Blender V2.61 - r43446
|
00001 /* 00002 * ***** BEGIN GPL LICENSE BLOCK ***** 00003 * 00004 * Copyright 2009-2011 Jörg Hermann Müller 00005 * 00006 * This file is part of AudaSpace. 00007 * 00008 * Audaspace is free software; you can redistribute it and/or modify 00009 * it under the terms of the GNU General Public License as published by 00010 * the Free Software Foundation; either version 2 of the License, or 00011 * (at your option) any later version. 00012 * 00013 * AudaSpace is distributed in the hope that it will be useful, 00014 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00015 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00016 * GNU General Public License for more details. 00017 * 00018 * You should have received a copy of the GNU General Public License 00019 * along with Audaspace; if not, write to the Free Software Foundation, 00020 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00021 * 00022 * ***** END GPL LICENSE BLOCK ***** 00023 */ 00024 00030 #ifndef AUD_3DMATH 00031 #define AUD_3DMATH 00032 00033 #include <cmath> 00034 #include <cstring> 00035 00039 class AUD_Vector3 00040 { 00041 private: 00045 union 00046 { 00047 float m_v[3]; 00048 struct 00049 { 00050 float m_x; 00051 float m_y; 00052 float m_z; 00053 }; 00054 }; 00055 00056 public: 00063 inline AUD_Vector3(float x = 0, float y = 0, float z = 0) : 00064 m_x(x), m_y(y), m_z(z) 00065 { 00066 } 00067 00072 inline const float& x() const 00073 { 00074 return m_x; 00075 } 00076 00081 inline const float& y() const 00082 { 00083 return m_y; 00084 } 00085 00090 inline const float& z() const 00091 { 00092 return m_z; 00093 } 00094 00099 inline void get(float* destination) const 00100 { 00101 memcpy(destination, m_v, sizeof(m_v)); 00102 } 00103 00108 inline float* get() 00109 { 00110 return m_v; 00111 } 00112 00117 inline const float* get() const 00118 { 00119 return m_v; 00120 } 00121 00126 inline float length() const 00127 { 00128 return sqrt(m_x*m_x + m_y*m_y + m_z*m_z); 00129 } 00130 00136 inline AUD_Vector3 cross(const AUD_Vector3& op) const 00137 { 00138 return AUD_Vector3(m_y * op.m_z - m_z * op.m_y, 00139 m_z * op.m_x - m_x * op.m_z, 00140 m_x * op.m_y - m_y * op.m_x); 00141 } 00142 00148 inline float operator*(const AUD_Vector3& op) const 00149 { 00150 return m_x * op.m_x + m_y * op.m_y + m_z * op.m_z; 00151 } 00152 00158 inline AUD_Vector3 operator*(const float& op) const 00159 { 00160 return AUD_Vector3(m_x * op, m_y * op, m_z * op); 00161 } 00162 00168 inline AUD_Vector3 operator+(const AUD_Vector3& op) const 00169 { 00170 return AUD_Vector3(m_x + op.m_x, m_y + op.m_y, m_z + op.m_z); 00171 } 00172 00178 inline AUD_Vector3 operator-(const AUD_Vector3& op) const 00179 { 00180 return AUD_Vector3(m_x - op.m_x, m_y - op.m_y, m_z - op.m_z); 00181 } 00182 00187 inline AUD_Vector3 operator-() const 00188 { 00189 return AUD_Vector3(-m_x, -m_y, -m_z); 00190 } 00191 00197 inline AUD_Vector3& operator-=(const AUD_Vector3& op) 00198 { 00199 m_x -= op.m_x; 00200 m_y -= op.m_y; 00201 m_z -= op.m_z; 00202 return *this; 00203 } 00204 }; 00205 00209 class AUD_Quaternion 00210 { 00211 private: 00215 union 00216 { 00217 float m_v[4]; 00218 struct 00219 { 00220 float m_w; 00221 float m_x; 00222 float m_y; 00223 float m_z; 00224 }; 00225 }; 00226 00227 public: 00235 inline AUD_Quaternion(float w = 1, float x = 0, float y = 0, float z = 0) : 00236 m_w(w), m_x(x), m_y(y), m_z(z) 00237 { 00238 } 00239 00244 inline const float& w() const 00245 { 00246 return m_w; 00247 } 00248 00253 inline const float& x() const 00254 { 00255 return m_x; 00256 } 00257 00262 inline const float& y() const 00263 { 00264 return m_y; 00265 } 00266 00271 inline const float& z() const 00272 { 00273 return m_z; 00274 } 00275 00280 inline void get(float* destination) const 00281 { 00282 memcpy(destination, m_v, sizeof(m_v)); 00283 } 00284 00289 inline float* get() 00290 { 00291 return m_v; 00292 } 00293 00298 inline const float* get() const 00299 { 00300 return m_v; 00301 } 00302 00308 inline AUD_Vector3 getLookAt() const 00309 { 00310 return AUD_Vector3(-2 * (m_w * m_y + m_x * m_z), 00311 2 * (m_x * m_w - m_z * m_y), 00312 2 * (m_x * m_x + m_y * m_y) - 1); 00313 } 00314 00320 inline AUD_Vector3 getUp() const 00321 { 00322 return AUD_Vector3(2 * (m_x * m_y - m_w * m_z), 00323 1 - 2 * (m_x * m_x + m_z * m_z), 00324 2 * (m_w * m_x + m_y * m_z)); 00325 } 00326 }; 00327 00328 #endif //AUD_3DMATH