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vector3d.h

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00001 /* ResidualVM - A 3D game interpreter
00002  *
00003  * ResidualVM is the legal property of its developers, whose names
00004  * are too numerous to list here. Please refer to the COPYRIGHT
00005  * file distributed with this source distribution.
00006  *
00007  * This program is free software; you can redistribute it and/or
00008  * modify it under the terms of the GNU General Public License
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00010  * of the License, or (at your option) any later version.
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00012  * This program is distributed in the hope that it will be useful,
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00014  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00015  * GNU General Public License for more details.
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00019  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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00022 
00023 #ifndef MATH_VECTOR3D_H
00024 #define MATH_VECTOR3D_H
00025 
00026 #include "common/scummsys.h"
00027 #include "common/endian.h"
00028 
00029 #include "math/vector.h"
00030 #include "math/angle.h"
00031 
00032 namespace Math {
00033 
00034 typedef Matrix<3, 1> Vector3d;
00035 
00036 template<>
00037 class Matrix<3, 1> : public MatrixType<3, 1> {
00038 public:
00039     float& x() { return value(0); }
00040     float x() const { return value(0); }
00041     float& y() { return value(1); }
00042     float y() const { return value(1); }
00043     float& z() { return value(2); }
00044     float z() const { return value(2); }
00045 
00046     Matrix();
00047     Matrix(float lx, float ly, float lz);
00048     Matrix(const MatrixBase<3, 1> &m);
00049     Matrix(const float *data);
00050 
00057     void set(float lx, float ly, float lz);
00058 
00064     Angle unitCircleAngle() const;
00065 
00072     inline static Vector3d crossProduct(const Vector3d& v1, const Vector3d& v2) {
00073         return Vector3d(v1.y() * v2.z() - v1.z() * v2.y(),
00074                 v1.z() * v2.x() - v1.x() * v2.z(),
00075                 v1.x() * v2.y() - v1.y() * v2.x());
00076     }
00077 
00084     inline static Angle angle(const Vector3d& v1, const Vector3d& v2) {
00085         return Angle::arcCosine(dotProduct(v1, v2) / (v1.getMagnitude() * v2.getMagnitude()));
00086     }
00087 
00088 };
00089 
00090 } // end of namespace Math
00091 
00092 #endif


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