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* git --CRUSH And try to make this line the same Now undo my gitignore nonsense Hail mary Move these functions to the top More documentation Add some serious documentation Move this to the top Readability & documentation Add some documentation Add spec documentation Make this more more complex to make it less complex Move this up & document Make this more readable for me Document and make this more readable Move this out of the way and document it Update CGLTFMeshFileLoader.cpp Documentation Document Update CGLTFMeshFileLoader.cpp Document Move entry point to bottom Part 5 Part 4 Part 3 Part 2 Allman -> OTBS (readability for me) Consolidate Remove unneeded function These files are annoying * fix #1 * fix 2 * indentation * Remove redundant function * Remove redundant function * add trailing new line * Stop an interesting build error with a template * Code reduction * Document bytestride * Add more detail to chain hierarchy * Dump this huge vscode thing in here for no reason * Document 3 more functions * Document copyTcoords * Dump in (incorrect) scale documentation for node * Add a readable description * Fix incorrect getScale * Add update based on context of function * Add documentation, fix another one * Document another * Document another * And document another * Document this nice function * Bolt in some future use documentation * Add highlighting for IDE * Just shovel on more docs to this * 2 more comments * I think that's all of them * Add some wild west debuggin * And then update this comment * Bolt on isAccessorNormalized() * Bolt in an absolute hack job to test * Now clean this mess up and give josiah ref material * Fix Josiah's request for scale * Fix josiah request * Fix josiah request .vscode Fix indentation Fix indentation Fix indentation * Unfix getScale() again
550 lines
16 KiB
C++
550 lines
16 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#pragma once
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#include "irrMath.h"
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#include <functional>
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namespace irr
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{
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namespace core
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{
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//! 3d vector template class with lots of operators and methods.
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/** The vector3d class is used in Irrlicht for three main purposes:
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1) As a direction vector (most of the methods assume this).
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2) As a position in 3d space (which is synonymous with a direction vector from the origin to this position).
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3) To hold three Euler rotations, where X is pitch, Y is yaw and Z is roll.
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*/
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template <class T>
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class vector3d
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{
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public:
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//! Default constructor (null vector).
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constexpr vector3d() :
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X(0), Y(0), Z(0) {}
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//! Constructor with three different values
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constexpr vector3d(T nx, T ny, T nz) :
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X(nx), Y(ny), Z(nz) {}
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//! Constructor with the same value for all elements
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explicit constexpr vector3d(T n) :
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X(n), Y(n), Z(n) {}
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// operators
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vector3d<T> operator-() const { return vector3d<T>(-X, -Y, -Z); }
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vector3d<T> operator+(const vector3d<T> &other) const { return vector3d<T>(X + other.X, Y + other.Y, Z + other.Z); }
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vector3d<T> &operator+=(const vector3d<T> &other)
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{
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X += other.X;
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Y += other.Y;
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Z += other.Z;
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return *this;
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}
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vector3d<T> operator+(const T val) const { return vector3d<T>(X + val, Y + val, Z + val); }
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vector3d<T> &operator+=(const T val)
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{
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X += val;
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Y += val;
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Z += val;
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return *this;
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}
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vector3d<T> operator-(const vector3d<T> &other) const { return vector3d<T>(X - other.X, Y - other.Y, Z - other.Z); }
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vector3d<T> &operator-=(const vector3d<T> &other)
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{
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X -= other.X;
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Y -= other.Y;
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Z -= other.Z;
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return *this;
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}
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vector3d<T> operator-(const T val) const { return vector3d<T>(X - val, Y - val, Z - val); }
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vector3d<T> &operator-=(const T val)
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{
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X -= val;
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Y -= val;
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Z -= val;
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return *this;
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}
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vector3d<T> operator*(const vector3d<T> &other) const { return vector3d<T>(X * other.X, Y * other.Y, Z * other.Z); }
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vector3d<T> &operator*=(const vector3d<T> &other)
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{
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X *= other.X;
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Y *= other.Y;
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Z *= other.Z;
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return *this;
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}
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vector3d<T> operator*(const T v) const { return vector3d<T>(X * v, Y * v, Z * v); }
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vector3d<T> &operator*=(const T v)
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{
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X *= v;
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Y *= v;
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Z *= v;
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return *this;
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}
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vector3d<T> operator/(const vector3d<T> &other) const { return vector3d<T>(X / other.X, Y / other.Y, Z / other.Z); }
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vector3d<T> &operator/=(const vector3d<T> &other)
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{
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X /= other.X;
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Y /= other.Y;
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Z /= other.Z;
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return *this;
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}
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vector3d<T> operator/(const T v) const { return vector3d<T>(X / v, Y / v, Z / v); }
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vector3d<T> &operator/=(const T v)
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{
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X /= v;
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Y /= v;
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Z /= v;
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return *this;
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}
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T &operator[](u32 index)
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{
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_IRR_DEBUG_BREAK_IF(index > 2) // access violation
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return *(&X + index);
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}
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const T &operator[](u32 index) const
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{
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_IRR_DEBUG_BREAK_IF(index > 2) // access violation
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return *(&X + index);
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}
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//! sort in order X, Y, Z.
