// * This file is part of the COLOBOT source code // * Copyright (C) 2012, Polish Portal of Colobot (PPC) // * // * This program is free software: you can redistribute it and/or modify // * it under the terms of the GNU General Public License as published by // * the Free Software Foundation, either version 3 of the License, or // * (at your option) any later version. // * // * This program is distributed in the hope that it will be useful, // * but WITHOUT ANY WARRANTY; without even the implied warranty of // * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // * GNU General Public License for more details. // * // * You should have received a copy of the GNU General Public License // * along with this program. If not, see http://www.gnu.org/licenses/. // math/vector.h /* Vector struct and functions */ #pragma once #include "const.h" #include /* TODO float Length(const D3DVECTOR &a, const D3DVECTOR &b); float Length2d(const D3DVECTOR &a, const D3DVECTOR &b); D3DVECTOR Transform(const D3DMATRIX &m, D3DVECTOR p); D3DVECTOR Projection(const D3DVECTOR &a, const D3DVECTOR &b, const D3DVECTOR &p); D3DVECTOR SegmentDist(const D3DVECTOR &p1, const D3DVECTOR &p2, float dist); BOOL Intersect(D3DVECTOR a, D3DVECTOR b, D3DVECTOR c, D3DVECTOR d, D3DVECTOR e, D3DVECTOR &i); BOOL IntersectY(D3DVECTOR a, D3DVECTOR b, D3DVECTOR c, D3DVECTOR &p); D3DVECTOR RotateView(D3DVECTOR center, float angleH, float angleV, float dist); D3DVECTOR LookatPoint( D3DVECTOR eye, float angleH, float angleV, float length ); void MappingObject( D3DVERTEX2* pVertices, int nb, float scale ); void SmoothObject( D3DVERTEX2* pVertices, int nb ); float DistancePlanPoint(const D3DVECTOR &a, const D3DVECTOR &b, const D3DVECTOR &c, const D3DVECTOR &p); BOOL IsSamePlane(D3DVECTOR *plan1, D3DVECTOR *plan2); */ // Math module namespace namespace Math { /** 3x1 Vector Represents an universal 3x1 vector that can be used in OpenGL and DirectX engines. Contains the required methods for operating on vectors. All methods are made inline to maximize optimization. */ struct Vector { //! X - 1st coord float x; //! Y - 2nd coord float y; //! Z - 3rd coord float z; //! Creates a zero vector (0, 0, 0) inline Vector() { LoadZero(); } //! Creates a vector from given values inline Vector(float x, float y, float z) { this->x = x; this->y = y; this->z = z; } //! Loads the zero vector (0, 0, 0, 0) inline void LoadZero() { x = y = z = w = 0.0f; } //! Returns the vector length inline float Length() const { return sqrt(x*x + y*y + z*z + w*w); } //! Normalizes the vector inline void Normalize() { float l = Length(); x /= l; y /= l; z /= l; w /= l; } //! Calculates the cross product with another vector /** \a right right-hand side vector */ inline void Cross(const Vector &right) { Vector left = *this; x = left.y * right.z - left.z * right.y; y = left.z * right.x - left.x * right.z; z = left.x * right.y - left.y * right.x; } //! Calculates the dot product with another vector inline float Dot(const Vector &right) const { return x * right.x + y * right.y + z * right.z; } //! Returns the cosine of angle between this and another vector inline float CosAngle(const Vector &right) const { return Dot(right) / (Length() * right.Length()); } //! Returns angle (in radians) between this and another vector inline float Angle(const Vector &right) const { return acos(CosAngle(right)); } //! Calculates the result of multiplying m * this vector inline MatrixMultiply(const Matrix &m) { float tx = x * m.m[0 ] + y * m.m[4 ] + z * m.m[8 ] + m.m[12]; float ty = x * m.m[1 ] + y * m.m[5 ] + z * m.m[9 ] + m.m[13]; float tz = x * m.m[2 ] + y * m.m[6 ] + z * m.m[10] + m.m[14]; float tw = x * m.m[4 ] + y * m.m[7 ] + z * m.m[11] + m.m[15]; if (IsZero(tw)) return; x = tx / tw; y = ty / tw; z = tz / tw; } }; }; // namespace Math