ACE3/extensions/common/vector.hpp

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2016-05-30 16:37:03 +00:00
#pragma once
/*
#ifdef USE_BULLET
#include "LinearMath\btVector3.h"
#endif
*/
#include "shared.hpp"
#ifndef _WIN32
#define sinf(x) sin(x)
#define cosf(x) cos(x)
#define acosf(x) acos(x)
#endif
namespace ace {
template <typename T> T acos(T n) { return -1; }
template <typename T> T cos(T n) { return -1; }
template <typename T> T sin(T n) { return -1; }
template<typename T>
class vector3 {
public:
vector3() :
_x(0),
_y(0),
_z(0) {
}
vector3(const T x_, const T y_, const T z_) :
_x(x_),
_y(y_),
_z(z_) {
}
vector3(std::istream & read_) {
// Constructor to read from a stream
read_.read((char *)&_x, sizeof(T));
read_.read((char *)&_y, sizeof(T));
read_.read((char *)&_z, sizeof(T));
}
vector3(const float *buffer) {
_x = buffer[0];
_y = buffer[1];
_z = buffer[2];
}
vector3<T> & operator= (const vector3<T>& other) { _x = other.x(); _y = other.y(); _z = other.z(); return *this; }
/*#ifdef _WIN32 && _DIRECTX
vector3<T> & operator= (const XMFLOAT3& Float3) { _x = Float3.x; _y = Float3.y; _z = Float3.z; return *this; }
#endif
#ifdef USE_BULLET
vector3<T> & operator= (const btVector3& bt_vec) { _x = bt_vec.x(); _y = bt_vec.y(); _z = bt_vec.z(); return *this; }
#endif
*/
vector3 operator * (const T &val) const { return vector3(_x * val, _y * val, _z * val); }
vector3 operator / (const T &val) const { T invVal = T(1) / val; return vector3(_x * invVal, _y * invVal, _z * invVal); }
vector3 operator + (const vector3<T> &v) const { return vector3(_x + v.x(), _y + v.y(), _z + v.z()); }
vector3 operator / (const vector3 &v) const { return vector3(_x / v.x(), _y / v.y(), _z / v.z()); }
vector3 operator * (const vector3 &v) const { return vector3(_x * v.x(), _y * v.y(), _z * v.z()); }
vector3 operator - (const vector3 &v) const { return vector3(_x - v.x(), _y - v.y(), _z - v.z()); }
vector3 operator - () const { return vector3(-_x, -_y, -_z); }
bool operator == (const vector3 &r) const { return (_x == r.x() && _y == r.y() && _z == r.z()); }
bool operator > (const vector3 &r) const { throw 1; }
bool operator < (const vector3 &r) const { throw 1; }
bool operator <= (const vector3 &r) const { throw 1; }
bool operator >= (const vector3 &r) const { throw 1; }
T magnitude() const { return sqrt(_x * _x + _y * _y + _z * _z); }
T dot(const vector3 &v) const { return (_x * v.x() + _y * v.y() + _z * v.z()); }
T distance(const vector3 &v) const { vector3 dist = (*this - v); dist = dist * dist; return sqrt(dist.x() + dist.y() + dist.z()); }
vector3 cross(const vector3 &v) const { return vector3(_y * v.z() - _z * v.y(), _z * v.x() - _x * v.z(), _x * v.y() - _y * v.x()); }
vector3 normalize(void) const { return (*this / abs(magnitude())); };
bool zero_distance() { return ((_x == 0.0f && _y == 0.0f && _z == 0.0f) ? true : false ); }
static float clamp(T x, T a, T b) { return x < a ? a : (x > b ? b : x); }
static vector3 lerp(const vector3& A, const vector3& B, const T t) { return A*t + B*(1.f - t); }
vector3 lerp(const vector3& B, const T t) { return vector3::lerp(*this, B, t); }
static vector3 slerp(vector3 start, vector3 end, T percent) {
T dot = start.dot(end);
dot = vector3::clamp(dot, -1.0f, 1.0f);
T theta = acos(dot) * percent;
vector3 relative = end - start*dot;
relative.normalize();
return ((start * cos(theta)) + (relative*sin(theta)));
}
vector3 slerp(const vector3& B, const T p) {
return vector3::slerp(*this, B, p);
}
const T & x() const { return _x; }
const T & y() const { return _y; }
const T & z() const { return _z; }
void x(const T val) { _x = val; }
void y(const T val) { _y = val; }
void z(const T val) { _z = val; }
protected:
T _x;
T _y;
T _z;
};
template<typename T, unsigned int N = 3>
class vector {
public:
vector() :
_values(std::vector<T>(N)) {
}
std::vector<T> _values;
};
template<typename T>
class spatial {
public:
spatial() :
position(vector3<T>()),
orientation(vector3<T>())
{
}
explicit spatial(const vector3<T> & position_, const vector3<T> & orientation_) :
position(position_),
orientation(orientation_)
{}
spatial<T> & operator= (const spatial<T> & other) { position = other.position; orientation = other.orientation; return *this; }
vector3<T> position;
vector3<T> orientation;
};
template<typename T>
class pair {
public:
pair() :
_x(0),
_y(0) {
}
pair(const T x_, const T y_, const T z_) :
_x(x_),
_y(y_) {
}
pair(const float *buffer) {
_x = buffer[0];
_y = buffer[1];
}
pair(std::istream & read_) {
// Constructor to read from a stream
read_.read((char *)&_x, sizeof(T));
read_.read((char *)&_y, sizeof(T));
}
pair<T> & operator= (const pair<T>& other) { _x = other.x(); _y = other.y(); return *this; }
const T & x() const { return _x; }
const T & y() const { return _y; }
void x(const T val) { _x = val; }
void y(const T val) { _y = val; }
protected:
T _x;
T _y;
};
}