399 lines
13 KiB
Plaintext
399 lines
13 KiB
Plaintext
// Filename: lvector3_src.I
|
|
// Created by: drose (24Sep99)
|
|
//
|
|
////////////////////////////////////////////////////////////////////
|
|
//
|
|
// PANDA 3D SOFTWARE
|
|
// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
|
|
//
|
|
// All use of this software is subject to the terms of the Panda 3d
|
|
// Software license. You should have received a copy of this license
|
|
// along with this source code; you will also find a current copy of
|
|
// the license at http://www.panda3d.org/license.txt .
|
|
//
|
|
// To contact the maintainers of this program write to
|
|
// panda3d@yahoogroups.com .
|
|
//
|
|
////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::Default Constructor
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVector3)::
|
|
FLOATNAME(LVector3)() {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::Copy Constructor
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVector3)::
|
|
FLOATNAME(LVector3)(const FLOATNAME(LVecBase3) ©) : FLOATNAME(LVecBase3)(copy) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::Copy Assignment Operator
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVector3) &FLOATNAME(LVector3)::
|
|
operator = (const FLOATNAME(LVecBase3) ©) {
|
|
FLOATNAME(LVecBase3)::operator = (copy);
|
|
return *this;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::Copy Fill Operator
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVector3) &FLOATNAME(LVector3)::
|
|
operator = (FLOATTYPE fill_value) {
|
|
FLOATNAME(LVecBase3)::operator = (fill_value);
|
|
return *this;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::Constructor
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVector3)::
|
|
FLOATNAME(LVector3)(FLOATTYPE fill_value) :
|
|
FLOATNAME(LVecBase3)(fill_value)
|
|
{
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::Constructor
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVector3)::
|
|
FLOATNAME(LVector3)(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z) :
|
|
FLOATNAME(LVecBase3)(x, y, z)
|
|
{
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::zero Named Constructor
|
|
// Access: Public
|
|
// Description: Returns a zero-length vector.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH const FLOATNAME(LVector3) &FLOATNAME(LVector3)::
|
|
zero() {
|
|
return (const FLOATNAME(LVector3) &)FLOATNAME(LVecBase3)::zero();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::unit_x Named Constructor
|
|
// Access: Public
|
|
// Description: Returns a unit X vector.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH const FLOATNAME(LVector3) &FLOATNAME(LVector3)::
|
|
unit_x() {
|
|
return (const FLOATNAME(LVector3) &)FLOATNAME(LVecBase3)::unit_x();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::unit_y Named Constructor
|
|
// Access: Public
|
|
// Description: Returns a unit Y vector.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH const FLOATNAME(LVector3) &FLOATNAME(LVector3)::
|
|
unit_y() {
|
|
return (const FLOATNAME(LVector3) &)FLOATNAME(LVecBase3)::unit_y();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::unit_z Named Constructor
|
|
// Access: Public
|
|
// Description: Returns a unit Z vector.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH const FLOATNAME(LVector3) &FLOATNAME(LVector3)::
|
|
unit_z() {
|
|
return (const FLOATNAME(LVector3) &)FLOATNAME(LVecBase3)::unit_z();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::unary -
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
|
|
operator - () const {
|
|
return FLOATNAME(LVecBase3)::operator - ();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::vector + vecbase
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LVector3)::
|
|
operator + (const FLOATNAME(LVecBase3) &other) const {
|
|
return FLOATNAME(LVecBase3)::operator + (other);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::vector + vector
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
|
|
operator + (const FLOATNAME(LVector3) &other) const {
|
|
return FLOATNAME(LVecBase3)::operator + (other);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::vector - vecbase
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LVector3)::
|
|
operator - (const FLOATNAME(LVecBase3) &other) const {
|
|
return FLOATNAME(LVecBase3)::operator - (other);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::vector - vector
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
|
|
operator - (const FLOATNAME(LVector3) &other) const {
|
|
return FLOATNAME(LVecBase3)::operator - (other);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::length
|
|
// Access: Public
|
|
// Description: Returns the length of the vector, by the Pythagorean
|
|
// theorem.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATTYPE FLOATNAME(LVector3)::
|
|
length() const {
|
|
return csqrt((*this).dot(*this));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::length_squared
|
|
// Access: Public
|
|
// Description: Returns the square of the vector's length, cheap and
|
|
// easy.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATTYPE FLOATNAME(LVector3)::
|
|
length_squared() const {
|
|
