aboutsummaryrefslogtreecommitdiff
path: root/src/Vec3f.hh
blob: c9e58d1efc6fa61dcc43b3e269f55712ef4d56b1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
#ifndef __VEC3F_HH_
#define __VEC3F_HH_

#include <stdlib.h>
#include <math.h>

    //CAPI:verb SqrDistancePt3
#define PF_SQUARE(_x) ((_x)*(_x))
#define PF_MIN2(a,b) ((a) < (b) ? (a) : (b))
#define PF_MAX2(a,b) ((a) > (b) ? (a) : (b))
#define PF_MIN3(a,b,c) ((a) < (b) ? PF_MIN2(a,c) : PF_MIN2(b,c))
#define PF_MAX3(a,b,c) ((a) > (b) ? PF_MAX2(a,c) : PF_MAX2(b,c))
#define PF_MIN4(a,b,c,d) ((a) < (b) ? PF_MIN3(a,c,d) : PF_MIN3(b,c,d))
#define PF_MAX4(a,b,c,d) ((a) > (b) ? PF_MAX3(a,c,d) : PF_MAX3(b,c,d))
#define PF_CLAMP(_x, _lo, _hi) \
        (((_x) < (_lo)) ? (_lo) : (_x) > (_hi) ? (_hi) : (_x))

/*
 * PF_ABS is faster than calling fabsf
 * PF_ABSLT etc are faster than (PF_ABS(x1) < x2)
 */
#define PF_ABS(_x1) ((_x1 < 0) ? -(_x1) : (_x1))
#define PF_ABSLT(_x1,_x2) ((_x1) < (_x2) && -(_x1) < (_x2))
#define PF_ABSGT(_x1,_x2) ((_x1) > (_x2) || -(_x1) > (_x2))
#define PF_ABSLE(_x1,_x2) ((_x1) <= (_x2) && -(_x1) <= (_x2))
#define PF_ABSGE(_x1,_x2) ((_x1) >= (_x2) || -(_x1) >= (_x2))
/*
 * Speed oriented macros
 */
#define PF_PI       3.14159265358979323846f /* F for SP float */
#define PF_PI_D     3.14159265358979323846  /* slower DP for more precision */

#define PF_DEG2RAD(x)   ((x)*PF_PI  /180.0f)
#define PF_DEG2RAD_D(x) ((x)*PF_PI_D/180.0)

#define PF_RAD2DEG(x)   ((x)*180.0f/PF_PI)
#define PF_RAD2DEG_D(x) ((x)*180.0 /PF_PI_D)

#define PF_HUGEVAL  3.40282347e+37f


/* macro for fast square roots */
/* thresholds chosen so it's no worse than pfSqrt() */
#define PF_SQRT1(_x) \
        (((_x) > 0.9996f && (_x) < 1.001f) ? \
          0.5f + 0.5f*(_x) : \
          pfSqrt(_x))

#define PF_1OVERSQRT1(_x) \
        (((_x) > 0.9996f && (_x) < 1.001f) ? \
          1.5f - 0.5f*(_x) : \
          1.0f/pfSqrt(_x))

struct Vec3f {
  //   PFSTRUCT_DECLARE

public:
    float vec[3];
  
public:
  // constructors and destructors
  //CAPI:private
  Vec3f(float _x, float _y, float _z) { set(_x, _y, _z); }
  Vec3f(float *_p) { set(_p); }
  Vec3f() {};
  
public:
  // sets and gets
  //CAPI:arrayclass
  //CAPI:verb SetVec3
  void set(float _x, float _y, float _z) {
    vec[0] = _x;
    vec[1] = _y;
    vec[2] = _z; 
  }
  void set(float *_p){
    vec[0]=_p[0];
    vec[1]=_p[1];
    vec[2]=_p[2];
  }

public:
    // other functions
    //CAPI:verb
    void copy(const Vec3f&  _v) { *this = _v; }
    int equal(const Vec3f&  _v) const { 
	return (vec[0] == _v[0] && 
		vec[1] == _v[1] &&
		vec[2] == _v[2]);
    }
    int almostEqual(const Vec3f& _v, float _tol) const;

    void negate(const Vec3f& _v) { 
	vec[0] = -_v[0];
	vec[1] = -_v[1]; 
	vec[2] = -_v[2]; 
    }

    float dot(const Vec3f&  _v) const {
	return (vec[0] * _v[0] + 
		vec[1] * _v[1] +
		vec[2] * _v[2]);
    }

    void add(const Vec3f& _v1, const Vec3f& _v2) { 
	vec[0] = _v1[0] + _v2[0]; 
	vec[1] = _v1[1] + _v2[1]; 
	vec[2] = _v1[2] + _v2[2]; 
    }

    void sub(const Vec3f& _v1, const Vec3f& _v2) { 
	vec[0] = _v1[0] - _v2[0]; 
	vec[1] = _v1[1] - _v2[1]; 
	vec[2] = _v1[2] - _v2[2]; 
    }

    void scale(float _s, const Vec3f& _v) { 
	vec[0] = _s * _v[0]; 
	vec[1] = _s * _v[1]; 
	vec[2] = _s * _v[2]; 
    }

    void addScaled(const Vec3f& _v1, float _s, const Vec3f& _v2) { 
	vec[0] = _v1[0] + _s * _v2[0]; 
	vec[1] = _v1[1] + _s * _v2[1]; 
	vec[2] = _v1[2] + _s * _v2[2]; 
    }

