From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- .../doc/html/vector3d_8h_source.html | 492 --------------------- 1 file changed, 492 deletions(-) delete mode 100644 libraries/irrlicht-1.8.1/doc/html/vector3d_8h_source.html (limited to 'libraries/irrlicht-1.8.1/doc/html/vector3d_8h_source.html') diff --git a/libraries/irrlicht-1.8.1/doc/html/vector3d_8h_source.html b/libraries/irrlicht-1.8.1/doc/html/vector3d_8h_source.html deleted file mode 100644 index 4cabef7..0000000 --- a/libraries/irrlicht-1.8.1/doc/html/vector3d_8h_source.html +++ /dev/null @@ -1,492 +0,0 @@ - - -
- -00001 // Copyright (C) 2002-2012 Nikolaus Gebhardt -00002 // This file is part of the "Irrlicht Engine". -00003 // For conditions of distribution and use, see copyright notice in irrlicht.h -00004 -00005 #ifndef __IRR_POINT_3D_H_INCLUDED__ -00006 #define __IRR_POINT_3D_H_INCLUDED__ -00007 -00008 #include "irrMath.h" -00009 -00010 namespace irr -00011 { -00012 namespace core -00013 { -00014 -00016 -00021 template <class T> -00022 class vector3d -00023 { -00024 public: -00026 vector3d() : X(0), Y(0), Z(0) {} -00028 vector3d(T nx, T ny, T nz) : X(nx), Y(ny), Z(nz) {} -00030 explicit vector3d(T n) : X(n), Y(n), Z(n) {} -00032 vector3d(const vector3d<T>& other) : X(other.X), Y(other.Y), Z(other.Z) {} -00033 -00034 // operators -00035 -00036 vector3d<T> operator-() const { return vector3d<T>(-X, -Y, -Z); } -00037 -00038 vector3d<T>& operator=(const vector3d<T>& other) { X = other.X; Y = other.Y; Z = other.Z; return *this; } -00039 -00040 vector3d<T> operator+(const vector3d<T>& other) const { return vector3d<T>(X + other.X, Y + other.Y, Z + other.Z); } -00041 vector3d<T>& operator+=(const vector3d<T>& other) { X+=other.X; Y+=other.Y; Z+=other.Z; return *this; } -00042 vector3d<T> operator+(const T val) const { return vector3d<T>(X + val, Y + val, Z + val); } -00043 vector3d<T>& operator+=(const T val) { X+=val; Y+=val; Z+=val; return *this; } -00044 -00045 vector3d<T> operator-(const vector3d<T>& other) const { return vector3d<T>(X - other.X, Y - other.Y, Z - other.Z); } -00046 vector3d<T>& operator-=(const vector3d<T>& other) { X-=other.X; Y-=other.Y; Z-=other.Z; return *this; } -00047 vector3d<T> operator-(const T val) const { return vector3d<T>(X - val, Y - val, Z - val); } -00048 vector3d<T>& operator-=(const T val) { X-=val; Y-=val; Z-=val; return *this; } -00049 -00050 vector3d<T> operator*(const vector3d<T>& other) const { return vector3d<T>(X * other.X, Y * other.Y, Z * other.Z); } -00051 vector3d<T>& operator*=(const vector3d<T>& other) { X*=other.X; Y*=other.Y; Z*=other.Z; return *this; } -00052 vector3d<T> operator*(const T v) const { return vector3d<T>(X * v, Y * v, Z * v); } -00053 vector3d<T>& operator*=(const T v) { X*=v; Y*=v; Z*=v; return *this; } -00054 -00055 vector3d<T> operator/(const vector3d<T>& other) const { return vector3d<T>(X / other.X, Y / other.Y, Z / other.Z); } -00056 vector3d<T>& operator/=(const vector3d<T>& other) { X/=other.X; Y/=other.Y; Z/=other.Z; return *this; } -00057 vector3d<T> operator/(const T v) const { T i=(T)1.0/v; return vector3d<T>(X * i, Y * i, Z * i); } -00058 vector3d<T>& operator/=(const