2 * Copyright (C) 2003-2006 Gabest
3 * http://www.gabest.org
5 * This Program is free software; you can redistribute it and/or modify
6 * it under the terms of the GNU General Public License as published by
7 * the Free Software Foundation; either version 2, or (at your option)
10 * This Program is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 * GNU General Public License for more details.
15 * You should have received a copy of the GNU General Public License
16 * along with GNU Make; see the file COPYING. If not, write to
17 * the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
18 * http://www.gnu.org/copyleft/gpl.html
25 #define PI (3.141592654f)
28 #define DegToRad(d) ((d)*PI/180.0)
29 #define RadToDeg(r) ((r)*180.0/PI)
30 #define Sgn(d) (IsZero(d) ? 0 : (d) > 0 ? 1 : -1)
31 #define SgnPow(d, p) (IsZero(d) ? 0 : (pow(fabs(d), p) * Sgn(d)))
38 Vector() {x
= y
= z
= 0;}
39 Vector(float x
, float y
, float z
);
40 void Set(float x
, float y
, float z
);
42 Vector
Normal(Vector
& a
, Vector
& b
);
43 float Angle(Vector
& a
, Vector
& b
);
44 float Angle(Vector
& a
);
45 void Angle(float& u
, float& v
); // returns spherical coords in radian, -PI/2 <= u <= PI/2, -PI <= v <= PI
46 Vector
Angle(); // does like prev., returns 'u' in 'ret.x', and 'v' in 'ret.y'
51 float Sum(); // x + y + z
52 float CrossSum(); // xy + xz + yz
53 Vector
Cross(); // xy, xz, yz
54 Vector
Pow(float exp
);
56 Vector
& Min(Vector
& a
);
57 Vector
& Max(Vector
& a
);
60 Vector
Reflect(Vector
& n
);
61 Vector
Refract(Vector
& n
, float nFront
, float nBack
, float* nOut
= NULL
);
62 Vector
Refract2(Vector
& n
, float nFrom
, float nTo
, float* nOut
= NULL
);
65 float& operator [] (int i
);
67 float operator | (Vector
& v
); // dot
68 Vector
operator % (Vector
& v
); // cross
70 bool operator == (const Vector
& v
) const;
71 bool operator != (const Vector
& v
) const;
73 Vector
operator + (float d
);
74 Vector
operator + (Vector
& v
);
75 Vector
operator - (float d
);
76 Vector
operator - (Vector
& v
);
77 Vector
operator * (float d
);
78 Vector
operator * (Vector
& v
);
79 Vector
operator / (float d
);
80 Vector
operator / (Vector
& v
);
81 Vector
& operator += (float d
);
82 Vector
& operator += (Vector
& v
);
83 Vector
& operator -= (float d
);
84 Vector
& operator -= (Vector
& v
);
85 Vector
& operator *= (float d
);
86 Vector
& operator *= (Vector
& v
);
87 Vector
& operator /= (float d
);
88 Vector
& operator /= (Vector
& v
);
97 Ray(Vector
& p
, Vector
& d
);
98 void Set(Vector
& p
, Vector
& d
);
100 float GetDistanceFrom(Ray
& r
); // r = plane
101 float GetDistanceFrom(Vector
& v
); // v = point
103 Vector
operator [] (float t
);
116 Matrix
operator * (Matrix
& m
);
117 Matrix
& operator *= (Matrix
& m
);
120 bool m_isWorldToLocal
;
124 XForm(Ray
& r
, Vector
& s
, bool isWorldToLocal
= true);
127 void Initalize(Ray
& r
, Vector
& s
, bool isWorldToLocal
= true);
129 void operator *= (Vector
& s
); // scale
130 void operator += (Vector
& t
); // translate
131 void operator <<= (Vector
& r
); // rotate
133 void operator /= (Vector
& s
); // scale
134 void operator -= (Vector
& t
); // translate
135 void operator >>= (Vector
& r
); // rotate
138 Vector
operator < (Vector
& n
); // normal
139 Vector
operator << (Vector
& v
); // vector
140 Ray
operator << (Ray
& r
); // ray