/*
* (C) 2003-2006 Gabest
* (C) 2006-2014 see Authors.txt
*
* This file is part of MPC-HC.
*
* MPC-HC 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 3 of the License, or
* (at your option) any later version.
*
* MPC-HC 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, see .
*
*/
#pragma once
#include
#include
#define EPSILON (1e-7)
#define BIGNUMBER (1e+9)
#define IsZero(d) (fabs(d) < EPSILON)
#define Sgn(d) (IsZero(d) ? 0 : (d) > 0 ? 1 : -1)
//#define SgnPow(d, p) (IsZero(d) ? 0 : (pow(fabs(d), p) * Sgn(d)))
class Vector
{
public:
float x, y, z;
Vector() { x = y = z = 0.0f; }
Vector(float x, float y, float z);
void Set(float x, float y, float z);
Vector Normal(const Vector& a, const Vector& b) const;
float Angle(const Vector& a, const Vector& b) const;
float Angle(const Vector& a) const;
void Angle(float& u, float& v) const; // returns spherical coords in radian, -M_PI_2 <= u <= M_PI_2, -M_PI <= v <= M_PI
Vector Angle() const; // does like prev., returns 'u' in 'ret.x', and 'v' in 'ret.y'
Vector Unit() const;
Vector& Unitalize();
float Length() const;
float Sum() const; // x + y + z
float CrossSum() const; // xy + xz + yz
Vector Cross() const; // xy, xz, yz
Vector Pow(float exp) const;
Vector& Min(const Vector& a);
Vector& Max(const Vector& a);
Vector Abs() const;
Vector Reflect(const Vector& n) const;
Vector Refract(const Vector& n, float nFront, float nBack, float* nOut = nullptr) const;
Vector Refract2(const Vector& n, float nFrom, float nTo, float* nOut = nullptr) const;
Vector operator - () const;
float& operator [](size_t i);
float operator | (const Vector& v) const; // dot
Vector operator % (const Vector& v) const; // cross
bool operator == (const Vector& v) const;
bool operator != (const Vector& v) const;
Vector operator + (float d) const;
Vector operator + (const Vector& v) const;
Vector operator - (float d) const;
Vector operator - (const Vector& v) const;
Vector operator * (float d) const;
Vector operator * (const Vector& v) const;
Vector operator / (float d) const;
Vector operator / (const Vector& v) const;
Vector& operator += (float d);
Vector& operator += (const Vector& v);
Vector& operator -= (float d);
Vector& operator -= (Vector& v);
Vector& operator *= (float d);
Vector& operator *= (const Vector& v);
Vector& operator /= (float d);
Vector& operator /= (const Vector& v);
template static float DegToRad(T angle) { return (float)(angle * M_PI / 180); }
};
class Ray
{
public:
Vector p, d;
Ray() {}
Ray(const Vector& p, const Vector& d);
void Set(const Vector& p, const Vector& d);
float GetDistanceFrom(const Ray& r) const; // r = plane
float GetDistanceFrom(const Vector& v) const; // v = point
Vector operator [](float t) const;
};
class XForm
{
class Matrix
{
public:
std::array, 4> mat;
Matrix();
Matrix operator * (const Matrix& m) const;
Matrix& operator *= (Matrix& m);
bool operator == (const Matrix& m) const;
} m;
bool m_isWorldToLocal;
public:
XForm() : m_isWorldToLocal(false) {}
XForm(const Ray& r, const Vector& s, bool isWorldToLocal = true);
void operator *= (const Vector& s); // scale
void operator += (const Vector& t); // translate
void operator <<= (const Vector& r); // rotate
void operator /= (const Vector& s); // scale
void operator -= (const Vector& t); // translate
void operator >>= (const Vector& r); // rotate
bool operator == (const XForm& x) const; // compare
bool operator != (const XForm& x) const;
// transformations
Vector operator < (const Vector& n) const; // normal
Vector operator << (const Vector& v) const; // vector
Ray operator << (const Ray& r) const; // ray
};