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math/vector3d.h
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math/vector3d.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef MATH_VECTOR3D_H
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#define MATH_VECTOR3D_H
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#include "common/scummsys.h"
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#include "common/endian.h"
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#include "math/angle.h"
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#include "math/squarematrix.h"
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#include "math/vector.h"
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namespace Math {
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typedef Matrix<3, 1> Vector3d;
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template<>
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class Matrix<3, 1> : public MatrixType<3, 1> {
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public:
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Matrix();
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Matrix(float lx, float ly, float lz);
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Matrix(const MatrixBase<3, 1> &m);
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Matrix(const float *data);
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float& x() { return value(0); }
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float x() const { return value(0); }
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float& y() { return value(1); }
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float y() const { return value(1); }
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float& z() { return value(2); }
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float z() const { return value(2); }
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/**
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* Set the value of the vector using three floats
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* @param lx X Value
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* @param ly Y Value
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* @param lz Z Value
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*/
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void set(float lx, float ly, float lz);
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/**
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* Get the angle of this vector around the unit circle
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* This operation ignores the z-component
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* @return The computed angle
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*/
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Angle unitCircleAngle() const;
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/**
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* Multiply vector XYZ with Matrix 3x3
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*
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* @return The result of multiplication
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*/
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inline Vector3d operator*(const MatrixType<3, 3> &m) const {
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const float *d = m.getData();
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return Vector3d(x() * d[0] + y() * d[3] + z() * d[6],
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x() * d[1] + y() * d[4] + z() * d[7],
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x() * d[2] + y() * d[5] + z() * d[8]);
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}
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/**
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* Find the cross product between two vectors
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* @param v1 The first vector
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* @param v2 The second vector
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* @return The resulting cross product
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*/
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inline static Vector3d crossProduct(const Vector3d& v1, const Vector3d& v2) {
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return Vector3d(v1.y() * v2.z() - v1.z() * v2.y(),
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v1.z() * v2.x() - v1.x() * v2.z(),
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v1.x() * v2.y() - v1.y() * v2.x());
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}
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/**
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* Find the angle between two vectors
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* @param v1 The first vector
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* @param v2 The second vector
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* @return The computed angle
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*/
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inline static Angle angle(const Vector3d& v1, const Vector3d& v2) {
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return Angle::arcCosine(MIN(MAX(dotProduct(v1, v2) / (v1.getMagnitude() * v2.getMagnitude()), -1.0f), 1.0f));
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}
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/**
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* Calculate vector length
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* @return The computed length
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*/
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inline static float length(const Vector3d& v) {
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return sqrtf(v.x() * v.x() + v.y() * v.y() + v.z() * v.z());
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}
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/**
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* Calculate vector length
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* @return The computed length
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*/
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float length() const {
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return sqrtf(x() * x() + y() * y() + z() * z());
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}
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/**
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* Linearly interpolate between two vectors
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* @param v1 The first vector
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* @param v2 The second vector
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* @param a The value to use to interpolate between v1 and v2
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* @return The resulting calculation
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*/
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inline static Vector3d interpolate(const Vector3d& v1, const Vector3d& v2, const float a) {
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return Vector3d(v1 * (1.0f - a) + v2 * a);
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}
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};
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} // end of namespace Math
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#endif
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