : x(ix), y(iy), z(iz) {} 00067 00069 csVector3 (const csVector3& v) : x(v.x), y(v.y), z(v.z) {} 00070 00072 csVector3 (const csDVector3&); 00073 00075 csString Description() const; 00076 00078 inline friend csVector3 operator+(const csVector3& v1, const csVector3& v2) 00079 { return csVector3(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); } 00080 00082 inline friend csDVector3 operator+(const csDVector3& v1, const csVector3& v2) 00083 { return csDVector3(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); } 00084 00086 inline friend csDVector3 operator+(const csVector3& v1, const csDVector3& v2) 00087 { return csDVector3(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); } 00088 00090 inline friend csVector3 operator-(const csVector3& v1, const csVector3& v2) 00091 { return csVector3(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); } 00092 00094 inline friend csDVector3 operator-(const csVector3& v1, const csDVector3& v2) 00095 { return csDVector3(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); } 00096 00098 inline friend csDVector3 operator-(const csDVector3& v1, const csVector3& v2) 00099 { return csDVector3(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); } 00100 00102 inline friend float operator*(const csVector3& v1, const csVector3& v2) 00103 { return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; } 00104 00106 inline friend csVector3 operator%(const csVector3& v1, const csVector3& v2) 00107 { 00108 return csVector3 (v1.y*v2.z-v1.z*v2.y, 00109 v1.z*v2.x-v1.x*v2.z, 00110 v1.x*v2.y-v1.y*v2.x); 00111 } 00112 00114 void Cross (const csVector3 & px, const csVector3 & py) 00115 { 00116 x = px.y*py.z - px.z*py.y; 00117 y = px.z*py.x - px.x*py.z; 00118 z = px.x*py.y - px.y*py.x; 00119 } 00120 00122 inline friend csVector3 operator* (const csVector3& v, float f) 00123 { return csVector3(v.x*f, v.y*f, v.z*f); } 00124 00126 inline friend csVector3 operator* (float f, const csVector3& v) 00127 { return csVector3(v.x*f, v.y*f, v.z*f); } 00128 00130 inline friend csDVector3 operator* (const csVector3& v, double f) 00131 { return csDVector3(v) * f; } 00132 00134 inline friend csDVector3 operator* (double f, const csVector3& v) 00135 { return csDVector3(v) * f; } 00136 00138 inline friend csVector3 operator* (const csVector3& v, int f) 00139 { return v * (float)f; } 00140 00142 inline friend csVector3 operator* (int f, const csVector3& v) 00143 { return v * (float)f; } 00144 00146 inline friend csVector3 operator/ (const csVector3& v, float f) 00147 { f = 1.0f/f; return csVector3(v.x*f, v.y*f, v.z*f); } 00148 00150 inline friend csDVector3 operator/ (const csVector3& v, double f) 00151 { return csDVector3(v) / f; } 00152 00154 inline friend csVector3 operator/ (const csVector3& v, int f) 00155 { return v / (float)f; } 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 bool operator!= (const csVector3& v1, const csVector3& v2) 00163 { return v1.x!=v2.x || v1.y!=v2.y || v1.z!=v2.z; } 00164 00166 inline friend csVector3 operator>> (const csVector3& v1, const csVector3& v2) 00167 { return v2*(v1*v2)/(v2*v2); } 00168 00170 inline friend csVector3 operator<< (const csVector3& v1, const csVector3& v2) 00171 { return v1*(v1*v2)/(v1*v1); } 00172 00174 inline friend bool operator< (const csVector3& v, float f) 00175 { return ABS(v.x)<f && ABS(v.y)<f && ABS(v.z)<f; } 00176 00178 inline friend bool operator> (float f, const csVector3& v) 00179 { return ABS(v.x)<f && ABS(v.y)<f && ABS(v.z)<f; } 00180 00182 inline float operator[] (int n) const { return !n?x:n&1?y:z; } 00183 00185 inline float & operator[] (int n) { return !n?x:n&1?y:z; } 00186 00188 inline csVector3& operator+= (const csVector3& v) 00189 { 00190 x += v.x; 00191 y += v.y; 00192 z += v.z; 00193 00194 return *this; 00195 } 00196 00198 inline csVector3& operator-= (const csVector3& v) 00199 { 00200 x -= v.x; 00201 y -= v.y; 00202 z -= v.z; 00203 00204 return *this; 00205 } 00206 00208 inline csVector3& operator*= (float f) 00209 { x *= f; y *= f; z *= f; return *this; } 00210 00212 inline csVector3& operator/= (float f) 00213 { f = 1.0f / f; x *= f; y *= f; z *= f; return *this; } 00214 00216 inline csVector3 operator+ () const { return *this; } 00217 00219 inline csVector3 operator- () const { return csVector3(-x,-y,-z); } 00220 00222 inline void Set (float sx, float sy, float sz) { x = sx; y = sy; z = sz; } 00223 00225 inline void Set (csVector3 const& v) { x = v.x; y = v.y; z = v.z; } 00226 00228 inline void Set (float const* v) { x = v[0]; y = v[1]; z = v[2]; } 00229 00231 inline void Set (float v) { x = y = z = v; } 00232 00234 inline void Get (float* v) { v[0] = x; v[1] = y; v[2] = z; } 00235 00237 float Norm () const; 00238 00240 float SquaredNorm () const 00241 { return x * x + y * y + z * z; } 00242 00248 csVector3 Unit () const { return (*this)/(this->Norm()); } 00249 00251 inline static float Norm (const csVector3& v) { return v.Norm(); } 00252 00254 inline static csVector3 Unit (const csVector3& v) { return v.Unit(); } 00255 00257 void Normalize (); 00258 00260 inline bool IsZero (float precision = SMALL_EPSILON) const 00261 { return (ABS(x) < precision) && (ABS(y) < precision) 00262 && (ABS(z) < precision); 00263 } 00264 }; 00265 00268 #endif // __CS_VECTOR3_H__
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