blender/intern/audaspace/intern/AUD_3DMath.h

329 lines
6.3 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* Copyright 2009-2011 Jörg Hermann Müller
*
* This file is part of AudaSpace.
*
* Audaspace 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 2 of the License, or
* (at your option) any later version.
*
* AudaSpace 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 Audaspace; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file audaspace/intern/AUD_3DMath.h
* \ingroup audaspaceintern
*/
#ifndef __AUD_3DMATH_H__
#define __AUD_3DMATH_H__
#include <cmath>
#include <cstring>
/**
* This class represents a 3 dimensional vector.
*/
class AUD_Vector3
{
private:
/**
* The vector components.
*/
union
{
float m_v[3];
struct
{
float m_x;
float m_y;
float m_z;
};
};
public:
/**
* Creates a new 3 dimensional vector.
* \param x The x component.
* \param y The y component.
* \param z The z component.
*/
inline AUD_Vector3(float x = 0, float y = 0, float z = 0) :
m_x(x), m_y(y), m_z(z)
{
}
/**
* Retrieves the x component of the vector.
* \return The x component.
*/
inline const float& x() const
{
return m_x;
}
/**
* Retrieves the y component of the vector.
* \return The y component.
*/
inline const float& y() const
{
return m_y;
}
/**
* Retrieves the z component of the vector.
* \return The z component.
*/
inline const float& z() const
{
return m_z;
}
/**
* Retrieves the components of the vector.
* \param destination Where the 3 float values should be saved to.
*/
inline void get(float* destination) const
{
memcpy(destination, m_v, sizeof(m_v));
}
/**
* Retrieves the components of the vector.
* \return The components as float[3].
*/
inline float* get()
{
return m_v;
}
/**
* Retrieves the components of the vector.
* \return The components as float[3].
*/
inline const float* get() const
{
return m_v;
}
/**
* Retrieves the length of the vector.
* \return The length of the vector.
*/
inline float length() const
{
return sqrt(m_x*m_x + m_y*m_y + m_z*m_z);
}
/**
* Retrieves the cross product.
* \param op The second operand.
* \return The cross product of the two vectors.
*/
inline AUD_Vector3 cross(const AUD_Vector3& op) const
{
return AUD_Vector3(m_y * op.m_z - m_z * op.m_y,
m_z * op.m_x - m_x * op.m_z,
m_x * op.m_y - m_y * op.m_x);
}
/**
* Retrieves the dot product.
* \param op The second operand.
* \return The dot product of the two vectors.
*/
inline float operator*(const AUD_Vector3& op) const
{
return m_x * op.m_x + m_y * op.m_y + m_z * op.m_z;
}
/**
* Retrieves the product with a scalar.
* \param op The second operand.
* \return The scaled vector.
*/
inline AUD_Vector3 operator*(const float& op) const
{
return AUD_Vector3(m_x * op, m_y * op, m_z * op);
}
/**
* Adds two vectors.
* \param op The second operand.
* \return The sum vector.
*/
inline AUD_Vector3 operator+(const AUD_Vector3& op) const
{
return AUD_Vector3(m_x + op.m_x, m_y + op.m_y, m_z + op.m_z);
}
/**
* Subtracts two vectors.
* \param op The second operand.
* \return The difference vector.
*/
inline AUD_Vector3 operator-(const AUD_Vector3& op) const
{
return AUD_Vector3(m_x - op.m_x, m_y - op.m_y, m_z - op.m_z);
}
/**
* Negates the vector.
* \return The vector facing in the opposite direction.
*/
inline AUD_Vector3 operator-() const
{
return AUD_Vector3(-m_x, -m_y, -m_z);
}
/**
* Subtracts the second vector.
* \param op The second operand.
* \return The difference vector.
*/
inline AUD_Vector3& operator-=(const AUD_Vector3& op)
{
m_x -= op.m_x;
m_y -= op.m_y;
m_z -= op.m_z;
return *this;
}
};
/**
* This class represents a quaternion used for 3D rotations.
*/
class AUD_Quaternion
{
private:
/**
* The quaternion components.
*/
union
{
float m_v[4];
struct
{
float m_w;
float m_x;
float m_y;
float m_z;
};
};
public:
/**
* Creates a new quaternion.
* \param w The w component.
* \param x The x component.
* \param y The y component.
* \param z The z component.
*/
inline AUD_Quaternion(float w = 1, float x = 0, float y = 0, float z = 0) :
m_w(w), m_x(x), m_y(y), m_z(z)
{
}
/**
* Retrieves the w component of the quarternion.
* \return The w component.
*/
inline const float& w() const
{
return m_w;
}
/**
* Retrieves the x component of the quarternion.
* \return The x component.
*/
inline const float& x() const
{
return m_x;
}
/**
* Retrieves the y component of the quarternion.
* \return The y component.
*/
inline const float& y() const
{
return m_y;
}
/**
* Retrieves the z component of the quarternion.
* \return The z component.
*/
inline const float& z() const
{
return m_z;
}
/**
* Retrieves the components of the vector.
* \param destination Where the 4 float values should be saved to.
*/
inline void get(float* destination) const
{
memcpy(destination, m_v, sizeof(m_v));
}
/**
* Retrieves the components of the vector.
* \return The components as float[4].
*/
inline float* get()
{
return m_v;
}
/**
* Retrieves the components of the vector.
* \return The components as float[4].
*/
inline const float* get() const
{
return m_v;
}
/**
* When the quaternion represents an orientation, this returns the negative
* z axis vector.
* \return The negative z axis vector.
*/
inline AUD_Vector3 getLookAt() const
{
return AUD_Vector3(-2 * (m_w * m_y + m_x * m_z),
2 * (m_x * m_w - m_z * m_y),
2 * (m_x * m_x + m_y * m_y) - 1);
}
/**
* When the quaternion represents an orientation, this returns the y axis
* vector.
* \return The y axis vector.
*/
inline AUD_Vector3 getUp() const
{
return AUD_Vector3(2 * (m_x * m_y - m_w * m_z),
1 - 2 * (m_x * m_x + m_z * m_z),
2 * (m_w * m_x + m_y * m_z));
}
};
#endif //__AUD_3DMATH_H__