/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef TITANIC_DVECTOR_H #define TITANIC_DVECTOR_H #include "titanic/star_control/fvector.h" namespace Titanic { class DAffine; /** * Double based vector class. * @remarks TODO: See if it can be merged with FVector */ class DVector { public: double _x, _y, _z; public: DVector() : _x(0), _y(0), _z(0) {} DVector(double x, double y, double z) : _x(x), _y(y), _z(z) {} DVector(const FVector &v) : _x(v._x), _y(v._y), _z(v._z) {} /** * Attempts to normalizes the vector so the length from origin equals 1.0 * Return value is whether or not it was successful in normalizing * First argument is scale value that normalizes the vector * TODO: split this function into 2. One that calculates the normalization * and another that does the normalization. The 2nd would assert if a * normalization of one was requested. This is cleaner than the current * implementation. */ bool normalize(double &); /** * Returns the distance between this vector and the passed one */ double getDistance(const DVector &src); /** * Returns the matrix product with this vector and * also does a z translations. Doesn't change this vector */ DVector dAffMatrixProdVec(const DAffine &m); /** * Rotate this vector about the Y axis */ void rotVectAxisY(double angleDeg); /** * Returns a vector, v, that represents a magnitude, and two angles in radians * 1. Scale this vector to be unit magnitude and store scale in x component of v * 2. X rotation angle from +y axis of this vector is put in y component of v * 3. z component output of v is the 4-quadrant angle that z makes with x (Y axis rotation) */ DVector getAnglesAsVect() const; /** * Returns a matrix that contains the frame rotation based on this vector and * a vector rotation based on input vector v */ DAffine getFrameTransform(const DVector &v); /** * Constructs an affine matrix that does a x then a y axis frame rotation * based on the orientation of this vector */ DAffine formRotXY() const; /** * Returns true if the passed vector equals this one */ bool operator==(const DVector &src) const { return _x == src._x && _y == src._y && _z == src._z; } /** * Returns true if the passed vector does not equal this one */ bool operator!=(const DVector &src) const { return _x != src._x || _y != src._y || _z != src._z; } DVector operator+(const DVector &delta) const { return DVector(_x + delta._x, _y + delta._y, _z + delta._z); } DVector operator-(const DVector &delta) const { return DVector(_x - delta._x, _y - delta._y, _z - delta._z); } void operator+=(const DVector &delta) { _x += delta._x; _y += delta._y; _z += delta._z; } void operator-=(const DVector &delta) { _x -= delta._x; _y -= delta._y; _z -= delta._z; } const DVector operator*(double right) const { return DVector(_x * right, _y * right, _z * right); } const DVector operator*(const DVector &right) const { return DVector(_x * right._x, _y * right._y, _z * right._z); } }; } // End of namespace Titanic #endif /* TITANIC_DVECTOR_H */