/* * Copyright (C) 2003-2006 Gabest * http://www.gabest.org * * 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, 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 GNU Make; see the file COPYING. If not, write to * the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. * http://www.gnu.org/copyleft/gpl.html * */ #pragma once #ifndef PI #define PI (3.141592654f) #endif #define DegToRad(d) ((d)*PI/180.0) #define RadToDeg(r) ((r)*180.0/PI) #define Sgn(d) (IsZero(d) ? 0 : (d) > 0 ? 1 : -1) #define SgnPow(d, p) (IsZero(d) ? 0 : (pow(fabs(d), p) * Sgn(d))) class Vector { public: float x, y, z; Vector() {x = y = z = 0;} Vector(float x, float y, float z); void Set(float x, float y, float z); Vector Normal(Vector& a, Vector& b); float Angle(Vector& a, Vector& b); float Angle(Vector& a); void Angle(float& u, float& v); // returns spherical coords in radian, -PI/2 <= u <= PI/2, -PI <= v <= PI Vector Angle(); // does like prev., returns 'u' in 'ret.x', and 'v' in 'ret.y' Vector Unit(); Vector& Unitalize(); float Length(); float Sum(); // x + y + z float CrossSum(); // xy + xz + yz Vector Cross(); // xy, xz, yz Vector Pow(float exp); Vector& Min(Vector& a); Vector& Max(Vector& a); Vector Abs(); Vector Reflect(Vector& n); Vector Refract(Vector& n, float nFront, float nBack, float* nOut = NULL); Vector Refract2(Vector& n, float nFrom, float nTo, float* nOut = NULL); Vector operator - (); float& operator [] (int i); float operator | (Vector& v); // dot Vector operator % (Vector& v); // cross bool operator == (const Vector& v) const; bool operator != (const Vector& v) const; Vector operator + (float d); Vector operator + (Vector& v); Vector operator - (float d); Vector operator - (Vector& v); Vector operator * (float d); Vector operator * (Vector& v); Vector operator / (float d); Vector operator / (Vector& v); Vector& operator += (float d); Vector& operator += (Vector& v); Vector& operator -= (float d); Vector& operator -= (Vector& v); Vector& operator *= (float d); Vector& operator *= (Vector& v); Vector& operator /= (float d); Vector& operator /= (Vector& v); }; class Ray { public: Vector p, d; Ray() {} Ray(Vector& p, Vector& d); void Set(Vector& p, Vector& d); float GetDistanceFrom(Ray& r); // r = plane float GetDistanceFrom(Vector& v); // v = point Vector operator [] (float t); }; class XForm { class Matrix { public: float mat[4][4]; Matrix(); void Initalize(); Matrix operator * (Matrix& m); Matrix& operator *= (Matrix& m); } m; bool m_isWorldToLocal; public: XForm() {} XForm(Ray& r, Vector& s, bool isWorldToLocal = true); void Initalize(); void Initalize(Ray& r, Vector& s, bool isWorldToLocal = true); void operator *= (Vector& s); // scale void operator += (Vector& t); // translate void operator <<= (Vector& r); // rotate void operator /= (Vector& s); // scale void operator -= (Vector& t); // translate void operator >>= (Vector& r); // rotate // transformations Vector operator < (Vector& n); // normal Vector operator << (Vector& v); // vector Ray operator << (Ray& r); // ray };