    void combine(float _a, const Vec3f& _v1, float _b, const Vec3f& _v2) { 
	vec[0] = _a * _v1[0] + _b * _v2[0]; 
	vec[1] = _a * _v1[1] + _b * _v2[1]; 
	vec[2] = _a * _v1[2] + _b * _v2[2]; 
    }


    float sqrDistance(const Vec3f& _v) const { 
	return (PF_SQUARE(vec[0] - _v[0]) +
		PF_SQUARE(vec[1] - _v[1]) +
		PF_SQUARE(vec[2] - _v[2]));
    }
  void norm(const Vec3f& _v1, const Vec3f& _v2, const Vec3f& _v3){
    Vec3f s1,s2;
    s1 = _v1-_v2;
    s2 = _v3-_v2;
    cross(s1,s2);
    normalize();
  }
  float normalize(){
    float len=length();
    if(len==0) this->set(len,len,len);
    vec[0]/=len; vec[1]/=len; vec[2]/=len;
    return len;
  }
  float length() const{
    return sqrt(PF_SQUARE(vec[0]) +
		PF_SQUARE(vec[1]) +
		PF_SQUARE(vec[2]));
  }
    //CAPI:verb DistancePt3
  float distance(const Vec3f& _v) const{
    return sqrt(this->sqrDistance(_v));
  }
  void  cross(const Vec3f&  v1, const Vec3f&  v2){
    float temp[3];

    temp[0] = (v1[1] * v2[2]) - (v1[2] * v2[1]);
    temp[1] = (v1[2] * v2[0]) - (v1[0] * v2[2]);
    temp[2] = (v1[0] * v2[1]) - (v1[1] * v2[0]);
    set(temp);
  }
  void  cross(const Vec3f&  v2){
    float temp[3];

    temp[0] = (vec[1] * v2[2]) - (vec[2] * v2[1]);
    temp[1] = (vec[2] * v2[0]) - (vec[0] * v2[2]);
    temp[2] = (vec[0] * v2[1]) - (vec[1] * v2[0]);
    set(temp);
  }
  /*CAPI:verb XformVec3
     void xformVec(const Vec3f& _v, const pfMatrix& _m);

    //CAPI:verb XformPt3
     void xformPt(const Vec3f& _v, const pfMatrix& _m);

    //CAPI:verb FullXformPt3
    void fullXformPt(const Vec3f& _v, const pfMatrix& _m);*/

public:
    // Operators
    float&  operator [](int i) { return vec[i]; }

    const float&  operator [](int i) const { return vec[i]; }

    int operator ==(const Vec3f& _v) const {
        return vec[0] == _v[0] && vec[1] == _v[1] && vec[2] == _v[2];
    }
    int operator !=(const Vec3f& _v) const {
        return !(*this == _v);
    }

public:
    // Vec3f operators (N.B. return by value can be slow)

    Vec3f operator -() const {
        return Vec3f(-vec[0], -vec[1], -vec[2]);
    }

    Vec3f operator +(const Vec3f& _v) const {
        return Vec3f(vec[0]+_v[0], vec[1]+_v[1], vec[2]+_v[2]);
    }

    Vec3f operator -(const Vec3f& _v) const {
        return Vec3f(vec[0]-_v[0], vec[1]-_v[1], vec[2]-_v[2]);
    }

    friend inline Vec3f operator *(float _s, const Vec3f&);
    friend inline Vec3f operator *(const Vec3f& _v, float _s);
    friend inline Vec3f operator /(const Vec3f& _v, float _s);
  // friend inline Vec3f operator *(const Vec3f& _v, const pfMatrix& _m);
    
public:
    // Assignment Operators
    Vec3f&  operator =(const Vec3f& _v) {
        vec[0] = _v[0]; 
	vec[1] = _v[1];
	vec[2] = _v[2]; 
	return *this;
    }

    Vec3f& operator *=(float _s) {
        vec[0] *= _s; 
	vec[1] *= _s; 
	vec[2] *= _s; 
	return *this;
    }
    
    Vec3f& operator /=(float _s) {
	_s = 1.0/_s; 
	return *this *= _s;
    }
    
    Vec3f& operator +=(const Vec3f& _v) {
        vec[0] += _v[0]; 
	vec[1] += _v[1]; 
	vec[2] += _v[2];
	return *this;
    }

    Vec3f& operator -=(const Vec3f& _v) {
        vec[0] -= _v[0]; 
	vec[1] -= _v[1]; 
	vec[2] -= _v[2];
	return *this;
    }
};


inline Vec3f operator *(float _s, const Vec3f& _v) {
    return Vec3f(_v[0]*_s, _v[1]*_s, _v[2]*_s);
}

inline Vec3f operator *(const Vec3f& _v, float _s) {
    return Vec3f(_v[0]*_s, _v[1]*_s, _v[2]*_s);
}

inline Vec3f operator /(const Vec3f& _v, float _s) {
    _s = 1.0f/_s;
    return Vec3f(_v[0]*_s, _v[1]*_s, _v[2]*_s);
}

//inline Vec3f operator *(const Vec3f& _v, const pfMatrix&  _m) {
    // transform as point (w=1), assuming affine transformation
    // i.e. does not use slower dst.xformFullPt().
//    Vec3f dst; dst.xformPt(_v, _m); return dst;
//}

#endif