6e8fbca745
match the genesis editor version 1.3.0.653.
769 lines
24 KiB
C++
769 lines
24 KiB
C++
/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2009 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef __Vector3_H__
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#define __Vector3_H__
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#include "OgrePrerequisites.h"
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#include "OgreMath.h"
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#include "OgreQuaternion.h"
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namespace Ogre
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{
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/** \addtogroup Core
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* @{
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*/
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/** \addtogroup Math
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* @{
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*/
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/** Standard 3-dimensional vector.
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@remarks
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A direction in 3D space represented as distances along the 3
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orthogonal axes (x, y, z). Note that positions, directions and
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scaling factors can be represented by a vector, depending on how
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you interpret the values.
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*/
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class Vector3
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{
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public:
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Real x, y, z;
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public:
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inline Vector3()
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{
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}
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inline Vector3( const Real fX, const Real fY, const Real fZ )
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: x( fX ), y( fY ), z( fZ )
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{
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}
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inline explicit Vector3( const Real afCoordinate[3] )
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: x( afCoordinate[0] ),
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y( afCoordinate[1] ),
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z( afCoordinate[2] )
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{
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}
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inline explicit Vector3( const int afCoordinate[3] )
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{
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x = (Real)afCoordinate[0];
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y = (Real)afCoordinate[1];
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z = (Real)afCoordinate[2];
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}
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inline explicit Vector3( Real* const r )
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: x( r[0] ), y( r[1] ), z( r[2] )
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{
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}
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inline explicit Vector3( const Real scaler )
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: x( scaler )
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, y( scaler )
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, z( scaler )
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{
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}
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/** Exchange the contents of this vector with another.
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*/
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inline void swap(Vector3& other)
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{
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std::swap(x, other.x);
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std::swap(y, other.y);
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std::swap(z, other.z);
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}
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inline Real operator [] ( const size_t i ) const
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{
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assert( i < 3 );
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return *(&x+i);
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}
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inline Real& operator [] ( const size_t i )
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{
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assert( i < 3 );
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return *(&x+i);
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}
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/// Pointer accessor for direct copying
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inline Real* ptr()
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{
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return &x;
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}
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/// Pointer accessor for direct copying
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inline const Real* ptr() const
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{
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return &x;
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}
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/** Assigns the value of the other vector.
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@param
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rkVector The other vector
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*/
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inline Vector3& operator = ( const Vector3& rkVector )
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{
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x = rkVector.x;
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y = rkVector.y;
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z = rkVector.z;
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return *this;
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}
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inline Vector3& operator = ( const Real fScaler )
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{
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x = fScaler;
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y = fScaler;
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z = fScaler;
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return *this;
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}
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inline bool operator == ( const Vector3& rkVector ) const
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{
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return ( x == rkVector.x && y == rkVector.y && z == rkVector.z );
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}
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inline bool operator != ( const Vector3& rkVector ) const
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{
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return ( x != rkVector.x || y != rkVector.y || z != rkVector.z );
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}
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// arithmetic operations
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inline Vector3 operator + ( const Vector3& rkVector ) const
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{
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return Vector3(
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x + rkVector.x,
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y + rkVector.y,
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z + rkVector.z);
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}
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inline Vector3 operator - ( const Vector3& rkVector ) const
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{
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return Vector3(
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x - rkVector.x,
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y - rkVector.y,
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z - rkVector.z);
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}
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inline Vector3 operator * ( const Real fScalar ) const
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{
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return Vector3(
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x * fScalar,
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y * fScalar,
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z * fScalar);
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}
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inline Vector3 operator * ( const Vector3& rhs) const
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{
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return Vector3(
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x * rhs.x,
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y * rhs.y,
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z * rhs.z);
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}
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inline Vector3 operator / ( const Real fScalar ) const
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{
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assert( fScalar != 0.0 );
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Real fInv = 1.0f / fScalar;
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return Vector3(
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x * fInv,
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y * fInv,
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z * fInv);
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}
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inline Vector3 operator / ( const Vector3& rhs) const
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{
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return Vector3(
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x / rhs.x,
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y / rhs.y,
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z / rhs.z);
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}
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inline const Vector3& operator + () const
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{
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return *this;
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}
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inline Vector3 operator - () const
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{
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return Vector3(-x, -y, -z);
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}
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// overloaded operators to help Vector3
