/* Copyright (C) 2007, 2010 - Bit-Blot This file is part of Aquaria. Aquaria 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. 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, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef BBGE_VECTOR_H #define BBGE_VECTOR_H #include #include #include #include typedef float scalar_t; class Vector { public: scalar_t x; scalar_t y; scalar_t z; // x,y,z coordinates Vector(scalar_t a = 0, scalar_t b = 0, scalar_t c = 0) : x(a), y(b), z(c) {} Vector(const Vector &vec) : x(vec.x), y(vec.y), z(vec.z) {} float inline *getv(float *v) const { v[0] = x; v[1] = y; v[2] = z; return v; } float inline *getv4(float *v, float param) const { v[0] = x; v[1] = y; v[2] = z; v[3] = param; return v; } // vector assignment const Vector &operator=(const Vector &vec) { x = vec.x; y = vec.y; z = vec.z; return *this; } // vecector equality bool operator==(const Vector &vec) const { return ((x == vec.x) && (y == vec.y) && (z == vec.z)); } // vecector inequality bool operator!=(const Vector &vec) const { return !(*this == vec); } // vector add const Vector operator+(const Vector &vec) const { return Vector(x + vec.x, y + vec.y, z + vec.z); } // vector add (opposite of negation) const Vector operator+() const { return Vector(*this); } // vector increment const Vector& operator+=(const Vector& vec) { x += vec.x; y += vec.y; z += vec.z; return *this; } // vector subtraction const Vector operator-(const Vector& vec) const { return Vector(x - vec.x, y - vec.y, z - vec.z); } // vector negation const Vector operator-() const { return Vector(-x, -y, -z); } // vector decrement const Vector &operator-=(const Vector& vec) { x -= vec.x; y -= vec.y; z -= vec.z; return *this; } // scalar self-multiply const Vector &operator*=(const scalar_t &s) { x *= s; y *= s; z *= s; return *this; } // scalar self-divecide const Vector &operator/=(const scalar_t &s) { const float recip = 1/s; // for speed, one divecision x *= recip; y *= recip; z *= recip; return *this; } // vector self-divide const Vector &operator/=(const Vector &v) { x /= v.x; y /= v.y; z /= v.z; return *this; } const Vector &operator*=(const Vector &v) { x *= v.x; y *= v.y; z *= v.z; return *this; } // post multiply by scalar const Vector operator*(const scalar_t &s) const { return Vector(x*s, y*s, z*s); } // post multiply by Vector const Vector operator*(const Vector &v) const { return Vector(x*v.x, y*v.y, z*v.z); } // pre multiply by scalar friend inline const Vector operator*(const scalar_t &s, const Vector &vec) { return vec*s; } // divecide by scalar const Vector operator/(scalar_t s) const { s = 1/s; return Vector(s*x, s*y, s*z); } // cross product const Vector CrossProduct(const Vector &vec) const { return Vector(y*vec.z - z*vec.y, z*vec.x - x*vec.z, x*vec.y - y*vec.x); } inline Vector getPerpendicularLeft() { return Vector(-y, x); } inline Vector getPerpendicularRight() { return Vector(y, -x); } // cross product const Vector operator^(const Vector &vec) const { return Vector(y*vec.z - z*vec.y, z*vec.x - x*vec.z, x*vec.y - y*vec.x); } // dot product inline scalar_t dot(const Vector &vec) const { return x*vec.x + y*vec.y + z*vec.z; } inline scalar_t dot2D(const Vector &vec) const { return x*vec.x + y*vec.y; } // dot product scalar_t operator%(const Vector &vec) const { return x*vec.x + y*vec.x + z*vec.z; } // length of vector inline scalar_t getLength3D() const { return (scalar_t)sqrtf(x*x + y*y + z*z); } inline scalar_t getLength2D() const { return (scalar_t)sqrtf(x*x + y*y); } // return the unit vector inline const Vector unitVector3D() const { return (*this) * (1/getLength3D()); } // normalize this vector inline void normalize3D() { if (x == 0 && y == 0 && z == 0) { x = y = z = 0; } else { (*this) *= 1/getLength3D(); } } inline void normalize2D() { if (x == 0 && y == 0) { x = y = z= 0; } else { (*this) *= 1/getLength2D(); } } scalar_t operator!