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- /**
- Copyright 2013 BlackBerry Inc.
- Copyright (c) 2014-2017 Chukong Technologies
- Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
- Licensed under the Apache License, Version 2.0 (the "License");
- you may not use this file except in compliance with the License.
- You may obtain a copy of the License at
- http://www.apache.org/licenses/LICENSE-2.0
- Unless required by applicable law or agreed to in writing, software
- distributed under the License is distributed on an "AS IS" BASIS,
- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- See the License for the specific language governing permissions and
- limitations under the License.
- Original file from GamePlay3D: http://gameplay3d.org
- This file was modified to fit the cocos2d-x project
- */
- #ifndef MATH_VEC3_H
- #define MATH_VEC3_H
- #include <cmath>
- #include "math/CCMathBase.h"
- /**
- * @addtogroup base
- * @{
- */
- NS_CC_MATH_BEGIN
- class Mat4;
- class Quaternion;
- /**
- * Defines a 3-element floating point vector.
- *
- * When using a vector to represent a surface normal,
- * the vector should typically be normalized.
- * Other uses of directional vectors may wish to leave
- * the magnitude of the vector intact. When used as a point,
- * the elements of the vector represent a position in 3D space.
- */
- class CC_DLL Vec3
- {
- public:
- /**
- * The x-coordinate.
- */
- float x;
- /**
- * The y-coordinate.
- */
- float y;
- /**
- * The z-coordinate.
- */
- float z;
- /**
- * Constructs a new vector initialized to all zeros.
- */
- Vec3();
- /**
- * Constructs a new vector initialized to the specified values.
- *
- * @param xx The x coordinate.
- * @param yy The y coordinate.
- * @param zz The z coordinate.
- */
- Vec3(float xx, float yy, float zz);
- /**
- * Constructs a new vector from the values in the specified array.
- *
- * @param array An array containing the elements of the vector in the order x, y, z.
- */
- Vec3(const float* array);
- /**
- * Constructs a vector that describes the direction between the specified points.
- *
- * @param p1 The first point.
- * @param p2 The second point.
- */
- Vec3(const Vec3& p1, const Vec3& p2);
- /**
- * Constructs a new vector that is a copy of the specified vector.
- *
- * @param copy The vector to copy.
- */
- Vec3(const Vec3& copy);
- /**
- * Creates a new vector from an integer interpreted as an RGB value.
- * E.g. 0xff0000 represents red or the vector (1, 0, 0).
- *
- * @param color The integer to interpret as an RGB value.
- *
- * @return A vector corresponding to the interpreted RGB color.
- */
- static Vec3 fromColor(unsigned int color);
- /**
- * Destructor.
- */
- ~Vec3();
- /**
- * Indicates whether this vector contains all zeros.
- *
- * @return true if this vector contains all zeros, false otherwise.
- */
- inline bool isZero() const;
- /**
- * Indicates whether this vector contains all ones.
- *
- * @return true if this vector contains all ones, false otherwise.
- */
- inline bool isOne() const;
- /**
- * Returns the angle (in radians) between the specified vectors.
- *
- * @param v1 The first vector.
- * @param v2 The second vector.
- *
- * @return The angle between the two vectors (in radians).
- */
- static float angle(const Vec3& v1, const Vec3& v2);
- /**
- * Adds the elements of the specified vector to this one.
- *
- * @param v The vector to add.
- */
- inline void add(const Vec3& v);
- /**
- * Adds the elements of this vector to the specified values.
- *
- * @param xx The add x coordinate.
- * @param yy The add y coordinate.
- * @param zz The add z coordinate.
- */
- inline void add(float xx, float yy, float zz);
- /**
- * Adds the specified vectors and stores the result in dst.
- *
- * @param v1 The first vector.
- * @param v2 The second vector.
- * @param dst A vector to store the result in.
- */
- static void add(const Vec3& v1, const Vec3& v2, Vec3* dst);
- /**
- * Clamps this vector within the specified range.
- *
- * @param min The minimum value.
- * @param max The maximum value.
- */
- void clamp(const Vec3& min, const Vec3& max);
- /**
- * Clamps the specified vector within the specified range and returns it in dst.
- *
- * @param v The vector to clamp.