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inline friend Vector3 operator * ( const Real fScalar, const Vector3& rkVector )
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{
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return Vector3(
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fScalar * rkVector.x,
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fScalar * rkVector.y,
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fScalar * rkVector.z);
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}
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inline friend Vector3 operator / ( const Real fScalar, const Vector3& rkVector )
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{
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return Vector3(
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fScalar / rkVector.x,
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fScalar / rkVector.y,
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fScalar / rkVector.z);
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}
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inline friend Vector3 operator + (const Vector3& lhs, const Real rhs)
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{
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return Vector3(
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lhs.x + rhs,
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lhs.y + rhs,
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lhs.z + rhs);
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}
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inline friend Vector3 operator + (const Real lhs, const Vector3& rhs)
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{
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return Vector3(
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lhs + rhs.x,
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lhs + rhs.y,
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lhs + rhs.z);
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}
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inline friend Vector3 operator - (const Vector3& lhs, const Real rhs)
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{
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return Vector3(
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lhs.x - rhs,
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lhs.y - rhs,
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lhs.z - rhs);
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}
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inline friend Vector3 operator - (const Real lhs, const Vector3& rhs)
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{
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return Vector3(
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lhs - rhs.x,
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lhs - rhs.y,
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lhs - rhs.z);
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}
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// arithmetic updates
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inline Vector3& operator += ( const Vector3& rkVector )
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{
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x += rkVector.x;
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y += rkVector.y;
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z += rkVector.z;
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return *this;
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}
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inline Vector3& operator += ( const Real fScalar )
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{
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x += fScalar;
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y += fScalar;
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z += fScalar;
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return *this;
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}
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inline Vector3& operator -= ( const Vector3& rkVector )
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{
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x -= rkVector.x;
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y -= rkVector.y;
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z -= rkVector.z;
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return *this;
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}
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inline Vector3& operator -= ( const Real fScalar )
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{
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x -= fScalar;
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y -= fScalar;
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z -= fScalar;
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return *this;
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}
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inline Vector3& operator *= ( const Real fScalar )
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{
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x *= fScalar;
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y *= fScalar;
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z *= fScalar;
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return *this;
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}
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inline Vector3& operator *= ( const Vector3& rkVector )
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{
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x *= rkVector.x;
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y *= rkVector.y;
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z *= rkVector.z;
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return *this;
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}
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inline Vector3& operator /= ( const Real fScalar )
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{
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assert( fScalar != 0.0 );
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Real fInv = 1.0f / fScalar;
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x *= fInv;
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y *= fInv;
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z *= fInv;
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return *this;
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}
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inline Vector3& operator /= ( const Vector3& rkVector )
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{
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x /= rkVector.x;
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y /= rkVector.y;
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z /= rkVector.z;
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return *this;
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}
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/** Returns the length (magnitude) of the vector.
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@warning
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This operation requires a square root and is expensive in
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terms of CPU operations. If you don't need to know the exact
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length (e.g. for just comparing lengths) use squaredLength()
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instead.
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*/
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inline Real length () const
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{
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return Math::Sqrt( x * x + y * y + z * z );
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}
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/** Returns the square of the length(magnitude) of the vector.
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@remarks
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This method is for efficiency - calculating the actual
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length of a vector requires a square root, which is expensive
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in terms of the operations required. This method returns the
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square of the length of the vector, i.e. the same as the
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length but before the square root is taken. Use this if you
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want to find the longest / shortest vector without incurring
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the square root.
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*/
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inline Real squaredLength () const
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{
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return x * x + y * y + z * z;
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}
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/** Returns the distance to another vector.
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@warning
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This operation requires a square root and is expensive in
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terms of CPU operations. If you don't need to know the exact
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distance (e.g. for just comparing distances) use squaredDistance()
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instead.
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*/
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inline Real distance(const Vector3& rhs) const
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{
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return (*this - rhs).length();
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}
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/** Returns the square of the distance to another vector.
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@remarks
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This method is for efficiency - calculating the actual
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distance to another vector requires a square root, which is
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expensive in terms of the operations required. This method
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returns the square of the distance to another vector, i.e.
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the same as the distance but before the square root is taken.
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Use this if you want to find the longest / shortest distance
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without incurring the square root.
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*/
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inline Real squaredDistance(const Vector3& rhs) const
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{
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return (*this - rhs).squaredLength();
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}
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/** Calculates the dot (scalar) product of this vector with another.