() const { return sqrtf(x*x + y*y + z*z); } inline void setLength3D(const float l) { // IGNORE !! if (l == 0) { } else { float len = getLength3D(); this->x *= (l/len); this->y *= (l/len); this->z *= (l/len); } } inline void setLength2D(const float l) { float len = getLength2D(); if (len == 0) { } else { this->x *= (l/len); this->y *= (l/len); } } // return angle between two vectors inline scalar_t Angle(const Vector& normal) const { return acosf(*this % normal); } inline bool isLength2DIn(float radius) const { return (x*x + y*y) <= (radius*radius); } inline void setZero() { this->x = this->y = this->z = 0; } inline scalar_t getSquaredLength2D() const { return (x*x) + (y*y); } inline bool isZero() const { return x==0 && y==0 && z==0; } inline bool isNan() const { #ifdef BBGE_BUILD_WINDOWS return _isnan(x) || _isnan(y) || _isnan(z); #elif defined(BBGE_BUILD_UNIX) return std::isnan(x) || std::isnan(y) || std::isnan(z); #else return false; #endif } inline void capLength2D(const float l) { if (!isLength2DIn(l)) setLength2D(l); } inline void capRotZ360() { while (z > 360) z -= 360; while (z < 0) z += 360; } void rotate2DRad(float rad); void rotate2D360(float angle); }; class VectorPathNode { public: VectorPathNode() { percent = 0; } Vector value; float percent; }; class VectorPath { public: void flip(); void clear(); void addPathNode(Vector v, float p); Vector getValue(float percent); int getNumPathNodes() { return pathNodes.size(); } void resizePathNodes(int sz) { pathNodes.resize(sz); } VectorPathNode *getPathNode(int i) { if (i= 0) return &pathNodes[i]; return 0; } void cut(int n); void splice(const VectorPath &path, int sz); void prepend(const VectorPath &path); void append(const VectorPath &path); void removeNode(unsigned int i); void calculatePercentages(); float getLength(); void realPercentageCalc(); void removeNodes(unsigned int startInclusive, unsigned int endInclusive); float getSubSectionLength(int startIncl, int endIncl); protected: std::vector pathNodes; }; // This struct is used to keep all of the interpolation-specific data out // of the global InterpolatedVector class, so that we don't waste memory on // non-interpolated vectors. struct InterpolatedVectorData { InterpolatedVectorData() { interpolating = false; pingPong = false; loopType = 0; pathTimer = 0; pathTime = 0; pathSpeed = 1; pathTimeMultiplier = 1; timePassed = 0; timePeriod = 0; ease = false; followingPath = false; } Vector from; Vector target; VectorPath path; int loopType; float pathTimer, pathTime; float pathSpeed; float pathTimeMultiplier; float timePassed, timePeriod; bool interpolating; bool pingPong; bool ease; bool followingPath; }; class InterpolatedVector : public Vector { public: InterpolatedVector(scalar_t a = 0, scalar_t b = 0, scalar_t c = 0) : Vector(a,b,c), data(NULL) {} InterpolatedVector(const Vector &vec) : Vector(vec), data(NULL) {} ~InterpolatedVector() {delete data;} InterpolatedVector(const InterpolatedVector &vec) { x = vec.x; y = vec.y; z = vec.z; if (vec.data) data = new InterpolatedVectorData(*vec.data); else data = NULL; } InterpolatedVector &operator=(const InterpolatedVector &vec) { x = vec.x; y = vec.y; z = vec.z; if (vec.data) { if (data) *data = *vec.data; else data = new InterpolatedVectorData(*vec.data); } else { delete data; data = NULL; } return *this; } float interpolateTo (Vector vec, float timePeriod, int loopType = 0, bool pingPong = false, bool ease = false); void inline update(float dt) { if (!data) return; if (isFollowingPath()) { updatePath(dt); } if (isInterpolating()) { doInterpolate(dt); } } void doInterpolate(float dt); inline bool isInterpolating() const { return data && data->interpolating; } void startPath(float time, float ease=0); void startSpeedPath(float speed); void stopPath(); void resumePath(); void updatePath(float dt); void stop(); float getPercentDone(); inline bool isFollowingPath() const { return data && data->followingPath; } // We never allocate this if the vector isn't used for // interpolation, which saves a _lot_ of memory. InterpolatedVectorData *data; inline InterpolatedVectorData *ensureData(void) { if (!data) data = new InterpolatedVectorData; return data; } }; Vector getRotatedVector(const Vector &vec, float rot); Vector lerp(const Vector &v1, const Vector &v2, float dt, int lerpType); #endif // BBGE_VECTOR_H