- * @param min The minimum value.
- * @param max The maximum value.
- * @param dst A vector to store the result in.
- */
- static void clamp(const Vec3& v, const Vec3& min, const Vec3& max, Vec3* dst);
- /**
- * Sets this vector to the cross product between itself and the specified vector.
- *
- * @param v The vector to compute the cross product with.
- */
- void cross(const Vec3& v);
- /**
- * Computes the cross product of the specified vectors and stores the result in dst.
- *
- * @param v1 The first vector.
- * @param v2 The second vector.
- * @param dst A vector to store the result in.
- */
- static void cross(const Vec3& v1, const Vec3& v2, Vec3* dst);
- /**
- * Returns the distance between this vector and v.
- *
- * @param v The other vector.
- *
- * @return The distance between this vector and v.
- *
- * @see distanceSquared
- */
- float distance(const Vec3& v) const;
- /**
- * Returns the squared distance between this vector and v.
- *
- * When it is not necessary to get the exact distance between
- * two vectors (for example, when simply comparing the
- * distance between different vectors), it is advised to use
- * this method instead of distance.
- *
- * @param v The other vector.
- *
- * @return The squared distance between this vector and v.
- *
- * @see distance
- */
- float distanceSquared(const Vec3& v) const;
- /**
- * Returns the dot product of this vector and the specified vector.
- *
- * @param v The vector to compute the dot product with.
- *
- * @return The dot product.
- */
- float dot(const Vec3& v) const;
- /**
- * Returns the dot product between the specified vectors.
- *
- * @param v1 The first vector.
- * @param v2 The second vector.
- *
- * @return The dot product between the vectors.
- */
- static float dot(const Vec3& v1, const Vec3& v2);
- /**
- * Computes the length of this vector.
- *
- * @return The length of the vector.
- *
- * @see lengthSquared
- */
- inline float length() const;
- /**
- * Returns the squared length of this vector.
- *
- * When it is not necessary to get the exact length of a
- * vector (for example, when simply comparing the lengths of
- * different vectors), it is advised to use this method
- * instead of length.
- *
- * @return The squared length of the vector.
- *
- * @see length
- */
- inline float lengthSquared() const;
- /**
- * Negates this vector.
- */
- inline void negate();
- /**
- * Normalizes this vector.
- *
- * This method normalizes this Vec3 so that it is of
- * unit length (in other words, the length of the vector
- * after calling this method will be 1.0f). If the vector
- * already has unit length or if the length of the vector
- * is zero, this method does nothing.
- *
- * @return This vector, after the normalization occurs.
- */
- void normalize();
- /**
- * Get the normalized vector.
- */
- Vec3 getNormalized() const;
- /**
- * Scales all elements of this vector by the specified value.
- *
- * @param scalar The scalar value.
- */
- inline void scale(float scalar);
- /**
- * Sets the elements of this vector to the specified values.
- *
- * @param xx The new x coordinate.
- * @param yy The new y coordinate.
- * @param zz The new z coordinate.
- */
- inline void set(float xx, float yy, float zz);
- /**
- * Sets the elements of this vector from the values in the specified array.
- *
- * @param array An array containing the elements of the vector in the order x, y, z.
- */
- inline void set(const float* array);
- /**
- * Sets the elements of this vector to those in the specified vector.
- *
- * @param v The vector to copy.
- */
- inline void set(const Vec3& v);
- /**
- * Sets this vector to the directional vector between the specified points.
- */
- inline void set(const Vec3& p1, const Vec3& p2);
- /**
- * Sets the elements of this vector to zero.
- */
- inline void setZero();
- /**
- * Subtracts this vector and the specified vector as (this - v)
- * and stores the result in this vector.
- *
- * @param v The vector to subtract.
- */
- inline void subtract(const Vec3& v);
- /**
- * Subtracts the specified vectors and stores the result in dst.
- * The resulting vector is computed as (v1 - v2).
- *
- * @param v1 The first vector.
- * @param v2 The second vector.
- * @param dst The destination vector.
- */
- static void subtract(const Vec3& v1, const Vec3& v2, Vec3* dst);
- /**
- * Updates this vector towards the given target using a smoothing function.