T v) { T i=(T)1.0/v; X*=i; Y*=i; Z*=i; return *this; } -00059 -00061 bool operator<=(const vector3d<T>&other) const -00062 { -00063 return (X<other.X || core::equals(X, other.X)) || -00064 (core::equals(X, other.X) && (Y<other.Y || core::equals(Y, other.Y))) || -00065 (core::equals(X, other.X) && core::equals(Y, other.Y) && (Z<other.Z || core::equals(Z, other.Z))); -00066 } -00067 -00069 bool operator>=(const vector3d<T>&other) const -00070 { -00071 return (X>other.X || core::equals(X, other.X)) || -00072 (core::equals(X, other.X) && (Y>other.Y || core::equals(Y, other.Y))) || -00073 (core::equals(X, other.X) && core::equals(Y, other.Y) && (Z>other.Z || core::equals(Z, other.Z))); -00074 } -00075 -00077 bool operator<(const vector3d<T>&other) const -00078 { -00079 return (X<other.X && !core::equals(X, other.X)) || -00080 (core::equals(X, other.X) && Y<other.Y && !core::equals(Y, other.Y)) || -00081 (core::equals(X, other.X) && core::equals(Y, other.Y) && Z<other.Z && !core::equals(Z, other.Z)); -00082 } -00083 -00085 bool operator>(const vector3d<T>&other) const -00086 { -00087 return (X>other.X && !core::equals(X, other.X)) || -00088 (core::equals(X, other.X) && Y>other.Y && !core::equals(Y, other.Y)) || -00089 (core::equals(X, other.X) && core::equals(Y, other.Y) && Z>other.Z && !core::equals(Z, other.Z)); -00090 } -00091 -00093 bool operator==(const vector3d<T>& other) const -00094 { -00095 return this->equals(other); -00096 } -00097 -00098 bool operator!=(const vector3d<T>& other) const -00099 { -00100 return !this->equals(other); -00101 } -00102 -00103 // functions -00104 -00106 bool equals(const vector3d<T>& other, const T tolerance = (T)ROUNDING_ERROR_f32 ) const -00107 { -00108 return core::equals(X, other.X, tolerance) && -00109 core::equals(Y, other.Y, tolerance) && -00110 core::equals(Z, other.Z, tolerance); -00111 } -00112 -00113 vector3d<T>& set(const T nx, const T ny, const T nz) {X=nx; Y=ny; Z=nz; return *this;} -00114 vector3d<T>& set(const vector3d<T>& p) {X=p.X; Y=p.Y; Z=p.Z;return *this;} -00115 -00117 T getLength() const { return core::squareroot( X*X + Y*Y + Z*Z ); } -00118 -00120 -00122 T getLengthSQ() const { return X*X + Y*Y + Z*Z; } -00123 -00125 T dotProduct(const vector3d<T>& other) const -00126 { -00127 return X*other.X + Y*other.Y + Z*other.Z; -00128 } -00129 -00131 -00132 T getDistanceFrom(const vector3d<T>& other) const -00133 { -00134 return vector3d<T>(X - other.X, Y - other.Y, Z - other.Z).getLength(); -00135 } -00136 -00138 -00139 T getDistanceFromSQ(const vector3d<T>& other) const -00140 { -00141 return vector3d<T>(X - other.X, Y - other.Y, Z - other.Z).getLengthSQ(); -00142 } -00143 -00145 -00147 vector3d<T> crossProduct(const vector3d<T>& p) const -00148 { -00149 return vector3d<T>(Y * p.Z - Z * p.Y, Z * p.X - X * p.Z, X * p.Y - Y * p.X); -00150 } -00151 -00153 -00157 bool isBetweenPoints(const vector3d<T>& begin, const vector3d<T>& end) const -00158 { -00159 const T f = (end - begin).getLengthSQ(); -00160 return getDistanceFromSQ(begin) <= f && -00161 getDistanceFromSQ(end) <= f; -00162 } -00163 -00165 -00168 vector3d<T>& normalize() -00169 { -00170 f64 