142 lines
3.6 KiB
C
142 lines
3.6 KiB
C
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/*
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* Copyright (C) 2003-2006 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#pragma once
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#ifndef PI
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#define PI (3.141592654f)
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#endif
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#define DegToRad(d) ((d)*PI/180.0)
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#define RadToDeg(r) ((r)*180.0/PI)
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#define Sgn(d) (IsZero(d) ? 0 : (d) > 0 ? 1 : -1)
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#define SgnPow(d, p) (IsZero(d) ? 0 : (pow(fabs(d), p) * Sgn(d)))
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class Vector
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{
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public:
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float x, y, z;
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Vector() {x = y = z = 0;}
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Vector(float x, float y, float z);
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void Set(float x, float y, float z);
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Vector Normal(Vector& a, Vector& b);
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float Angle(Vector& a, Vector& b);
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float Angle(Vector& a);
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void Angle(float& u, float& v); // returns spherical coords in radian, -PI/2 <= u <= PI/2, -PI <= v <= PI
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Vector Angle(); // does like prev., returns 'u' in 'ret.x', and 'v' in 'ret.y'
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Vector Unit();
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Vector& Unitalize();
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float Length();
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float Sum(); // x + y + z
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float CrossSum(); // xy + xz + yz
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Vector Cross(); // xy, xz, yz
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Vector Pow(float exp);
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Vector& Min(Vector& a);
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Vector& Max(Vector& a);
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Vector Abs();
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Vector Reflect(Vector& n);
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Vector Refract(Vector& n, float nFront, float nBack, float* nOut = NULL);
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Vector Refract2(Vector& n, float nFrom, float nTo, float* nOut = NULL);
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Vector operator - ();
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float& operator [] (int i);
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float operator | (Vector& v); // dot
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Vector operator % (Vector& v); // cross
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bool operator == (const Vector& v) const;
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bool operator != (const Vector& v) const;
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Vector operator + (float d);
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Vector operator + (Vector& v);
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Vector operator - (float d);
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Vector operator - (Vector& v);
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Vector operator * (float d);
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Vector operator * (Vector& v);
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Vector operator / (float d);
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Vector operator / (Vector& v);
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Vector& operator += (float d);
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Vector& operator += (Vector& v);
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Vector& operator -= (float d);
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Vector& operator -= (Vector& v);
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Vector& operator *= (float d);
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Vector& operator *= (Vector& v);
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Vector& operator /= (float d);
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Vector& operator /= (Vector& v);
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};
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class Ray
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{
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public:
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Vector p, d;
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Ray() {}
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Ray(Vector& p, Vector& d);
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void Set(Vector& p, Vector& d);
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float GetDistanceFrom(Ray& r); // r = plane
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float GetDistanceFrom(Vector& v); // v = point
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Vector operator [] (float t);
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};
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class XForm
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{
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class Matrix
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{
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public:
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float mat[4][4];
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Matrix();
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void Initalize();
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Matrix operator * (Matrix& m);
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Matrix& operator *= (Matrix& m);
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} m;
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bool m_isWorldToLocal;
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public:
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XForm() {}
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XForm(Ray& r, Vector& s, bool isWorldToLocal = true);
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void Initalize();
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void Initalize(Ray& r, Vector& s, bool isWorldToLocal = true);
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void operator *= (Vector& s); // scale
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void operator += (Vector& t); // translate
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void operator <<= (Vector& r); // rotate
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void operator /= (Vector& s); // scale
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void operator -= (Vector& t); // translate
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void operator >>= (Vector& r); // rotate
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// transformations
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Vector operator < (Vector& n); // normal
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Vector operator << (Vector& v); // vector
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Ray operator << (Ray& r); // ray
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};
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