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@remarks
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The dot product can be used to calculate the angle between 2
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vectors. If both are unit vectors, the dot product is the
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cosine of the angle; otherwise the dot product must be
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divided by the product of the lengths of both vectors to get
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the cosine of the angle. This result can further be used to
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calculate the distance of a point from a plane.
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@param
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vec Vector with which to calculate the dot product (together
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with this one).
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@returns
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A float representing the dot product value.
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*/
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inline Real dotProduct(const Vector3& vec) const
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{
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return x * vec.x + y * vec.y + z * vec.z;
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}
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/** Calculates the absolute dot (scalar) product of this vector with another.
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@remarks
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This function work similar dotProduct, except it use absolute value
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of each component of the vector to computing.
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@param
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vec Vector with which to calculate the absolute dot product (together
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with this one).
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@returns
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A Real representing the absolute dot product value.
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*/
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inline Real absDotProduct(const Vector3& vec) const
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{
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return Math::Abs(x * vec.x) + Math::Abs(y * vec.y) + Math::Abs(z * vec.z);
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}
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/** Normalises the vector.
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@remarks
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This method normalises the vector such that it's
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length / magnitude is 1. The result is called a unit vector.
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@note
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This function will not crash for zero-sized vectors, but there
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will be no changes made to their components.
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@returns The previous length of the vector.
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*/
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inline Real normalise()
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{
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Real fLength = Math::Sqrt( x * x + y * y + z * z );
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// Will also work for zero-sized vectors, but will change nothing
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if ( fLength > 1e-08 )
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{
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Real fInvLength = 1.0f / fLength;
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x *= fInvLength;
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y *= fInvLength;
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z *= fInvLength;
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}
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return fLength;
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}
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/** Calculates the cross-product of 2 vectors, i.e. the vector that
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lies perpendicular to them both.
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@remarks
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The cross-product is normally used to calculate the normal
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vector of a plane, by calculating the cross-product of 2
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non-equivalent vectors which lie on the plane (e.g. 2 edges
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of a triangle).
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@param
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vec Vector which, together with this one, will be used to
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calculate the cross-product.
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@returns
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A vector which is the result of the cross-product. This
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vector will <b>NOT</b> be normalised, to maximise efficiency
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- call Vector3::normalise on the result if you wish this to
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be done. As for which side the resultant vector will be on, the
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returned vector will be on the side from which the arc from 'this'
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to rkVector is anticlockwise, e.g. UNIT_Y.crossProduct(UNIT_Z)
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= UNIT_X, whilst UNIT_Z.crossProduct(UNIT_Y) = -UNIT_X.
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This is because OGRE uses a right-handed coordinate system.
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@par
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For a clearer explanation, look a the left and the bottom edges
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of your monitor's screen. Assume that the first vector is the
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left edge and the second vector is the bottom edge, both of
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them starting from the lower-left corner of the screen. The
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resulting vector is going to be perpendicular to both of them
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and will go <i>inside</i> the screen, towards the cathode tube
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(assuming you're using a CRT monitor, of course).
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*/
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inline Vector3 crossProduct( const Vector3& rkVector ) const
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{
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return Vector3(
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y * rkVector.z - z * rkVector.y,
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z * rkVector.x - x * rkVector.z,
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x * rkVector.y - y * rkVector.x);
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}
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/** Returns a vector at a point half way between this and the passed
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in vector.
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*/
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inline Vector3 midPoint( const Vector3& vec ) const
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{
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return Vector3(
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( x + vec.x ) * 0.5f,
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( y + vec.y ) * 0.5f,
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( z + vec.z ) * 0.5f );
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}
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/** Returns true if the vector's scalar components are all greater
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that the ones of the vector it is compared against.
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*/
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inline bool operator < ( const Vector3& rhs ) const
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{
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if( x < rhs.x && y < rhs.y && z < rhs.z )
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return true;
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return false;
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}
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/** Returns true if the vector's scalar components are all smaller
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that the ones of the vector it is compared against.
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*/
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inline bool operator > ( const Vector3& rhs ) const
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{
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if( x > rhs.x && y > rhs.y && z > rhs.z )
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return true;
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return false;
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}
|
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/** Sets this vector's components to the minimum of its own and the
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ones of the passed in vector.
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@remarks
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'Minimum' in this case means the combination of the lowest
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value of x, y and z from both vectors. Lowest is taken just
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numerically, not magnitude, so -1 < 0.