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constexpr bool operator<=(const vector3d<T> &other) const
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{
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return !(*this > other);
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}
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//! sort in order X, Y, Z.
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constexpr bool operator>=(const vector3d<T> &other) const
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{
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return !(*this < other);
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}
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//! sort in order X, Y, Z.
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constexpr bool operator<(const vector3d<T> &other) const
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{
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return X < other.X || (X == other.X && Y < other.Y) ||
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(X == other.X && Y == other.Y && Z < other.Z);
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}
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//! sort in order X, Y, Z.
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constexpr bool operator>(const vector3d<T> &other) const
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{
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return X > other.X || (X == other.X && Y > other.Y) ||
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(X == other.X && Y == other.Y && Z > other.Z);
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}
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constexpr bool operator==(const vector3d<T> &other) const
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{
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return X == other.X && Y == other.Y && Z == other.Z;
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}
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constexpr bool operator!=(const vector3d<T> &other) const
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{
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return !(*this == other);
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}
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// functions
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//! Checks if this vector equals the other one.
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/** Takes floating point rounding errors into account.
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\param other Vector to compare with.
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\return True if the two vector are (almost) equal, else false. */
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bool equals(const vector3d<T> &other) const
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{
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return core::equals(X, other.X) && core::equals(Y, other.Y) && core::equals(Z, other.Z);
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}
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vector3d<T> &set(const T nx, const T ny, const T nz)
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{
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X = nx;
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Y = ny;
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Z = nz;
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return *this;
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}
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vector3d<T> &set(const vector3d<T> &p)
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{
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X = p.X;
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Y = p.Y;
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Z = p.Z;
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return *this;
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}
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//! Get length of the vector.
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T getLength() const { return core::squareroot(X * X + Y * Y + Z * Z); }
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//! Get squared length of the vector.
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/** This is useful because it is much faster than getLength().
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\return Squared length of the vector. */
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T getLengthSQ() const { return X * X + Y * Y + Z * Z; }
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//! Get the dot product with another vector.
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T dotProduct(const vector3d<T> &other) const
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{
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return X * other.X + Y * other.Y + Z * other.Z;
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}
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//! Get distance from another point.
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/** Here, the vector is interpreted as point in 3 dimensional space. */
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T getDistanceFrom(const vector3d<T> &other) const
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{
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return vector3d<T>(X - other.X, Y - other.Y, Z - other.Z).getLength();
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}
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//! Returns squared distance from another point.
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/** Here, the vector is interpreted as point in 3 dimensional space. */
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T getDistanceFromSQ(const vector3d<T> &other) const
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{
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return vector3d<T>(X - other.X, Y - other.Y, Z - other.Z).getLengthSQ();
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}
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//! Calculates the cross product with another vector.
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/** \param p Vector to multiply with.
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\return Cross product of this vector with p. */
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vector3d<T> crossProduct(const vector3d<T> &p) const
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{
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return vector3d<T>(Y * p.Z - Z * p.Y, Z * p.X - X * p.Z, X * p.Y - Y * p.X);
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}
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//! Returns if this vector interpreted as a point is on a line between two other points.
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/** It is assumed that the point is on the line.
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\param begin Beginning vector to compare between.
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\param end Ending vector to compare between.
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\return True if this vector is between begin and end, false if not. */
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bool isBetweenPoints(const vector3d<T> &begin, const vector3d<T> &end) const
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{
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const T f = (end - begin).getLengthSQ();
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return getDistanceFromSQ(begin) <= f &&
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getDistanceFromSQ(end) <= f;
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}
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//! Normalizes the vector.
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/** In case of the 0 vector the result is still 0, otherwise
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the length of the vector will be 1.