- * The given response time determines the amount of smoothing (lag). A longer
- * response time yields a smoother result and more lag. To force this vector to
- * follow the target closely, provide a response time that is very small relative
- * to the given elapsed time.
- *
- * @param target target value.
- * @param elapsedTime elapsed time between calls.
- * @param responseTime response time (in the same units as elapsedTime).
- */
- void smooth(const Vec3& target, float elapsedTime, float responseTime);
- /**
- * Linear interpolation between two vectors A and B by alpha which
- * is in the range [0,1]
- */
- inline Vec3 lerp(const Vec3& target, float alpha) const;
- /**
- * Calculates the sum of this vector with the given vector.
- *
- * Note: this does not modify this vector.
- *
- * @param v The vector to add.
- * @return The vector sum.
- */
- inline Vec3 operator+(const Vec3& v) const;
- /**
- * Adds the given vector to this vector.
- *
- * @param v The vector to add.
- * @return This vector, after the addition occurs.
- */
- inline Vec3& operator+=(const Vec3& v);
- /**
- * Calculates the difference of this vector with the given vector.
- *
- * Note: this does not modify this vector.
- *
- * @param v The vector to subtract.
- * @return The vector difference.
- */
- inline Vec3 operator-(const Vec3& v) const;
- /**
- * Subtracts the given vector from this vector.
- *
- * @param v The vector to subtract.
- * @return This vector, after the subtraction occurs.
- */
- inline Vec3& operator-=(const Vec3& v);
- /**
- * Calculates the negation of this vector.
- *
- * Note: this does not modify this vector.
- *
- * @return The negation of this vector.
- */
- inline Vec3 operator-() const;
- /**
- * Calculates the scalar product of this vector with the given value.
- *
- * Note: this does not modify this vector.
- *
- * @param s The value to scale by.
- * @return The scaled vector.
- */
- inline Vec3 operator*(float s) const;
- /**
- * Scales this vector by the given value.
- *
- * @param s The value to scale by.
- * @return This vector, after the scale occurs.
- */
- inline Vec3& operator*=(float s);
-
- /**
- * Returns the components of this vector divided by the given constant
- *
- * Note: this does not modify this vector.
- *
- * @param s the constant to divide this vector with
- * @return a smaller vector
- */
- inline Vec3 operator/(float s) const;
- /** Returns true if the vector's scalar components are all greater
- that the ones of the vector it is compared against.
- */
- inline bool operator < (const Vec3& rhs) const
- {
- if (x < rhs.x && y < rhs.y && z < rhs.z)
- return true;
- return false;
- }
- /** Returns true if the vector's scalar components are all smaller
- that the ones of the vector it is compared against.
- */
- inline bool operator >(const Vec3& rhs) const
- {
- if (x > rhs.x && y > rhs.y && z > rhs.z)
- return true;
- return false;
- }
- /**
- * Determines if this vector is equal to the given vector.
- *
- * @param v The vector to compare against.
- *
- * @return True if this vector is equal to the given vector, false otherwise.
- */
- inline bool operator==(const Vec3& v) const;
- /**
- * Determines if this vector is not equal to the given vector.
- *
- * @param v The vector to compare against.
- *
- * @return True if this vector is not equal to the given vector, false otherwise.
- */
- inline bool operator!=(const Vec3& v) const;
-
- /** equals to Vec3(0,0,0) */
- static const Vec3 ZERO;
- /** equals to Vec3(1,1,1) */
- static const Vec3 ONE;
- /** equals to Vec3(1,0,0) */
- static const Vec3 UNIT_X;
- /** equals to Vec3(0,1,0) */
- static const Vec3 UNIT_Y;
- /** equals to Vec3(0,0,1) */
- static const Vec3 UNIT_Z;
- };
- /**
- * Calculates the scalar product of the given vector with the given value.
- *
- * @param x The value to scale by.
- * @param v The vector to scale.
- * @return The scaled vector.
- */
- inline Vec3 operator*(float x, const Vec3& v);
- //typedef Vec3 Point3;
- NS_CC_MATH_END
- /**
- end of base group
- @}
- */
- #include "math/Vec3.inl"
- #endif // MATH_VEC3_H
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