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Vector.cpp
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Vector.cpp
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// Vector.cpp: implementation of the CVector class
//
// Pandora Bot v2.0
// By Darrin W. Cullop ([email protected])
//
// Copyright (c) 1998-1999 by Darrin W. Cullop. All Rights Reserved.
//
// Permission to use, copy and distribute unedited copies of this whole
// document is hereby granted, provided that no fee is charged for the
// use or availability of this document (other than the normal connection
// costs for on-line services, if applicable). The above copyright notice
// and this permission notice must be left intact in all copies of this
// document. Short excerpts of this document may be quoted in discussion
// groups or mailing list articles, as long as a reference to the full
// document is given.
//
// Commercial distribution of this document, in whole or in part,
// requires prior agreement with the author. Commercial distribution
// includes any means by which the user has to pay either for the support
// (e.g. book, newsletter or CD-ROM) or for the document itself.
//
// Unauthorized commercial distribution is prohibited.
//
//////////////////////////////////////////////////////////////////////
#include "StdAfx.h"
#include "Vector.h"
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
//////////////////////////////////////////////////////////////////////
// CVector Class
//////////////////////////////////////////////////////////////////////
IMPLEMENT_SERIAL( CVector, CObject, 0)
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CVector::CVector( const float& nX, const float& nY, const float& nZ )
{
m_nX = nX;
m_nY = nY;
m_nZ = nZ;
}
CVector::CVector( const float* pValues )
{
m_nX = pValues[0];
m_nY = pValues[1];
m_nZ = pValues[2];
}
//////////////////////////////////////////////////////////////////////
// Initialization
//////////////////////////////////////////////////////////////////////
void CVector::Clear()
{
m_nX = CLEAR_POINT;
m_nY = CLEAR_POINT;
m_nZ = CLEAR_POINT;
}
BOOL CVector::IsClear() const
{
return ((m_nX == CLEAR_POINT) && (m_nY == CLEAR_POINT) && (m_nZ == CLEAR_POINT));
}
void CVector::Randomize()
{
SetX( ( (short) (rand() - rand()) ) );
SetY( ( (short) (rand() - rand()) ) );
SetZ( ( (short) (rand() - rand()) ) );
}
//////////////////////////////////////////////////////////////////////
// Vector Math
//////////////////////////////////////////////////////////////////////
float CVector::DistanceTo( const CVector& vOther ) const
{
return ( *this - vOther );
}
void CVector::Normalize()
{
float nLength;
Length( nLength );
if ( nLength != CLEAR_POINT )
{
m_nX /= nLength;
m_nY /= nLength;
m_nZ /= nLength;
}
}
void CVector::GetNormalized( CVector& rNormalized ) const
{
rNormalized.Copy( this );
rNormalized.Normalize();
}
CVector CVector::GetNormalized() const
{
CVector vReturnMe;
GetNormalized( vReturnMe );
return vReturnMe;
}
void CVector::ScaleTo( const float& nScalar )
{
Normalize();
(*this) *= nScalar;
}
CVector CVector::CrossProduct( const CVector& vOther ) const
{
CVector vReturnMe;
vReturnMe.SetX( (m_nY * vOther.GetZ()) - (m_nZ * vOther.GetY()) );
vReturnMe.SetY( (-1)*((m_nX * vOther.GetZ()) - (m_nZ * vOther.GetX())) );
vReturnMe.SetZ( (m_nX * vOther.GetY()) - (m_nY * vOther.GetX()) );
return vReturnMe;
}
float CVector::DotProduct( const CVector& vOther ) const
{
float nReturnMe = CLEAR_POINT;
nReturnMe += ( m_nX * vOther.GetX() );
nReturnMe += ( m_nY * vOther.GetY() );
nReturnMe += ( m_nZ * vOther.GetZ() );
return nReturnMe;
}
