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vec.h
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vec.h
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#ifndef _VEC_H_
#define _VEC_H_
#include <madmath.h>
class vec2 {
public:
vec2(float x=0.0f, float y=0.0f) : x(x), y(y) {
}
inline float dot(const vec2& v) const {
return x*v.x+y*v.y;
}
inline float length() const {
return sqrt(dot(*this));
}
inline void normalize() {
*this /= length();
}
inline vec2 operator*(float num) const {
return vec2(x*num, y*num);
}
inline vec2 operator*(const vec2& num) const {
return vec2(x*num.x, y*num.y);
}
inline vec2 operator/(float num) const {
return vec2(x/num, y/num);
}
inline vec2 operator+(const vec2& v) const {
return vec2(x+v.x, y+v.y);
}
inline vec2 operator-(const vec2& v) const {
return vec2(x-v.x, y-v.y);
}
inline const vec2& operator *=(float s)
{
x*=s;
y*=s;
return *this;
}
inline const vec2& operator /=(float s)
{
x/=s;
y/=s;
return *this;
}
inline const vec2& operator +=(const vec2 &v)
{
x+=v.x;
y+=v.y;
return *this;
}
inline const vec2& operator -=(const vec2 &v)
{
x-=v.x;
y-=v.y;
return *this;
}
//! projects this vector onto v
inline void project(const vec2 &v)
{
*this = projected(v);
}
//! returns this vector projected onto v
inline vec2 projected(const vec2 &v) const
{
return v * (dot(v))/(v.dot(v));
}
//! computes the angle between 2 arbitrary vectors
inline float angle(const vec2 &v) const
{
return acos((dot(v)) / (length()*v.length()));
}
//! computes the angle between 2 arbitrary vectors
inline float signed_angle(const vec2 &v) const
{
vec2 a = *this;
vec2 b = v;
return atan2( a.x*b.y - a.y*b.x, a.x*b.x + a.y*b.y );
}
void rotate(float angle) {
x = x*cos(angle) - y*sin(angle);
y = x*sin(angle) + y*cos(angle);
}
float x, y;
};
class vec3 {
public:
vec3(float x=0.0f, float y=0.0f, float z=0.0f) : x(x), y(y), z(z) {
}
inline float dot(const vec3& v) const {
return x*v.x+y*v.y+z*v.z;
}
inline vec3 cross(const vec3& v) const {
return vec3(
y * v.z - z * v.y,
z * v.x - x * v.z,
x * v.y - y * v.x
);
}
inline float length() const {
return sqrt(dot(*this));
}
inline void normalize() {
*this /= length();
}
inline vec3 operator*(float num) const {
return vec3(x*num, y*num, z*num);
}
inline vec3 operator/(float num) const {
return vec3(x/num, y/num, z/num);
}
inline vec3 operator+(const vec3& v) const {
return vec3(x+v.x, y+v.y, z+v.z);
}
inline vec3 operator-(const vec3& v) const {
return vec3(x-v.x, y-v.y, z-v.z);
}
inline const vec3& operator *=(float s)
{
x*=s;
y*=s;
z*=s;
return *this;
}
inline const vec3& operator /=(float s)
{
x/=s;
y/=s;
z/=s;
return *this;
}
inline const vec3& operator +=(const vec3 &v)
{
x+=v.x;
y+=v.y;
z+=v.z;
return *this;
}
inline const vec3& operator -=(const vec3 &v)
{
x-=v.x;
y-=v.y;
z-=v.z;
return *this;
}
//! projects this vector onto v
inline void project(const vec3 &v)
{
*this = projected(v);
}
//! returns this vector projected onto v
inline vec3 projected(const vec3 &v) const
{
return v * (dot(v))/(v.dot(v));
}
//! computes the angle between 2 arbitrary vectors
inline float angle(const vec3 &v) const
{
return acos((dot(v)) / (length()*v.length()));
}
void rotate(float ax, float ay, float az) {
float cx=cos(ax);
float sx=sin(ax);
float cy=cos(ay);
float sy=sin(ay);
float cz=cos(az);
float sz=sin(az);
float xx, xy, xz, yx, yy, yz, zx, zy, zz;
xx=(cy*cz);
xy=(cy*sz);
xz=-sy;
yx=(sx*sy*cz)-(cx*sz);
yy=(sx*sy*sz)+(cx*cz);
yz=(sx*cy);
zx=(cx*sy*cz)+(sx*sz);
zy=(cx*sy*sz)-(sx*cz);
zz=(cx*cy);
float nx =(xx * x + xy * y + xz * z);
float ny =(yx * x + yy * y + yz * z);
float nz =(zx * x + zy * y + zz * z);
x = nx;
y = ny;
z = nz;
}
// axis needs to be normalized;
void rotateAroundAxis(const vec3& axis, float angle) {
float c = cos(angle);
float s = sin(angle);
float t = 1.0 - c;
// if axis is not already normalised then uncomment this
// double magnitude = Math.sqrt(a1.x*a1.x + a1.y*a1.y + a1.z*a1.z);
// if (magnitude==0) throw error;
// a1.x /= magnitude;
// a1.y /= magnitude;
// a1.z /= magnitude;
float m00 = c + axis.x*axis.x*t;
float m11 = c + axis.y*axis.y*t;
float m22 = c + axis.z*axis.z*t;
float tmp1 = axis.x*axis.y*t;
float tmp2 = axis.z*s;
float m10 = tmp1 + tmp2;
float m01 = tmp1 - tmp2;
tmp1 = axis.x*axis.z*t;
tmp2 = axis.y*s;
float m20 = tmp1 - tmp2;
float m02 = tmp1 + tmp2;
tmp1 = axis.y*axis.z*t;
tmp2 = axis.x*s;
float m21 = tmp1 + tmp2;
float m12 = tmp1 - tmp2;
x = m00*x + m10*y + m20*z;
y = m01*x + m11*y + m21*z;
z = m02*x + m12*y + m22*z;
}
float getYaw()
{
float yaw = atan2(x, y);
return yaw;
}
float getPitch()
{
float pitch = atan2(z, sqrt((x * x) + (y * y)));
return pitch;
}
float x, y, z;
};
#endif // _VEC3_H_