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vec3.h
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C/C++ Source or Header
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1995-06-29
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7KB
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272 lines
#ifndef _vec3_h
#define _vec3_h
#ifndef _real_h
# include "real.h"
#endif
//
// -------------------------------------------------------------------------
// class Vec3 : 3-dimensionale Vektorklasse
// -------------------------------------------------------------------------
//
/*
Z
| Y
| /
| /
|/
---|------------X
/|
*/
#if (Vec3IsVector)
#ifndef _vector_h
# include "vector.h"
#endif
class Vec3 : public Vector {
public:
const Real &X() const { return data[0]; }
const Real &Y() const { return data[1]; }
const Real &Z() const { return data[2]; }
Vec3( const Real &l, const Real &b ); // Polarkoordinaten-Konstruktor (Norm)
Vec3( double x, double y, double z ) : Vector( 3, x, y, z ) {}
Vec3( const Vector &v ) : Vector(v) { Resize(3); }
Vec3() {}
const Vec3& operator=(const Vector &v)
{ Vector::operator=(v); return *this; }
static Real AngleRad( const Real &x, const Real &y );
void GetPolarRad( Real *l, Real *b ) const ;
void GetPolarRad( Real *l, Real *b, Real *r );
void GetPolarDeg( Real *l, Real *b ) const {
GetPolarRad(l,b);
*l *= Real(180/M_PI);
*b *= Real(180/M_PI);
}
void GetPolarDeg( Real *l, Real *b, Real *r ) {
GetPolarRad(l,b,r);
*l *= Real(180/M_PI);
*b *= Real(180/M_PI);
}
Vec3 XTurnAngleRad( const Real &angle ) const;
Vec3 XTurnAngleDeg( const Real &angle ) const
{ return XTurnAngleRad(angle/Real(180/M_PI)); }
Vec3 YTurnAngleRad( const Real &angle ) const;
Vec3 YTurnAngleDeg( const Real &angle ) const
{ return YTurnAngleRad(angle/Real(180/M_PI)); }
Vec3 ZTurnAngleRad( const Real &angle ) const;
Vec3 ZTurnAngleDeg( const Real &angle ) const
{ return ZTurnAngleRad(angle/Real(180/M_PI)); }
Real AngleRadTo( Vec3 &d );
Real AngleDegTo( Vec3 &d ) { return AngleRadTo(d)*Real(180.0/M_PI); }
};
#else
class Vec3 {
private:
Real x_val;
Real y_val;
Real z_val;
// protected:
Real norm; // Cache zur optimierten Berechnen von Norm() wird der Wert
public:
const Real &X() const { return x_val; }
const Real &Y() const { return y_val; }
const Real &Z() const { return z_val; }
int IsZero() const { return X()==0.0&&Y()==0.0&&Z()==0.0; }
Vec3( const Real &l, const Real &b ); // Polarkoordinaten-Konstruktor (Norm)
Vec3( const Real &x, const Real &y, const Real &z, Real n=0.0 )
{ x_val=x; y_val=y; z_val=z; norm=n; }
Vec3( const Vec3 &v ) { x_val=v.X(); y_val=v.Y(); z_val=v.Z();
norm=v.norm; }
Vec3() { }
static Real AngleRad( const Real &x, const Real &y );
void GetPolarRad( Real *l, Real *b ) const ;
void GetPolarRad( Real *l, Real *b, Real *r );
void GetPolarDeg( Real *l, Real *b ) const {
GetPolarRad(l,b);
*l *= Real(180/M_PI);
*b *= Real(180/M_PI);
}
void GetPolarDeg( Real *l, Real *b, Real *r ) {
GetPolarRad(l,b,r);
*l *= Real(180/M_PI);
*b *= Real(180/M_PI);
}
Vec3 XTurnAngleRad( const Real &angle ) const;
Vec3 XTurnAngleDeg( const Real &angle ) const
{ return XTurnAngleRad(angle/Real(180/M_PI)); }
Vec3 YTurnAngleRad( const Real &angle ) const;
Vec3 YTurnAngleDeg( const Real &angle ) const
{ return YTurnAngleRad(angle/Real(180/M_PI)); }
Vec3 ZTurnAngleRad( const Real &angle ) const;
