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Aquaria/BBGE/Vector.h
Valentin Ochs 9245bee717 Fix some warnings
mostly sign-related, but also some about commas after the last item in
an enum list, usage of default in switches, implicit or old-style casts
2017-01-20 19:10:40 +01:00

526 lines
10 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.
*/
#ifndef BBGE_VECTOR_H
#define BBGE_VECTOR_H
#include <stddef.h>
#include <cmath>
#include <float.h>
#include <vector>
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 static_cast<scalar_t>(sqrtf(x*x + y*y + z*z));
}
inline scalar_t getLength2D() const
{
return static_cast<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);
size_t getNumPathNodes() { return pathNodes.size(); }
void resizePathNodes(size_t sz) { pathNodes.resize(sz); }
VectorPathNode *getPathNode(size_t i) { if (i<getNumPathNodes()) 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 <VectorPathNode> 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