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*/
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inline void makeFloor( const Vector3& cmp )
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{
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if( cmp.x < x ) x = cmp.x;
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if( cmp.y < y ) y = cmp.y;
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if( cmp.z < z ) z = cmp.z;
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}
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/** Sets this vector's components to the maximum of its own and the
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ones of the passed in vector.
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@remarks
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'Maximum' in this case means the combination of the highest
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value of x, y and z from both vectors. Highest is taken just
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numerically, not magnitude, so 1 > -3.
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*/
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inline void makeCeil( const Vector3& cmp )
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{
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if( cmp.x > x ) x = cmp.x;
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if( cmp.y > y ) y = cmp.y;
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if( cmp.z > z ) z = cmp.z;
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}
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/** Generates a vector perpendicular to this vector (eg an 'up' vector).
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@remarks
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|
This method will return a vector which is perpendicular to this
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vector. There are an infinite number of possibilities but this
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method will guarantee to generate one of them. If you need more
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control you should use the Quaternion class.
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*/
|
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inline Vector3 perpendicular(void) const
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{
|
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static const Real fSquareZero = (Real)(1e-06 * 1e-06);
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Vector3 perp = this->crossProduct( Vector3::UNIT_X );
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// Check length
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if( perp.squaredLength() < fSquareZero )
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{
|
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/* This vector is the Y axis multiplied by a scalar, so we have
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to use another axis.
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*/
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perp = this->crossProduct( Vector3::UNIT_Y );
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}
|
|
perp.normalise();
|
|
|
|
return perp;
|
|
}
|
|
/** Generates a new random vector which deviates from this vector by a
|
|
given angle in a random direction.
|
|
@remarks
|
|
This method assumes that the random number generator has already
|
|
been seeded appropriately.
|
|
@param
|
|
angle The angle at which to deviate
|
|
@param
|
|
up Any vector perpendicular to this one (which could generated
|
|
by cross-product of this vector and any other non-colinear
|
|
vector). If you choose not to provide this the function will
|
|
derive one on it's own, however if you provide one yourself the
|
|
function will be faster (this allows you to reuse up vectors if
|
|
you call this method more than once)
|
|
@returns
|
|
A random vector which deviates from this vector by angle. This
|
|
vector will not be normalised, normalise it if you wish
|
|
afterwards.
|
|
*/
|
|
inline Vector3 randomDeviant(
|
|
const Radian& angle,
|
|
const Vector3& up = Vector3::ZERO ) const
|
|
{
|
|
Vector3 newUp;
|
|
|
|
if (up == Vector3::ZERO)
|
|
{
|
|
// Generate an up vector
|
|
newUp = this->perpendicular();
|
|
}
|
|
else
|
|
{
|
|
newUp = up;
|
|
}
|
|
|
|
// Rotate up vector by random amount around this
|
|
Quaternion q;
|
|
q.FromAngleAxis( Radian(Math::UnitRandom() * Math::TWO_PI), *this );
|
|
newUp = q * newUp;
|
|
|
|
// Finally rotate this by given angle around randomised up
|
|
q.FromAngleAxis( angle, newUp );
|
|
return q * (*this);
|
|
}
|
|
/** Gets the shortest arc quaternion to rotate this vector to the destination
|
|
vector.
|
|
@remarks
|
|
If you call this with a dest vector that is close to the inverse
|
|
of this vector, we will rotate 180 degrees around the 'fallbackAxis'
|
|
(if specified, or a generated axis if not) since in this case
|
|
ANY axis of rotation is valid.
