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Aquaria/BBGE/Vector.h
fgenesis eeaa723cd7 Animation editor enhancements
Bone positioning now takes into account its parent's absolute rotation,
and compensates it. That means bones with rotated parents follow exactly
the mouse when dragged, instead of going anywhere except where they should.

Repaired selecting bones with the mouse, and made that the default
(can be switched to keyboard with M key).

The timeline grid size and timestep unit size are now variable,
and can be changed with the U, I, O, P keys or the added UI buttons.

Bone borders and joint points can be displayed with B key.

Removed the ignorebone0 button and related functionality.

Minor cosmetical things.
2012-01-31 18:02:18 +01:00

575 lines
12 KiB
C++

/*
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.
*/
#pragma once
#include <math.h>
#include <float.h>
#include <vector>
#include "Event.h"
#ifdef BBGE_BUILD_DIRECTX
#include <d3dx9.h>
#endif
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
const bool operator==(const Vector &vec) const
{
return ((x == vec.x) && (y == vec.y) && (z == vec.z));
}
// vecector inequality
const 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);
}
bool isZero()
{
return x == 0 && y == 0 && z == 0;
}
// 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;
}
/* friend inline const Vector operator*(const Vector &vec, const scalar_t &s)
{
return Vector(vec.x*s, vec.y*s, vec.z*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);
}
Vector inline getPerpendicularLeft()
{
return Vector(-y, x);
}
Vector inline 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
const scalar_t inline dot(const Vector &vec) const
{
return x*vec.x + y*vec.y + z*vec.z;
}
const scalar_t inline dot2D(const Vector &vec) const
{
return x*vec.x + y*vec.y;
}
// dot product
const scalar_t operator%(const Vector &vec) const
{
return x*vec.x + y*vec.x + z*vec.z;
}
// length of vector
const scalar_t inline getLength3D() const
{
return (scalar_t)sqrtf(x*x + y*y + z*z);
}
const scalar_t inline getLength2D() const
{
return (scalar_t)sqrtf(x*x + y*y);
}
// return the unit vector
const Vector inline unitVector3D() const
{
return (*this) * (1/getLength3D());
}
// normalize this vector
void inline normalize3D()
{
if (x == 0 && y == 0 && z == 0)
{
//debugLog("Normalizing 0 vector");
x = y = z = 0;
}
else
{
(*this) *= 1/getLength3D();
}
}
void inline normalize2D()
{
if (x == 0 && y == 0)
{
//debugLog("Normalizing 0 vector");
x = y = z= 0;
}
else
{
(*this) *= 1/getLength2D();
}
}
const scalar_t operator!() const
{
return sqrtf(x*x + y*y + z*z);
}
/*
// return vector with specified length
const Vector operator | (const scalar_t length) const
{
return *this * (length / !(*this));
}
// set length of vector equal to length
const Vector& operator |= (const float length)
{
(*this).setLength2D(length);
return *this;
}
*/
void inline setLength3D(const float l)
{
// IGNORE !!
if (l == 0)
{
//debugLog("setLength3D divide by 0");
}
else
{
float len = getLength3D();
this->x *= (l/len);
this->y *= (l/len);
this->z *= (l/len);
}
}
void inline setLength2D(const float l)
{
float len = getLength2D();
if (len == 0)
{
//debugLog("divide by zero!");
}
else
{
this->x *= (l/len);
this->y *= (l/len);
}
//this->z = 0;
}
// return angle between two vectors
const float inline Angle(const Vector& normal) const
{
return acosf(*this % normal);
}
/*
const scalar_t inline cheatLen() const
{
return (x*x + y*y + z*z);
}
const scalar_t inline cheatLen2D() const
{
return (x*x + y*y);
}
const scalar_t inline getCheatLength3D() const;
*/
const bool inline isLength2DIn(float radius) const
{
return (x*x + y*y) <= (radius*radius);
}
// reflect this vector off surface with normal vector
/*
const Vector inline Reflection(const Vector& normal) const
{
const Vector vec(*this | 1); // normalize this vector
return (vec - normal * 2.0f * (vec % normal)) * !*this;
}
*/
const void inline setZero()
{
this->x = this->y = this->z = 0;
}
const float inline getSquaredLength2D() const
{
return (x*x) + (y*y);
}
const bool inline isZero() const
{
return x==0 && y==0 && z==0;
}
const bool inline isNan() const
{
#ifdef BBGE_BUILD_WINDOWS
return _isnan(x) || _isnan(y) || _isnan(z);
#elif defined(BBGE_BUILD_UNIX)
return isnan(x) || isnan(y) || isnan(z);
#else
return false;
#endif
}
void inline capLength2D(const float l)
{
if (!isLength2DIn(l)) setLength2D(l);
}
void inline capRotZ360()
{
while (z > 360)
z -= 360;
while (z < 0)
z += 360;
}
#ifdef BBGE_BUILD_DIRECTX
const D3DCOLOR getD3DColor(float alpha)
{
return D3DCOLOR_RGBA(int(x*255), int(y*255), int(z*255), int(alpha*255));
}
#endif
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<getNumPathNodes() && 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(int i);
void calculatePercentages();
float getLength();
void realPercentageCalc();
void removeNodes(int startInclusive, int endInclusive);
float getSubSectionLength(int startIncl, int endIncl);
protected:
std::vector <VectorPathNode> pathNodes;
};
class InterpolatedVector;
struct InterpolatedVectorData
{
InterpolatedVectorData()
{
interpolating = false;
pingPong = false;
loopType = 0;
pathTimer = 0;
pathTime = 0;
pathSpeed = 1;
pathTimeMultiplier = 1;
timePassed = 0;
timePeriod = 0;
//fakeTimePassed = 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;
};
// 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.
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;
delete data;
if (vec.data)
data = new InterpolatedVectorData(*vec.data);
else
data = NULL;
return *this;
}
enum InterpolateToFlag { NONE=0, IS_LOOPING };
float interpolateTo (Vector vec, float timePeriod, int loopType = 0, bool pingPong = false, bool ease = false, InterpolateToFlag flag = NONE);
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;
}
// for faking a single value
inline float getValue() const
{
return x;
}
// 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);