//////////////////////////////////////////////////////////////////////
// Angle Based Math
//////////////////////////////////////////////////////////////////////
void CVector::GetYawAngle( float& nYaw ) const
{
if ( m_nY || m_nX )
{
nYaw = (float)atan2( m_nY, m_nX );
ConvertRadiansToDegrees( nYaw );
}
else
{
nYaw = 0.0f;
}
}
float CVector::GetYawAngle() const
{
float nReturnMe;
GetYawAngle( nReturnMe );
return nReturnMe;
}
void CVector::GetPitchAngle( float& nPitch ) const
{
float nLength;
Length( nLength );
if ( nLength )
{
nPitch = (float)asin( m_nZ / nLength );
ConvertRadiansToDegrees( nPitch );
nPitch *= -1;
}
else
{
nPitch = 0.0f;
}
}
float CVector::GetPitchAngle() const
{
float nReturnMe;
GetPitchAngle( nReturnMe );
return nReturnMe;
}
void CVector::SetAngles( const float& nPitch, const float& nYaw )
{
float nTemp;
float nPitchCos;
NormalizeAngle( nPitch, nTemp );
// Use nPitch, and then use nYaw so there is no need for two variables
nPitchCos = ((float)cos(nTemp));
SetZ( (float)(sin(nTemp)) );
// Now use nYaw
NormalizeAngle( nYaw, nTemp );
SetX( (float)(cos( (double)(nTemp) ) * nPitchCos) );
SetY( (float)(sin( (double)(nTemp) ) * nPitchCos) );
}
//////////////////////////////////////////////////////////////////////
// String Functions
//////////////////////////////////////////////////////////////////////
void CVector::GetString( CString& strVector ) const
{
strVector.Format( "(%5.1f, %5.1f, %5.1f)", m_nX, m_nY, m_nZ );
}
CString CVector::GetString() const
{
CString strReturnMe;
GetString(strReturnMe);
return strReturnMe;
}
//////////////////////////////////////////////////////////////////////
// Overloaded Operators
//////////////////////////////////////////////////////////////////////
// Subtraction Operator
CVector CVector::operator-( const CVector& vOther ) const
{
CVector vReturnMe;
vReturnMe.SetX( GetX() - vOther.GetX() );
vReturnMe.SetY( GetY() - vOther.GetY() );
vReturnMe.SetZ( GetZ() - vOther.GetZ() );
return vReturnMe;
}
// Product of a Vector and a Scalar
CVector CVector::operator*( const float& nScalar ) const
{
CVector vReturnMe;
vReturnMe.SetX( GetX() * nScalar );
vReturnMe.SetY( GetY() * nScalar );
vReturnMe.SetZ( GetZ() * nScalar );
return vReturnMe;
}
// Assignment Operators
CVector& CVector::operator+=( const CVector& vOther )
{
m_nX += vOther.GetX();
m_nY += vOther.GetY();
m_nZ += vOther.GetZ();
return ( *this );
}
CVector& CVector::operator-=( const CVector& vOther )
{
m_nX -= vOther.GetX();
m_nY -= vOther.GetY();
m_nZ -= vOther.GetZ();
return ( *this );
}
CVector& CVector::operator/=( const float& nScalar )
{
if ( nScalar != CLEAR_POINT )
{
m_nX /= nScalar;
m_nY /= nScalar;
m_nZ /= nScalar;
}
return ( *this );
}
CVector& CVector::operator*=( const float& nScalar )
{
m_nX *= nScalar;
m_nY *= nScalar;
m_nZ *= nScalar;
return ( *this );
}
//////////////////////////////////////////////////////////////////////
// Diagnostics
//////////////////////////////////////////////////////////////////////
#ifdef _DEBUG
void CVector::AssertValid() const
{
ASSERT( IsKindOf(RUNTIME_CLASS(CVector)) );
ASSERT( !(_isnan(m_nX)) );
ASSERT( !(_isnan(m_nY)) );
ASSERT( !(_isnan(m_nZ)) );
CObject::AssertValid();
}
void CVector::Dump(CDumpContext& dc) const
{
dc << GetString() << " [" << Length() << "]";
// Don't call the base class (for now), so it can be dumped on one line
// and objects that have CVector as an attribute will have nice looking
// dumps <insert "Beavis and Butthead" laughter here>
// CObject::Dump(dc);
}
#endif // _DEBUG
//////////////////////////////////////////////////////////////////////
// End of Vector.cpp
//////////////////////////////////////////////////////////////////////