Vec3 ZTurnAngleDeg( const Real &angle ) const
{ return ZTurnAngleRad(angle/Real(180/M_PI)); }
Real SqrNorm() const;
Real Norm();
Vec3 Norm1();
Real AngleRadTo( Vec3 &d );
Real AngleDegTo( Vec3 &d ) { return AngleRadTo(d)*Real(180.0/M_PI); }
inline const Vec3& operator=(const Vec3 &v);
// Binary Operator Functions
inline Vec3 operator+(const Vec3&) const;
inline Vec3 operator-(const Vec3&) const;
#ifndef _TURBOC_
friend inline Real operator*(const Vec3&, const Vec3&);
friend inline Vec3 operator*(const Real&, const Vec3&);
friend inline int operator==(const Vec3&, const Vec3&);
friend inline int operator!=(const Vec3&, const Vec3&);
#else
friend Real operator*(const Vec3&, const Vec3&);
friend Vec3 operator*(const Real&, const Vec3&);
friend int operator==(const Vec3&, const Vec3&);
friend int operator!=(const Vec3&, const Vec3&);
#endif
inline Vec3 operator*(const Real&) const;
inline Vec3 operator/(const Real&) const;
inline const Vec3& operator+=(const Vec3&);
inline const Vec3& operator-=(const Vec3&);
inline const Vec3& operator*=(const Real&);
inline const Vec3& operator/=(const Real&);
inline Vec3 operator+() const;
inline Vec3 operator-() const;
};
inline const Vec3& Vec3::operator=(const Vec3 &v) {
x_val = v.x_val;
y_val = v.y_val;
z_val = v.z_val;
norm = 0.0;
return *this;
}
inline Vec3 Vec3::operator+() const
{
return *this;
}
inline Vec3 Vec3::operator-() const
{
return Vec3(-x_val, -y_val, -z_val, norm);
}
// Definitions of compound-assignment operator member functions
inline const Vec3& Vec3::operator+=(const Vec3& z2)
{
x_val += z2.x_val;
y_val += z2.y_val;
z_val += z2.z_val;
norm = 0.0;
return *this;
}
inline const Vec3& Vec3::operator-=(const Vec3& z2)
{
x_val -= z2.x_val;
y_val -= z2.y_val;
z_val -= z2.z_val;
norm = 0.0;
return *this;
}
inline const Vec3& Vec3::operator*=(const Real& val)
{
x_val *= val;
y_val *= val;
z_val *= val;
norm *= val;
return *this;
}
inline const Vec3& Vec3::operator/=(const Real& val)
{
x_val /= val;
y_val /= val;
z_val /= val;
norm /= val;
return *this;
}
// Definitions of non-member binary operator functions
inline Vec3 Vec3::operator+(const Vec3& z2) const
{
return Vec3(x_val + z2.x_val, y_val + z2.y_val, z_val + z2.z_val);
}
inline Vec3 Vec3::operator-(const Vec3& z2) const
{
return Vec3(x_val - z2.x_val, y_val - z2.y_val, z_val - z2.z_val);
}
inline Real operator*(const Vec3& z1, const Vec3& z2)
{
return z1.x_val*z2.x_val + z1.y_val*z2.y_val + z1.z_val*z2.z_val;
}
inline Vec3 Vec3::operator*(const Real& val2) const
{
return Vec3(x_val*val2, y_val*val2, z_val*val2, norm*val2);
}
inline Vec3 operator*(const Real& val, const Vec3& z2)
{
return Vec3(z2.x_val*val, z2.y_val*val, z2.z_val*val);
}
inline Vec3 Vec3::operator/(const Real& val) const
{
return Vec3(x_val/val, y_val/val, z_val/val, norm/val);
}
inline int operator==(const Vec3& z1, const Vec3& z2)
{
return z1.x_val == z2.x_val && z1.y_val == z2.y_val && z1.z_val == z2.z_val;
}
inline int operator!=(const Vec3& z1, const Vec3& z2)
{
return z1.x_val != z2.x_val || z1.y_val != z2.y_val || z1.z_val != z2.z_val;
}
inline Real Vec3::SqrNorm() const { return X()*X()+Y()*Y()+Z()*Z(); }
inline Real Vec3::Norm() {
if (norm==0.0) norm=sqrt(SqrNorm());
return norm;
}
inline Vec3 Vec3::Norm1() { return *this / Norm(); }
#endif
extern Vec3 Vec3Zero;
#endif