/* * (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 };