FMath/FMVector3.h

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00001 /*
00002     Copyright (C) 2005-2007 Feeling Software Inc.
00003     Portions of the code are:
00004     Copyright (C) 2005-2007 Sony Computer Entertainment America
00005     
00006     MIT License: http://www.opensource.org/licenses/mit-license.php
00007 */
00008 
00013 #ifndef _FM_VECTOR3_H_
00014 #define _FM_VECTOR3_H_
00015 
00016 class FMVector4;
00017 
00026 class FCOLLADA_EXPORT
00027 ALIGN_STRUCT(16)
00028 FMVector3
00029 {
00030 public:
00031     float x;    
00032     float y;    
00033     float z;    
00034 private:
00035     float w;    // For alignment purposes.
00036 
00037 public:
00041     #ifndef _DEBUG
00042     inline FMVector3() {}
00043     #else
00044     inline FMVector3() { x = 123456789.0f; y = 123456789.0f; z = 123456789.0f; }
00045     #endif 
00046 
00051     inline FMVector3(float _x, float _y, float _z) { x = _x; y = _y; z = _z; }
00052 
00055     inline FMVector3(const FMVector3& rhs) { x = rhs.x; y = rhs.y; z = rhs.z; }
00056 
00060     FMVector3(const FMVector4& vect4);
00061 
00068     FMVector3(const float* source, uint32 startIndex = 0);
00069     FMVector3(const double* source, uint32 startIndex = 0); 
00073     inline float LengthSquared() const { return x * x + y * y + z * z; }
00074 
00077     inline float Length() const { return sqrtf(x * x + y * y + z * z); }
00078 
00080     inline void NormalizeIt() { float l = Length(); if (l > 0.0f) { x /= l; y /= l; z /= l; } else { x = y = 0; z = 1; }}
00081 
00084     inline FMVector3 Normalize() const { float l = Length(); return (l > 0.0f) ? FMVector3(x / l, y / l, z / l) : FMVector3::XAxis; }
00085 
00088     inline void Project(const FMVector3& unto) { (*this) = Projected(unto); }
00089 
00093     inline FMVector3 Projected(const FMVector3& unto) const;
00094 
00097     inline operator float*() { return &x; }
00098 
00101     inline operator const float*() const { return &x; }
00102 
00107     inline void Set(float x, float y, float z) { this->x = x; this->y = y, this->z = z; }
00108 
00115     inline FMVector3& operator =(const float* v) { x = *v; y = *(v + 1); z = *(v + 2); return *this; }
00116 
00120     inline FMVector3& operator =(const FMVector3& rhs) { x=rhs.x; y=rhs.y; z=rhs.z; return *this; }
00121 
00126     inline void ComponentMinimum(const FMVector3& min) { if (x < min.x) x = min.x; if (y < min.y) y = min.y; if (z < min.z) z = min.z; }
00127 
00130     inline float ComponentMinimum() const { return min(fabsf(x), min(fabsf(y), fabsf(z))); }
00131 
00136     inline void ComponentMaximum(const FMVector3& max) { if (x > max.x) x = max.x; if (y > max.y) y = max.y; if (z > max.z) z = max.z; }
00137 
00140     inline float ComponentMaximum() const { return max(fabsf(x), max(fabsf(y), fabsf(z))); }
00141 
00149     inline void ComponentClamp(const FMVector3& min, const FMVector3& max) { ComponentMinimum(min); ComponentMaximum(max); }
00150 
00153     inline float ComponentAverage() const { return (fabsf(x) + fabsf(y) + fabsf(z)) / 3.0f; }
00154 
00155 public:
00156     static const FMVector3 XAxis; 
00157     static const FMVector3 YAxis; 
00158     static const FMVector3 ZAxis; 
00159     static const FMVector3 Origin;
00160     static const FMVector3 Zero;  
00161     static const FMVector3 One;   
00162 };
00163 
00168 inline FMVector3 operator +(const FMVector3& a, const FMVector3& b) { return FMVector3(a.x + b.x, a.y + b.y, a.z + b.z); }
00169 
00174 inline FMVector3 operator -(const FMVector3& a, const FMVector3& b) { return FMVector3(a.x - b.x, a.y - b.y, a.z - b.z); }
00175 
00180 inline FMVector3 operator +(const FMVector3& a) { return FMVector3(+a.x, +a.y, +a.z); }
00181 
00186 inline FMVector3 operator -(const FMVector3& a) { return FMVector3(-a.x, -a.y, -a.z); }
00187 
00192 inline float operator *(const FMVector3& a, const FMVector3& b) { return a.x * b.x + a.y * b.y + a.z * b.z; }
00193 
00198 inline FMVector3 operator *(const FMVector3& a, float b) { return FMVector3(a.x * b, a.y * b, a.z * b); }
00199 
00204 inline FMVector3 operator *(float a, const FMVector3& b) { return FMVector3(a * b.x, a * b.y, a * b.z); }
00205 
00210 inline FMVector3 operator /(const FMVector3& a, float b) { return FMVector3(a.x / b, a.y / b, a.z / b); }
00211 
00216 inline FMVector3 operator ^(const FMVector3& a, const FMVector3& b) { return FMVector3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x); }
00217 
00222 inline FMVector3& operator +=(FMVector3& b, const FMVector3& a) { b.x += a.x; b.y += a.y; b.z += a.z; return b; }
00223 
00228 inline FMVector3& operator -=(FMVector3& b, const FMVector3& a) { b.x -= a.x; b.y -= a.y; b.z -= a.z; return b; }
00229 
00234 inline FMVector3& operator *=(FMVector3& b, float a) { b.x *= a; b.y *= a; b.z *= a; return b; }
00235 
00240 inline FMVector3& operator /=(FMVector3& b, float a) { b.x /= a; b.y /= a; b.z /= a; return b; }
00241 
00246 inline bool IsEquivalent(const FMVector3& p, const FMVector3& q) { return IsEquivalent(p.x, q.x) && IsEquivalent(p.y, q.y) && IsEquivalent(p.z, q.z); }
00247 inline bool operator == (const FMVector3& p, const FMVector3& q) { return IsEquivalent(p, q); } 
00249 // Already documented above.
00250 inline FMVector3 FMVector3::Projected(const FMVector3& unto) const { return ((*this) * unto) / unto.LengthSquared() * unto; }
00251 
00253 typedef fm::vector<FMVector3> FMVector3List;
00254 
00255 #endif // _FM_VECTOR3_H_

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