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\return Reference to this vector after normalization. */
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vector3d<T> &normalize()
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{
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f64 length = X * X + Y * Y + Z * Z;
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if (length == 0) // this check isn't an optimization but prevents getting NAN in the sqrt.
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return *this;
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length = core::reciprocal_squareroot(length);
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X = (T)(X * length);
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Y = (T)(Y * length);
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Z = (T)(Z * length);
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return *this;
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}
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//! Sets the length of the vector to a new value
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vector3d<T> &setLength(T newlength)
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{
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normalize();
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return (*this *= newlength);
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}
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//! Inverts the vector.
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vector3d<T> &invert()
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{
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X *= -1;
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Y *= -1;
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Z *= -1;
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return *this;
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}
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//! Rotates the vector by a specified number of degrees around the Y axis and the specified center.
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/** CAREFUL: For historical reasons rotateXZBy uses a right-handed rotation
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(maybe to make it more similar to the 2D vector rotations which are counterclockwise).
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To have this work the same way as rest of Irrlicht (nodes, matrices, other rotateBy functions) pass -1*degrees in here.
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\param degrees Number of degrees to rotate around the Y axis.
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\param center The center of the rotation. */
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void rotateXZBy(f64 degrees, const vector3d<T> ¢er = vector3d<T>())
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{
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degrees *= DEGTORAD64;
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f64 cs = cos(degrees);
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f64 sn = sin(degrees);
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X -= center.X;
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Z -= center.Z;
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set((T)(X * cs - Z * sn), Y, (T)(X * sn + Z * cs));
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X += center.X;
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Z += center.Z;
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}
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//! Rotates the vector by a specified number of degrees around the Z axis and the specified center.
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/** \param degrees: Number of degrees to rotate around the Z axis.
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\param center: The center of the rotation. */
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void rotateXYBy(f64 degrees, const vector3d<T> ¢er = vector3d<T>())
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{
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degrees *= DEGTORAD64;
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f64 cs = cos(degrees);
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f64 sn = sin(degrees);
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X -= center.X;
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Y -= center.Y;
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set((T)(X * cs - Y * sn), (T)(X * sn + Y * cs), Z);
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X += center.X;
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Y += center.Y;
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}
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//! Rotates the vector by a specified number of degrees around the X axis and the specified center.
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/** \param degrees: Number of degrees to rotate around the X axis.
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\param center: The center of the rotation. */
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void rotateYZBy(f64 degrees, const vector3d<T> ¢er = vector3d<T>())
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{
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degrees *= DEGTORAD64;
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f64 cs = cos(degrees);
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f64 sn = sin(degrees);
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Z -= center.Z;
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Y -= center.Y;
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set(X, (T)(Y * cs - Z * sn), (T)(Y * sn + Z * cs));
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Z += center.Z;
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Y += center.Y;
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}
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//! Creates an interpolated vector between this vector and another vector.
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/** \param other The other vector to interpolate with.
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\param d Interpolation value between 0.0f (all the other vector) and 1.0f (all this vector).
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Note that this is the opposite direction of interpolation to getInterpolated_quadratic()
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\return An interpolated vector. This vector is not modified. */
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vector3d<T> getInterpolated(const vector3d<T> &other, f64 d) const
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{
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const f64 inv = 1.0 - d;
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return vector3d<T>((T)(other.X * inv + X * d), (T)(other.Y * inv + Y * d), (T)(other.Z * inv + Z * d));
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}
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//! Creates a quadratically interpolated vector between this and two other vectors.
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/** \param v2 Second vector to interpolate with.
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\param v3 Third vector to interpolate with (maximum at 1.0f)
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\param d Interpolation value between 0.0f (all this vector) and 1.0f (all the 3rd vector).
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Note that this is the opposite direction of interpolation to getInterpolated() and interpolate()
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\return An interpolated vector. This vector is not modified. */
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vector3d<T> getInterpolated_quadratic(const vector3d<T> &v2, const vector3d<T> &v3, f64 d) const
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{
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// this*(1-d)*(1-d) + 2 * v2 * (1-d) + v3 * d * d;
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const f64 inv = (T)1.0 - d;
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const f64 mul0 = inv * inv;
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const f64 mul1 = (T)2.0 * d * inv;
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const f64 mul2 = d * d;
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return vector3d<T>((T)(X * mul0 + v2.X * mul1 + v3.X * mul2),
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(T)(Y * mul0 + v2.Y * mul1 + v3.Y * mul2),
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(T)(Z * mul0 + v2.Z * mul1 + v3.Z * mul2));
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}
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//! Sets this vector to the linearly interpolated vector between a and b.