|
|
*/
|
|
Quaternion getRotationTo(const Vector3& dest,
|
|
const Vector3& fallbackAxis = Vector3::ZERO) const
|
|
{
|
|
// Based on Stan Melax's article in Game Programming Gems
|
|
Quaternion q;
|
|
// Copy, since cannot modify local
|
|
Vector3 v0 = *this;
|
|
Vector3 v1 = dest;
|
|
v0.normalise();
|
|
v1.normalise();
|
|
|
|
Real d = v0.dotProduct(v1);
|
|
// If dot == 1, vectors are the same
|
|
if (d >= 1.0f)
|
|
{
|
|
return Quaternion::IDENTITY;
|
|
}
|
|
if (d < (1e-6f - 1.0f))
|
|
{
|
|
if (fallbackAxis != Vector3::ZERO)
|
|
{
|
|
// rotate 180 degrees about the fallback axis
|
|
q.FromAngleAxis(Radian(Math::OGRE_PI), fallbackAxis);
|
|
}
|
|
else
|
|
{
|
|
// Generate an axis
|
|
Vector3 axis = Vector3::UNIT_X.crossProduct(*this);
|
|
if (axis.isZeroLength()) // pick another if colinear
|
|
axis = Vector3::UNIT_Y.crossProduct(*this);
|
|
axis.normalise();
|
|
q.FromAngleAxis(Radian(Math::OGRE_PI), axis);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Real s = Math::Sqrt( (1+d)*2 );
|
|
Real invs = 1 / s;
|
|
|
|
Vector3 c = v0.crossProduct(v1);
|
|
|
|
q.x = c.x * invs;
|
|
q.y = c.y * invs;
|
|
q.z = c.z * invs;
|
|
q.w = s * 0.5f;
|
|
q.normalise();
|
|
}
|
|
return q;
|
|
}
|
|
|
|
/** Returns true if this vector is zero length. */
|
|
inline bool isZeroLength(void) const
|
|
{
|
|
Real sqlen = (x * x) + (y * y) + (z * z);
|
|
return (sqlen < (1e-06 * 1e-06));
|
|
|
|
}
|
|
|
|
/** As normalise, except that this vector is unaffected and the
|
|
normalised vector is returned as a copy. */
|
|
inline Vector3 normalisedCopy(void) const
|
|
{
|
|
Vector3 ret = *this;
|
|
ret.normalise();
|
|
return ret;
|
|
}
|
|
|
|
/** Calculates a reflection vector to the plane with the given normal .
|
|
@remarks NB assumes 'this' is pointing AWAY FROM the plane, invert if it is not.
|
|
*/
|
|
inline Vector3 reflect(const Vector3& normal) const
|
|
{
|
|
return Vector3( *this - ( 2 * this->dotProduct(normal) * normal ) );
|
|
}
|
|
|
|
/** Returns whether this vector is within a positional tolerance
|
|
of another vector.
|
|
@param rhs The vector to compare with
|
|
@param tolerance The amount that each element of the vector may vary by
|
|
and still be considered equal
|
|
*/
|
|
inline bool positionEquals(const Vector3& rhs, Real tolerance = 1e-03) const
|
|
{
|
|
return Math::RealEqual(x, rhs.x, tolerance) &&
|
|
Math::RealEqual(y, rhs.y, tolerance) &&
|
|
Math::RealEqual(z, rhs.z, tolerance);
|
|
|
|
}
|
|
|
|
/** Returns whether this vector is within a positional tolerance
|
|
of another vector, also take scale of the vectors into account.
|
|
@param rhs The vector to compare with
|
|
@param tolerance The amount (related to the scale of vectors) that distance
|
|
of the vector may vary by and still be considered close
|
|
*/
|
|
inline bool positionCloses(const Vector3& rhs, Real tolerance = 1e-03f) const
|
|
{
|
|
return squaredDistance(rhs) <=
|
|
(squaredLength() + rhs.squaredLength()) * tolerance;
|
|
}
|
|
|
|
/** Returns whether this vector is within a directional tolerance
|
|
of another vector.
|
|
@param rhs The vector to compare with
|
|
@param tolerance The maximum angle by which the vectors may vary and
|
|
still be considered equal
|
|
@note Both vectors should be normalised.
|
|
*/
|
|
inline bool directionEquals(const Vector3& rhs,
|
|
const Radian& tolerance) const
|
|
{
|
|
Real dot = dotProduct(rhs);
|
|
Radian angle = Math::ACos(dot);
|
|
|
|
return Math::Abs(angle.valueRadians()) <= tolerance.valueRadians();
|
|
|
|
}
|
|
|
|
/// Check whether this vector contains valid values
|
|
inline bool isNaN() const
|
|
{
|
|
return Math::isNaN(x) || Math::isNaN(y) || Math::isNaN(z);
|
|
}
|
|
|
|
// special points
|
|
static const Vector3 ZERO;
|
|
static const Vector3 UNIT_X;
|
|
static const Vector3 UNIT_Y;
|
|
static const Vector3 UNIT_Z;
|
|
static const Vector3 NEGATIVE_UNIT_X;
|
|
static const Vector3 NEGATIVE_UNIT_Y;
|
|
static const Vector3 NEGATIVE_UNIT_Z;
|
|
static const Vector3 UNIT_SCALE;
|
|
};
|
|
/** @} */
|
|
/** @} */
|
|
|
|
}
|
|
#endif
|