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csgeom/vector3.h

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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:
00043   union
00044   {
00045     float f[3];
00046     struct
00047     {
00049       float x;
00051       float y;
00053       float z;
00054     };
00055   };
00056   
00062   csVector3 () {}
00063 
00069   csVector3 (float m) : x(m), y(m), z(m) {}
00070 
00072   csVector3 (float ix, float iy, float iz = 0) : x(ix), y(iy), z(iz) {}
00073 
00075   csVector3 (const csVector3& v) : x(v.x), y(v.y), z(v.z) {}
00076 
00078   csVector3 (const csDVector3&);
00079 
00081   inline friend csVector3 operator+ (const csVector3& v1, const csVector3& v2)
00082   { return csVector3(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); }
00083 
00085   inline friend csDVector3 operator+ (const csDVector3& v1, const csVector3& v2)
00086   { return csDVector3(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); }
00087 
00089   inline friend csDVector3 operator+ (const csVector3& v1, const csDVector3& v2)
00090   { return csDVector3(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); }
00091 
00093   inline friend csVector3 operator- (const csVector3& v1, const csVector3& v2)
00094   { return csVector3(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); }
00095 
00097   inline friend csDVector3 operator- (const csVector3& v1, const csDVector3& v2)
00098   { return csDVector3(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); }
00099 
00101   inline friend csDVector3 operator- (const csDVector3& v1, const csVector3& v2)
00102   { return csDVector3(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); }
00103 
00105   inline friend float operator* (const csVector3& v1, const csVector3& v2)
00106   { return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; }
00107 
00109   inline friend csVector3 operator% (const csVector3& v1, const csVector3& v2)
00110   {
00111     return csVector3 (v1.y*v2.z-v1.z*v2.y,
00112                       v1.z*v2.x-v1.x*v2.z,
00113                       v1.x*v2.y-v1.y*v2.x);
00114   }
00115 
00117   void Cross (const csVector3 & px, const csVector3 & py)
00118   {
00119     x = px.y*py.z - px.z*py.y;
00120     y = px.z*py.x - px.x*py.z;
00121     z = px.x*py.y - px.y*py.x;
00122   }
00123 
00125   inline friend csVector3 operator* (const csVector3& v, float f)
00126   { return csVector3(v.x*f, v.y*f, v.z*f); }
00127 
00129   inline friend csVector3 operator* (float f, const csVector3& v)
00130   { return csVector3(v.x*f, v.y*f, v.z*f); }
00131 
00133   inline friend csDVector3 operator* (const csVector3& v, double f)
00134   { return csDVector3(v) * f; }
00135 
00137   inline friend csDVector3 operator* (double f, const csVector3& v)
00138   { return csDVector3(v) * f; }
00139 
00141   inline friend csVector3 operator* (const csVector3& v, int f)
00142   { return v * (float)f; }
00143 
00145   inline friend csVector3 operator* (int f, const csVector3& v)
00146   { return v * (float)f; }
00147 
00149   inline friend csVector3 operator/ (const csVector3& v, float f)
00150   { f = 1.0f/f; return csVector3(v.x*f, v.y*f, v.z*f); }
00151 
00153   inline friend csDVector3 operator/ (const csVector3& v, double f)
00154   { return csDVector3(v) / f; }
00155 
00157   inline friend csVector3 operator/ (const csVector3& v, int f)
00158   { return v / (float)f; }
00159 
00161   inline friend bool operator== (const csVector3& v1, const csVector3& v2)
00162   { return v1.x==v2.x && v1.y==v2.y && v1.z==v2.z; }
00163 
00165   inline friend bool operator!= (const csVector3& v1, const csVector3& v2)
00166   { return v1.x!=v2.x || v1.y!=v2.y || v1.z!=v2.z; }
00167 
00169   inline friend csVector3 operator>> (const csVector3& v1, const csVector3& v2)
00170   { return v2*(v1*v2)/(v2*v2); }
00171 
00173   inline friend csVector3 operator<< (const csVector3& v1, const csVector3& v2)
00174   { return v1*(v1*v2)/(v1*v1); }
00175 
00177   inline friend bool operator< (const csVector3& v, float f)
00178   { return ABS(v.x)<f && ABS(v.y)<f && ABS(v.z)<f; }
00179 
00181   inline friend bool operator> (float f, const csVector3& v)
00182   { return ABS(v.x)<f && ABS(v.y)<f && ABS(v.z)<f; }
00183 
00185   inline float operator[] (int n) const { return !n?x:n&1?y:z; }
00186 
00188   inline float & operator[] (int n) { return !n?x:n&1?y:z; }
00189 
00191   inline csVector3& operator+= (const csVector3& v)
00192   {
00193     x += v.x;
00194     y += v.y;
00195     z += v.z;
00196 
00197     return *this;
00198   }
00199 
00201   inline csVector3& operator-= (const csVector3& v)
00202   {
00203     x -= v.x;
00204     y -= v.y;
00205     z -= v.z;
00206 
00207     return *this;
00208   }
00209 
00211   inline csVector3& operator*= (float f)
00212   { x *= f; y *= f; z *= f; return *this; }
00213 
00215   inline csVector3& operator/= (float f)
00216   { f = 1.0f / f; x *= f; y *= f; z *= f; return *this; }
00217 
00219   inline csVector3 operator+ () const { return *this; }
00220 
00222   inline csVector3 operator- () const { return csVector3(-x,-y,-z); }
00223 
00225   inline void Set (float sx, float sy, float sz) { x = sx; y = sy; z = sz; }
00226 
00228   inline void Set (const csVector3& v) { x = v.x; y = v.y; z = v.z; }
00229 
00231   float Norm () const;
00232 
00234   float SquaredNorm () const
00235   { return x * x + y * y + z * z; }
00236 
00242   csVector3 Unit () const { return (*this)/(this->Norm()); }
00243 
00245   inline static float Norm (const csVector3& v) { return v.Norm(); }
00246 
00248   inline static csVector3 Unit (const csVector3& v) { return v.Unit(); }
00249 
00251   void Normalize ();
00252 
00254   inline bool IsZero (float precision = SMALL_EPSILON) const
00255   { return (ABS(x) < precision) && (ABS(y) < precision)
00256             && (ABS(z) < precision);
00257   }
00258 };
00259 
00262 #endif // __CS_VECTOR3_H__

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