/* 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_FVECTOR_H #define TITANIC_FVECTOR_H #include "titanic/star_control/fpoint.h" namespace Titanic { enum Axis { X_AXIS, Y_AXIS, Z_AXIS }; class FPose; /** * Floating point vector class. */ class FVector { public: float _x, _y, _z; public: FVector() : _x(0), _y(0), _z(0) {} FVector(float x, float y, float z) : _x(x), _y(y), _z(z) {} /** * Clears the vector */ void clear() { _x = _y = _z = 0.0; } /** * Returns a vector with all components of this vector circularlly rotated up 1. * this x being _y, this y being _z, and this z being _x. A sign change may also * be done on x/_y based on some conditions. */ FVector swapComponents() const; /** * Calculates the cross-product between this matrix and a passed one */ FVector crossProduct(const FVector &src) const; /** * Rotate this vector about the Y axis */ void rotVectAxisY(float angleDeg); /** * 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(float &); /** * Adds the current vector and a passed one together, normalizes them, * and then returns the resulting vector */ FVector addAndNormalize(const FVector &v) const; /** * 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) */ FVector getAnglesAsVect() const; /** * Returns the distance between a specified point and this one */ float getDistance(const FVector &src) const; /** * Returns a vector that is this vector on the left as a row vector * times the 3x4 affine matrix on the right. */ FVector matProdRowVect(const FPose &pose) const; /** * Returns a matrix that contains the frame rotation based on this vector and * a vector rotation based on input vector v */ FPose getFrameTransform(const FVector &v); /** * Constructs an affine matrix that does a x then a y axis frame rotation * based on the orientation of this vector */ FPose formRotXY() const; /** * Returns true if the passed vector equals this one */ bool operator==(const FVector &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 FVector &src) const { return _x != src._x || _y != src._y || _z != src._z; } FVector operator+(const FVector &delta) const { return FVector(_x + delta._x, _y + delta._y, _z + delta._z); } FVector operator-(const FVector &delta) const { return FVector(_x - delta._x, _y - delta._y, _z - delta._z); } const FVector operator*(float right) const { return FVector(_x * right, _y * right, _z * right); } const FVector operator*(const FVector &right) const { return FVector(_x * right._x, _y * right._y, _z * right._z); } void operator+=(const FVector &delta) { _x += delta._x; _y += delta._y; _z += delta._z; } void operator-=(const FVector &delta) { _x -= delta._x; _y -= delta._y; _z -= delta._z; } void operator+=(const FPoint &delta) { _x += delta._x; _y += delta._y; } void operator-=(const FPoint &delta) { _x -= delta._x; _y -= delta._y; } /** * Converts the vector to a string */ Common::String toString() const; }; } // End of namespace Titanic #endif /* TITANIC_FVECTOR_H */