length = X*X + Y*Y + Z*Z; -00171 if (length == 0 ) // this check isn't an optimization but prevents getting NAN in the sqrt. -00172 return *this; -00173 length = core::reciprocal_squareroot(length); -00174 -00175 X = (T)(X * length); -00176 Y = (T)(Y * length); -00177 Z = (T)(Z * length); -00178 return *this; -00179 } -00180 -00182 vector3d<T>& setLength(T newlength) -00183 { -00184 normalize(); -00185 return (*this *= newlength); -00186 } -00187 -00189 vector3d<T>& invert() -00190 { -00191 X *= -1; -00192 Y *= -1; -00193 Z *= -1; -00194 return *this; -00195 } -00196 -00198 -00200 void rotateXZBy(f64 degrees, const vector3d<T>& center=vector3d<T>()) -00201 { -00202 degrees *= DEGTORAD64; -00203 f64 cs = cos(degrees); -00204 f64 sn = sin(degrees); -00205 X -= center.X; -00206 Z -= center.Z; -00207 set((T)(X*cs - Z*sn), Y, (T)(X*sn + Z*cs)); -00208 X += center.X; -00209 Z += center.Z; -00210 } -00211 -00213 -00215 void rotateXYBy(f64 degrees, const vector3d<T>& center=vector3d<T>()) -00216 { -00217 degrees *= DEGTORAD64; -00218 f64 cs = cos(degrees); -00219 f64 sn = sin(degrees); -00220 X -= center.X; -00221 Y -= center.Y; -00222 set((T)(X*cs - Y*sn), (T)(X*sn + Y*cs), Z); -00223 X += center.X; -00224 Y += center.Y; -00225 } -00226 -00228 -00230 void rotateYZBy(f64 degrees, const vector3d<T>& center=vector3d<T>()) -00231 { -00232 degrees *= DEGTORAD64; -00233 f64 cs = cos(degrees); -00234 f64 sn = sin(degrees); -00235 Z -= center.Z; -00236 Y -= center.Y; -00237 set(X, (T)(Y*cs - Z*sn), (T)(Y*sn + Z*cs)); -00238 Z += center.Z; -00239 Y += center.Y; -00240 } -00241 -00243 -00247 vector3d<T> getInterpolated(const vector3d<T>& other, f64 d) const -00248 { -00249 const f64 inv = 1.0 - d; -00250 return vector3d<T>((T)(other.X*inv + X*d), (T)(other.Y*inv + Y*d), (T)(other.Z*inv + Z*d)); -00251 } -00252 -00254 -00259 vector3d<T> getInterpolated_quadratic(const vector3d<T>& v2, const vector3d<T>& v3, f64 d) const -00260 { -00261 // this*(1-d)*(1-d) + 2 * v2 * (1-d) + v3 * d * d; -00262 const f64 inv = (T) 1.0 - d; -00263 const f64 mul0 = inv * inv; -00264 const f64 mul1 = (T) 2.0 * d * inv; -00265 const f64 mul2 = d * d; -00266 -00267 return vector3d<T> ((T)(X * mul0 + v2.X * mul1 + v3.X * mul2), -00268 (T)(Y * mul0 + v2.Y * mul1 + v3.Y * mul2), -00269 (T)(Z * mul0 + v2.Z * mul1 + v3.Z * mul2)); -00270 } -00271 -00273 -00278 vector3d<T>& interpolate(const vector3d<T>& a, const vector3d<T>& b, f64 d) -00279 { -00280 X = (T)((f64)b.X + ( ( a.X - b.X ) * d )); -00281 Y = (T)((f64)b.Y + ( ( a.Y - b.Y ) * d )); -00282 Z = (T)((f64)b.Z + ( ( a.Z - b.Z ) * d )); -00283 return *this; -00284 } -00285 -00286 -00288 -00301 vector3d<T> getHorizontalAngle() const -00302 { -00303 vector3d<T> angle; -00304 -00305 const f64 tmp = (atan2((f64)X, (f64)Z) * RADTODEG64); -00306 angle.Y = (T)tmp; -00307 -00308 if (angle.Y < 0) -00309 angle.Y += 360; -00310 if (angle.Y >= 360) -00311 angle.Y -= 360; -00312 -00313 const f64 z1 = core::squareroot(X*X + Z*Z); -00314 -00315 angle.X = (T)(atan2((f64)z1, (f64)Y) * RADTODEG64 - 90.0); -00316 -00317 if (angle.X < 0) -00318 angle.X += 360; -00319 if (angle.X >= 360) -00320 angle.X -= 360; -00321 -00322 return angle; -00323 } -00324 -00326 -00330 vector3d<T> getSphericalCoordinateAngles() const -00331 { -00332 vector3d<T> angle; -00333 const f64 length = X*X + Y*Y + Z*Z; -00334 -00335 if (length) -00336 { -00337 if (X!