return (*this).dot(*this);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::normalize
|
|
// Access: Public
|
|
// Description: Normalizes the vector in place. Returns true if the
|
|
// vector was normalized, false if it was a zero-length
|
|
// vector.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH bool FLOATNAME(LVector3)::
|
|
normalize() {
|
|
FLOATTYPE l2 = length_squared();
|
|
if (l2 == (FLOATTYPE)0.0f) {
|
|
set(0.0f, 0.0f, 0.0f);
|
|
return false;
|
|
|
|
} else if (!IS_THRESHOLD_EQUAL(l2, 1.0f, (NEARLY_ZERO(FLOATTYPE) * NEARLY_ZERO(FLOATTYPE)))) {
|
|
(*this) /= csqrt(l2);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::cross
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
|
|
cross(const FLOATNAME(LVecBase3) &other) const {
|
|
return FLOATNAME(LVecBase3)::cross(other);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::operator * scalar
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
|
|
operator * (FLOATTYPE scalar) const {
|
|
return FLOATNAME(LVector3)(FLOATNAME(LVecBase3)::operator * (scalar));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::operator / scalar
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
|
|
operator / (FLOATTYPE scalar) const {
|
|
FLOATTYPE recip_scalar = 1.0f/scalar;
|
|
return FLOATNAME(LVector3)(FLOATNAME(LVecBase3)::operator * (recip_scalar));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::up
|
|
// Access: Public, Static
|
|
// Description: Returns the up vector for the given coordinate
|
|
// system.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
|
|
up(CoordinateSystem cs) {
|
|
if (cs == CS_default) {
|
|
cs = default_coordinate_system;
|
|
}
|
|
switch (cs) {
|
|
case CS_zup_right:
|
|
case CS_zup_left:
|
|
return FLOATNAME(LVector3)(0.0f, 0.0f, 1.0f);
|
|
|
|
case CS_yup_right:
|
|
case CS_yup_left:
|
|
return FLOATNAME(LVector3)(0.0f, 1.0f, 0.0f);
|
|
|
|
default:
|
|
linmath_cat.error()
|
|
<< "Invalid coordinate system!\n";
|
|
return FLOATNAME(LVector3)(0.0f, 0.0f, 0.0f);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::right
|
|
// Access: Public, Static
|
|
// Description: Returns the right vector for the given coordinate
|
|
// system.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
|
|
right(CoordinateSystem) {
|
|
return FLOATNAME(LVector3)(1.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::forward
|
|
// Access: Public, Static
|
|
// Description: Returns the forward vector for the given coordinate
|
|
// system.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
|
|
forward(CoordinateSystem cs) {
|
|
if (cs == CS_default) {
|
|
cs = default_coordinate_system;
|
|
}
|
|
switch (cs) {
|
|
case CS_zup_right:
|
|
return FLOATNAME(LVector3)(0.0f, 1.0f, 0.0f);
|
|
|
|
case CS_zup_left:
|
|
return FLOATNAME(LVector3)(0.0f, -1.0f, 0.0f);
|
|
|
|
case CS_yup_right:
|
|
return FLOATNAME(LVector3)(0.0f, 0.0f, -1.0f);
|
|
|
|
case CS_yup_left:
|
|
return FLOATNAME(LVector3)(0.0f, 0.0f, 1.0f);
|
|
|
|
default:
|
|
linmath_cat.error()
|
|
<< "Invalid coordinate system!\n";
|
|
return FLOATNAME(LVector3)(0.0f, 0.0f, 0.0f);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::down
|
|
// Access: Public, Static
|
|
// Description: Returns the down vector for the given coordinate
|
|
// system.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
|
|
down(CoordinateSystem cs) {
|
|
return -up(cs);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::left
|
|
// Access: Public, Static
|
|
// Description: Returns the left vector for the given coordinate
|
|
// system.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
|
|
left(CoordinateSystem cs) {
|
|
return -right(cs);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::back
|
|
// Access: Public, Static
|
|
// Description: Returns the back vector for the given coordinate
|
|
// system.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
|
|
back(CoordinateSystem cs) {
|
|
return -forward(cs);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: LVector3::rfu
|
|
// Access: Public, Static
|
|
// Description: Returns a vector that is described by its right,
|
|
// forward, and up components, in whatever way the
|
|
// coordinate system represents that vector.
|
|
////////////////////////////////////////////////////////////////////
|
|
|
|
//INLINE_LINMATH FLOATNAME(LVector3) & FLOATNAME(LVector3)::
|
|
INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LVector3)::
|
|
rfu(FLOATTYPE right_v, FLOATTYPE fwd_v, FLOATTYPE up_v,
|
|
CoordinateSystem cs) {
|
|
|
|
/* return forward(cs) * fwd_v + up(cs) * up_v + right(cs) * right_v; */
|
|
|
|
// fast implementation of above for axis-aligned coordinate systems
|
|
|
|
|
|
if (cs == CS_default) {
|
|
cs = default_coordinate_system;
|
|
}
|
|
FLOATTYPE vy,vz;
|
|
switch(cs) {
|
|
case CS_yup_right:
|
|
vz = -fwd_v;
|
|
vy = up_v;
|
|
break;
|
|
|
|
case CS_yup_left:
|
|
vz = fwd_v;
|
|
vy = up_v;
|
|
break;
|
|
|
|
case CS_zup_right:
|
|
vy = fwd_v;
|
|
vz = up_v;
|
|
break;
|
|
|
|
case CS_zup_left:
|
|
vy = -fwd_v;
|
|
vz = up_v;
|
|
|
|
default:
|
|
linmath_cat.error()
|
|
<< "Invalid coordinate system!\n";
|
|
return FLOATNAME(LVector3)(0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
return FLOATNAME(LVector3)(right_v,vy,vz);
|
|
}
|
|
|