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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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200 lines
3.9 KiB
C++
200 lines
3.9 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) 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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_VECTOR_INLINE_H
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#define NL_VECTOR_INLINE_H
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#include "types_nl.h"
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#include "common.h"
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namespace NLMISC
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{
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// ============================================================================================
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// Base Maths.
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inline CVector &CVector::operator+=(const CVector &v)
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{
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x+=v.x;
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y+=v.y;
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z+=v.z;
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return *this;
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}
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inline CVector &CVector::operator-=(const CVector &v)
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{
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x-=v.x;
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y-=v.y;
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z-=v.z;
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return *this;
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}
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inline CVector &CVector::operator*=(float f)
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{
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x*=f;
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y*=f;
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z*=f;
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return *this;
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}
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inline CVector &CVector::operator/=(float f)
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{
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return *this*= (1.0f/f);
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}
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inline CVector CVector::operator+(const CVector &v) const
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{
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CVector ret(x+v.x, y+v.y, z+v.z);
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return ret;
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}
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inline CVector CVector::operator-(const CVector &v) const
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{
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CVector ret(x-v.x, y-v.y, z-v.z);
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return ret;
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}
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inline CVector CVector::operator*(float f) const
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{
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CVector ret(x*f, y*f, z*f);
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return ret;
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}
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inline CVector CVector::operator/(float f) const
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{
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return *this*(1.0f/f);
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}
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inline CVector CVector::operator-() const
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{
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return CVector(-x,-y,-z);
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}
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inline CVector operator*(float f, const CVector &v)
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{
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CVector ret(v.x*f, v.y*f, v.z*f);
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return ret;
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}
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// ============================================================================================
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// Advanced Maths.
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inline float CVector::operator*(const CVector &v) const
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{
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return x*v.x + y*v.y + z*v.z;
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}
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inline CVector CVector::operator^(const CVector &v) const
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{
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CVector ret;
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ret.x= y*v.z - z*v.y;
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ret.y= z*v.x - x*v.z;
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ret.z= x*v.y - y*v.x;
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return ret;
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}
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inline float CVector::sqrnorm() const
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{
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return (float)(x*x + y*y + z*z);
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}
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inline float CVector::norm() const
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{
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return (float)sqrt(x*x + y*y + z*z);
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}
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inline void CVector::normalize()
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{
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float n=norm();
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if(n)
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*this/=n;
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}
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inline CVector CVector::normed() const
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{
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CVector ret;
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ret= *this;
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ret.normalize();
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return ret;
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}
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// ============================================================================================
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// Misc.
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inline void CVector::set(float _x, float _y, float _z)
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{
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x=_x; y=_y; z=_z;
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}
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inline bool CVector::operator==(const CVector &v) const
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{
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return x==v.x && y==v.y && z==v.z;
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}
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inline bool CVector::operator!=(const CVector &v) const
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{
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return !(*this==v);
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}
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inline bool CVector::isNull() const
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{
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return *this==CVector::Null;
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}
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inline bool CVector::operator<(const CVector &v) const
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{
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if(x!=v.x)
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return x<v.x;
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if(y!=v.y)
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return y<v.y;
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return z<v.z;
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}
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inline void CVector::cartesianToSpheric(float &r, float &theta,float &phi) const
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{
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CVector v;
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r= norm();
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v= normed();
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// phi E [-PI/2 et PI/2]
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clamp(v.z, -1.0f, 1.0f);
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phi= (float)asin(v.z);
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// theta [-PI,PI]
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theta= (float)atan2(v.y,v.x);
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}
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inline void CVector::sphericToCartesian(float r, float theta,float phi)
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{
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double ct= cos(theta);
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double st= sin(theta);
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double cp= cos(phi);
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double sp= sin(phi);
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x= (float)(r*ct*cp);
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y= (float)(r*st*cp);
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z= (float)(r*sp);
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}
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inline void CVector::minof(const CVector &a, const CVector &b)
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{
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x= std::min(a.x, b.x);
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y= std::min(a.y, b.y);
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z= std::min(a.z, b.z);
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}
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inline void CVector::maxof(const CVector &a, const CVector &b)
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{
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x= std::max(a.x, b.x);
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y= std::max(a.y, b.y);
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z= std::max(a.z, b.z);
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}
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inline void CVector::serial(IStream &f)
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{
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f.serial(x,y,z);
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}
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}
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#endif
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