=0) -00338 { -00339 angle.Y = (T)(atan2((f64)Z,(f64)X) * RADTODEG64); -00340 } -00341 else if (Z<0) -00342 angle.Y=180; -00343 -00344 angle.X = (T)(acos(Y * core::reciprocal_squareroot(length)) * RADTODEG64); -00345 } -00346 return angle; -00347 } -00348 -00350 -00357 vector3d<T> rotationToDirection(const vector3d<T> & forwards = vector3d<T>(0, 0, 1)) const -00358 { -00359 const f64 cr = cos( core::DEGTORAD64 * X ); -00360 const f64 sr = sin( core::DEGTORAD64 * X ); -00361 const f64 cp = cos( core::DEGTORAD64 * Y ); -00362 const f64 sp = sin( core::DEGTORAD64 * Y ); -00363 const f64 cy = cos( core::DEGTORAD64 * Z ); -00364 const f64 sy = sin( core::DEGTORAD64 * Z ); -00365 -00366 const f64 srsp = sr*sp; -00367 const f64 crsp = cr*sp; -00368 -00369 const f64 pseudoMatrix[] = { -00370 ( cp*cy ), ( cp*sy ), ( -sp ), -00371 ( srsp*cy-cr*sy ), ( srsp*sy+cr*cy ), ( sr*cp ), -00372 ( crsp*cy+sr*sy ), ( crsp*sy-sr*cy ), ( cr*cp )}; -00373 -00374 return vector3d<T>( -00375 (T)(forwards.X * pseudoMatrix[0] + -00376 forwards.Y * pseudoMatrix[3] + -00377 forwards.Z * pseudoMatrix[6]), -00378 (T)(forwards.X * pseudoMatrix[1] + -00379 forwards.Y * pseudoMatrix[4] + -00380 forwards.Z * pseudoMatrix[7]), -00381 (T)(forwards.X * pseudoMatrix[2] + -00382 forwards.Y * pseudoMatrix[5] + -00383 forwards.Z * pseudoMatrix[8])); -00384 } -00385 -00387 -00389 void getAs4Values(T* array) const -00390 { -00391 array[0] = X; -00392 array[1] = Y; -00393 array[2] = Z; -00394 array[3] = 0; -00395 } -00396 -00398 -00399 void getAs3Values(T* array) const -00400 { -00401 array[0] = X; -00402 array[1] = Y; -00403 array[2] = Z; -00404 } -00405 -00406 -00408 T X; -00409 -00411 T Y; -00412 -00414 T Z; -00415 }; -00416 -00418 // Implementor note: inline keyword needed due to template specialization for s32. Otherwise put specialization into a .cpp -00419 template <> -00420 inline vector3d<s32> vector3d<s32>::operator /(s32 val) const {return core::vector3d<s32>(X/val,Y/val,Z/val);} -00421 template <> -00422 inline vector3d<s32>& vector3d<s32>::operator /=(s32 val) {X/=val;Y/=val;Z/=val; return *this;} -00423 -00424 template <> -00425 inline vector3d<s32> vector3d<s32>::getSphericalCoordinateAngles() const -00426 { -00427 vector3d<s32> angle; -00428 const f64 length = X*X + Y*Y + Z*Z; -00429 -00430 if (length) -00431 { -00432 if (X!=0) -00433 { -00434 angle.Y = round32((f32)(atan2((f64)Z,(f64)X) * RADTODEG64)); -00435 } -00436 else if (Z<0) -00437 angle.Y=180; -00438 -00439 angle.X = round32((f32)(acos(Y * core::reciprocal_squareroot(length)) * RADTODEG64)); -00440 } -00441 return angle; -00442 } -00443 -00445 typedef vector3d<f32> vector3df; -00446 -00448 typedef vector3d<s32> vector3di; -00449 -00451 template<class S, class T> -00452 vector3d<T> operator*(const S scalar, const vector3d<T>& vector) { return vector*scalar; } -00453 -00454 } // end namespace core -00455 } // end namespace irr -00456 -00457 #endif -00458 -