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/** \param a first vector to interpolate with, maximum at 1.0f
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\param b second vector to interpolate with, maximum at 0.0f
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\param d Interpolation value between 0.0f (all vector b) and 1.0f (all vector a)
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Note that this is the opposite direction of interpolation to getInterpolated_quadratic()
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*/
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vector3d<T> &interpolate(const vector3d<T> &a, const vector3d<T> &b, f64 d)
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{
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X = (T)((f64)b.X + ((a.X - b.X) * d));
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Y = (T)((f64)b.Y + ((a.Y - b.Y) * d));
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Z = (T)((f64)b.Z + ((a.Z - b.Z) * d));
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return *this;
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}
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//! Get the rotations that would make a (0,0,1) direction vector point in the same direction as this direction vector.
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/** Thanks to Arras on the Irrlicht forums for this method. This utility method is very useful for
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orienting scene nodes towards specific targets. For example, if this vector represents the difference
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between two scene nodes, then applying the result of getHorizontalAngle() to one scene node will point
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it at the other one.
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Example code:
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// Where target and seeker are of type ISceneNode*
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const vector3df toTarget(target->getAbsolutePosition() - seeker->getAbsolutePosition());
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const vector3df requiredRotation = toTarget.getHorizontalAngle();
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seeker->setRotation(requiredRotation);
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\return A rotation vector containing the X (pitch) and Y (raw) rotations (in degrees) that when applied to a
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+Z (e.g. 0, 0, 1) direction vector would make it point in the same direction as this vector. The Z (roll) rotation
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is always 0, since two Euler rotations are sufficient to point in any given direction. */
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vector3d<T> getHorizontalAngle() const
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{
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vector3d<T> angle;
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// tmp avoids some precision troubles on some compilers when working with T=s32
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f64 tmp = (atan2((f64)X, (f64)Z) * RADTODEG64);
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angle.Y = (T)tmp;
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if (angle.Y < 0)
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angle.Y += 360;
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if (angle.Y >= 360)
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angle.Y -= 360;
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const f64 z1 = core::squareroot(X * X + Z * Z);
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tmp = (atan2((f64)z1, (f64)Y) * RADTODEG64 - 90.0);
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angle.X = (T)tmp;
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if (angle.X < 0)
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angle.X += 360;
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if (angle.X >= 360)
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angle.X -= 360;
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return angle;
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}
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//! Get the spherical coordinate angles
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/** This returns Euler degrees for the point represented by
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this vector. The calculation assumes the pole at (0,1,0) and
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returns the angles in X and Y.
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*/
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vector3d<T> getSphericalCoordinateAngles() const
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{
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vector3d<T> angle;
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const f64 length = X * X + Y * Y + Z * Z;
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if (length) {
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if (X != 0) {
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angle.Y = (T)(atan2((f64)Z, (f64)X) * RADTODEG64);
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} else if (Z < 0)
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angle.Y = 180;
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angle.X = (T)(acos(Y * core::reciprocal_squareroot(length)) * RADTODEG64);
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}
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return angle;
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}
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//! Builds a direction vector from (this) rotation vector.
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/** This vector is assumed to be a rotation vector composed of 3 Euler angle rotations, in degrees.
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The implementation performs the same calculations as using a matrix to do the rotation.
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\param[in] forwards The direction representing "forwards" which will be rotated by this vector.
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If you do not provide a direction, then the +Z axis (0, 0, 1) will be assumed to be forwards.
