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/*
* Copyright (C) 2003-2006 Gabest
* http://www.gabest.org
*
* This Program 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, 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 GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
#ifndef PI
#define PI (3.141592654f)
#endif
#define DegToRad(d) ((d)*PI/180.0)
#define RadToDeg(r) ((r)*180.0/PI)
#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;}
Vector(float x, float y, float z);
void Set(float x, float y, float z);
Vector Normal(Vector& a, Vector& b);
float Angle(Vector& a, Vector& b);
float Angle(Vector& a);
void Angle(float& u, float& v); // returns spherical coords in radian, -PI/2 <= u <= PI/2, -PI <= v <= PI
Vector Angle(); // does like prev., returns 'u' in 'ret.x', and 'v' in 'ret.y'
Vector Unit();
Vector& Unitalize();
float Length();
float Sum(); // x + y + z
float CrossSum(); // xy + xz + yz
Vector Cross(); // xy, xz, yz
Vector Pow(float exp);
Vector& Min(Vector& a);
Vector& Max(Vector& a);
Vector Abs();
Vector Reflect(Vector& n);
Vector Refract(Vector& n, float nFront, float nBack, float* nOut = NULL);
Vector Refract2(Vector& n, float nFrom, float nTo, float* nOut = NULL);
Vector operator - ();
float& operator [] (size_t i);
float operator | (Vector& v); // dot
Vector operator % (Vector& v); // cross
bool operator == (const Vector& v) const;
bool operator != (const Vector& v) const;
Vector operator + (float d);
Vector operator + (Vector& v);
Vector operator - (float d);
Vector operator - (Vector& v);
Vector operator * (float d);
Vector operator * (Vector& v);
Vector operator / (float d);
Vector operator / (Vector& v);
Vector& operator += (float d);
Vector& operator += (Vector& v);
Vector& operator -= (float d);
Vector& operator -= (Vector& v);
Vector& operator *= (float d);
Vector& operator *= (Vector& v);
Vector& operator /= (float d);
Vector& operator /= (Vector& v);
};
class Ray
{
public:
Vector p, d;
Ray() {}
Ray(Vector& p, Vector& d);
void Set(Vector& p, Vector& d);
float GetDistanceFrom(Ray& r); // r = plane
float GetDistanceFrom(Vector& v); // v = point
Vector operator [] (float t);
};
class XForm
{
class Matrix
{
public:
float mat[4][4];
Matrix();
void Initalize();
Matrix operator * (Matrix& m);
Matrix& operator *= (Matrix& m);
} m;
bool m_isWorldToLocal;
public:
XForm() {}
XForm(Ray& r, Vector& s, bool isWorldToLocal = true);
void Initalize();
void Initalize(Ray& r, Vector& s, bool isWorldToLocal = true);
void operator *= (Vector& s); // scale
void operator += (Vector& t); // translate
void operator <<= (Vector& r); // rotate
void operator /= (Vector& s); // scale
void operator -= (Vector& t); // translate
void operator >>= (Vector& r); // rotate
// transformations
Vector operator < (Vector& n); // normal
Vector operator << (Vector& v); // vector
Ray operator << (Ray& r); // ray
};
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