yapb-noob-edition/include/crlib/cr-vector.h

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//
// Yet Another POD-Bot, based on PODBot by Markus Klinge ("CountFloyd").
// Copyright (c) YaPB Development Team.
//
// This software is licensed under the BSD-style license.
// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
// https://yapb.ru/license
//
#pragma once
#include <crlib/cr-math.h>
CR_NAMESPACE_BEGIN
// 3dmath vector
class Vector final {
public:
float x = 0.0f, y = 0.0f, z = 0.0f;
public:
Vector (const float scaler = 0.0f) : x (scaler), y (scaler), z (scaler)
{ }
explicit Vector (const float _x, const float _y, const float _z) : x (_x), y (_y), z (_z)
{ }
Vector (float *rhs) : x (rhs[0]), y (rhs[1]), z (rhs[2])
{ }
Vector (const Vector &) = default;
public:
operator float *() {
return &x;
}
operator const float * () const {
return &x;
}
Vector operator + (const Vector &rhs) const {
return Vector (x + rhs.x, y + rhs.y, z + rhs.z);
}
Vector operator - (const Vector &rhs) const {
return Vector (x - rhs.x, y - rhs.y, z - rhs.z);
}
Vector operator - () const {
return Vector (-x, -y, -z);
}
friend Vector operator * (const float scale, const Vector &rhs) {
return Vector (rhs.x * scale, rhs.y * scale, rhs.z * scale);
}
Vector operator * (const float scale) const {
return Vector (scale * x, scale * y, scale * z);
}
Vector operator / (const float div) const {
const float inv = 1 / div;
return Vector (inv * x, inv * y, inv * z);
}
// cross product
Vector operator ^ (const Vector &rhs) const {
return Vector (y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x);
}
// dot product
float operator | (const Vector &rhs) const {
return x * rhs.x + y * rhs.y + z * rhs.z;
}
const Vector &operator += (const Vector &rhs) {
x += rhs.x;
y += rhs.y;
z += rhs.z;
return *this;
}
const Vector &operator -= (const Vector &right) {
x -= right.x;
y -= right.y;
z -= right.z;
return *this;
}
const Vector &operator *= (float scale) {
x *= scale;
y *= scale;
z *= scale;
return *this;
}
const Vector &operator /= (float div) {
const float inv = 1 / div;
x *= inv;
y *= inv;
z *= inv;
return *this;
}
bool operator == (const Vector &rhs) const {
return cr::fequal (x, rhs.x) && cr::fequal (y, rhs.y) && cr::fequal (z, rhs.z);
}
bool operator != (const Vector &rhs) const {
return !cr::fequal (x, rhs.x) && !cr::fequal (y, rhs.y) && !cr::fequal (z, rhs.z);
}
Vector &operator = (const Vector &) = default;
public:
float length () const {
return cr::sqrtf (lengthSq ());
}
float length2d () const {
return cr::sqrtf (x * x + y * y);
}
float lengthSq () const {
return x * x + y * y + z * z;
}
Vector get2d () const {
return Vector (x, y, 0.0f);
}
Vector normalize () const {
float len = length () + cr::kFloatCmpEpsilon;
if (cr::fzero (len)) {
return Vector (0.0f, 0.0f, 1.0f);
}
len = 1.0f / len;
return Vector (x * len, y * len, z * len);
}
Vector normalize2d () const {
float len = length2d () + cr::kFloatCmpEpsilon;
if (cr::fzero (len)) {
return Vector (0.0f, 1.0f, 0.0f);
}
len = 1.0f / len;
return Vector (x * len, y * len, 0.0f);
}
bool empty () const {
return cr::fzero (x) && cr::fzero (y) && cr::fzero (z);
}
static const Vector &null () {
static const Vector &s_null {};
return s_null;
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}
void clear () {
x = y = z = 0.0f;
}
Vector clampAngles () {
x = cr::normalizeAngles (x);
y = cr::normalizeAngles (y);
z = 0.0f;
return *this;
}
float pitch () const {
if (cr::fzero (x) && cr::fzero (y)) {
return 0.0f;
}
return cr::degreesToRadians (cr::atan2f (z, length2d ()));
}
float yaw () const {
if (cr::fzero (x) && cr::fzero (y)) {
return 0.0f;
}
return cr::radiansToDegrees (cr:: atan2f (y, x));
}
Vector angles () const {
if (cr::fzero (x) && cr::fzero (y)) {
return Vector (z > 0.0f ? 90.0f : 270.0f, 0.0, 0.0f);
}
return Vector (cr::radiansToDegrees (cr::atan2f (z, length2d ())), cr::radiansToDegrees (cr::atan2f (y, x)), 0.0f);
}
void buildVectors (Vector *forward, Vector *right, Vector *upward) const {
enum { pitch, yaw, roll, unused, max };
float sines[max] = { 0.0f, 0.0f, 0.0f, 0.0f };
float cosines[max] = { 0.0f, 0.0f, 0.0f, 0.0f };
// compute the sine and cosine compontents
cr::sincosf (cr::degreesToRadians (x), cr::degreesToRadians (y), cr::degreesToRadians (z), sines, cosines);
if (forward) {
forward->x = cosines[pitch] * cosines[yaw];
forward->y = cosines[pitch] * sines[yaw];
forward->z = -sines[pitch];
}
if (right) {
right->x = -sines[roll] * sines[pitch] * cosines[yaw] + cosines[roll] * sines[yaw];
right->y = -sines[roll] * sines[pitch] * sines[yaw] - cosines[roll] * cosines[yaw];
right->z = -sines[roll] * cosines[pitch];
}
if (upward) {
upward->x = cosines[roll] * sines[pitch] * cosines[yaw] + sines[roll] * sines[yaw];
upward->y = cosines[roll] * sines[pitch] * sines[yaw] - sines[roll] * cosines[yaw];
upward->z = cosines[roll] * cosines[pitch];
}
}
const Vector &forward () {
static Vector s_fwd {};
buildVectors (&s_fwd, nullptr, nullptr);
return s_fwd;
}
const Vector &upward () {
static Vector s_up {};
buildVectors (nullptr, nullptr, &s_up);
return s_up;
}
const Vector &right () {
static Vector s_right {};
buildVectors (nullptr, &s_right, nullptr);
return s_right;
}
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};
// expose global null vector
static auto &nullvec = Vector::null ();
CR_NAMESPACE_END