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\return A direction vector calculated by rotating the forwards direction by the 3 Euler angles
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(in degrees) represented by this vector. */
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vector3d<T> rotationToDirection(const vector3d<T> &forwards = vector3d<T>(0, 0, 1)) const
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{
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const f64 cr = cos(core::DEGTORAD64 * X);
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const f64 sr = sin(core::DEGTORAD64 * X);
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const f64 cp = cos(core::DEGTORAD64 * Y);
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const f64 sp = sin(core::DEGTORAD64 * Y);
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const f64 cy = cos(core::DEGTORAD64 * Z);
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const f64 sy = sin(core::DEGTORAD64 * Z);
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const f64 srsp = sr * sp;
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const f64 crsp = cr * sp;
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const f64 pseudoMatrix[] = {
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(cp * cy), (cp * sy), (-sp),
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(srsp * cy - cr * sy), (srsp * sy + cr * cy), (sr * cp),
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(crsp * cy + sr * sy), (crsp * sy - sr * cy), (cr * cp)};
|
|
|
|
return vector3d<T>(
|
|
(T)(forwards.X * pseudoMatrix[0] +
|
|
forwards.Y * pseudoMatrix[3] +
|
|
forwards.Z * pseudoMatrix[6]),
|
|
(T)(forwards.X * pseudoMatrix[1] +
|
|
forwards.Y * pseudoMatrix[4] +
|
|
forwards.Z * pseudoMatrix[7]),
|
|
(T)(forwards.X * pseudoMatrix[2] +
|
|
forwards.Y * pseudoMatrix[5] +
|
|
forwards.Z * pseudoMatrix[8]));
|
|
}
|
|
|
|
//! Fills an array of 4 values with the vector data (usually floats).
|
|
/** Useful for setting in shader constants for example. The fourth value
|
|
will always be 0. */
|
|
void getAs4Values(T *array) const
|
|
{
|
|
array[0] = X;
|
|
array[1] = Y;
|
|
array[2] = Z;
|
|
array[3] = 0;
|
|
}
|
|
|
|
//! Fills an array of 3 values with the vector data (usually floats).
|
|
/** Useful for setting in shader constants for example.*/
|
|
void getAs3Values(T *array) const
|
|
{
|
|
array[0] = X;
|
|
array[1] = Y;
|
|
array[2] = Z;
|
|
}
|
|
|
|
//! X coordinate of the vector
|
|
T X;
|
|
|
|
//! Y coordinate of the vector
|
|
T Y;
|
|
|
|
//! Z coordinate of the vector
|
|
T Z;
|
|
};
|
|
|
|
//! partial specialization for integer vectors
|
|
// Implementer note: inline keyword needed due to template specialization for s32. Otherwise put specialization into a .cpp
|
|
template <>
|
|
inline vector3d<s32> vector3d<s32>::operator/(s32 val) const
|
|
{
|
|
return core::vector3d<s32>(X / val, Y / val, Z / val);
|
|
}
|
|
template <>
|
|
inline vector3d<s32> &vector3d<s32>::operator/=(s32 val)
|
|
{
|
|
X /= val;
|
|
Y /= val;
|
|
Z /= val;
|
|
return *this;
|
|
}
|
|
|
|
template <>
|
|
inline vector3d<s32> vector3d<s32>::getSphericalCoordinateAngles() const
|
|
{
|
|
vector3d<s32> angle;
|
|
const f64 length = X * X + Y * Y + Z * Z;
|
|
|
|
if (length) {
|
|
if (X != 0) {
|
|
angle.Y = round32((f32)(atan2((f64)Z, (f64)X) * RADTODEG64));
|
|
} else if (Z < 0)
|
|
angle.Y = 180;
|
|
|
|
angle.X = round32((f32)(acos(Y * core::reciprocal_squareroot(length)) * RADTODEG64));
|
|
}
|
|
return angle;
|
|
}
|
|
|
|
//! Typedef for a f32 3d vector.
|
|
typedef vector3d<f32> vector3df;
|
|
|
|
//! Typedef for an integer 3d vector.
|
|
typedef vector3d<s32> vector3di;
|
|
|
|
//! Function multiplying a scalar and a vector component-wise.
|
|
template <class S, class T>
|
|
vector3d<T> operator*(const S scalar, const vector3d<T> &vector)
|
|
{
|
|
return vector * scalar;
|
|
}
|
|
|
|
} // end namespace core
|
|
} // end namespace irr
|
|
|
|
namespace std
|
|
{
|
|
|
|
template <class T>
|
|
struct hash<irr::core::vector3d<T>>
|
|
{
|
|
size_t operator()(const irr::core::vector3d<T> &vec) const
|
|
{
|
|
size_t h1 = hash<T>()(vec.X);
|
|
size_t h2 = hash<T>()(vec.Y);
|
|
size_t h3 = hash<T>()(vec.Z);
|
|
return (h1 << (5 * sizeof(h1)) | h1 >> (3 * sizeof(h1))) ^ (h2 << (2 * sizeof(h2)) | h2 >> (6 * sizeof(h2))) ^ h3;
|
|
}
|
|
};
|
|
|
|
}
|