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/* Starshatter OpenSource Distribution
Copyright (c) 1997-2004, Destroyer Studios LLC.
All Rights Reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name "Destroyer Studios" nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
SUBSYSTEM: nGenEx.lib
FILE: Geometry.h
AUTHOR: John DiCamillo
OVERVIEW
========
Geometric classes: Rect, Vec3, Point, Matrix, Plane
*/
#ifndef Geometry_h
#define Geometry_h
#include "Types.h"
// +--------------------------------------------------------------------+
struct Rect;
struct Insets;
struct Matrix;
struct Vec3;
struct Point;
struct Quaternion;
struct Plane;
#ifndef PI
const double PI = 3.14159265358979323846;
#endif
const double DEGREES = (PI/180);
// +--------------------------------------------------------------------+
struct Rect
{
static const char* TYPENAME() { return "Rect"; }
Rect() : x(0), y(0), w(0), h(0) { }
Rect(int ix, int iy, int iw, int ih) : x(ix), y(iy), w(iw), h(ih) { }
int operator==(const Rect& r) const { return x==r.x && y==r.y && w==r.w && h==r.h; }
int operator!=(const Rect& r) const { return x!=r.x || y!=r.y || w!=r.w || h!=r.h; }
void Inflate(int dw, int dh);
void Deflate(int dw, int dh);
void Inset(int left, int right, int top, int bottom);
int Contains(int x, int y) const;
int x, y, w, h;
};
// +--------------------------------------------------------------------+
struct Insets
{
Insets() : left(0), right(0), top(0), bottom(0) { }
Insets(WORD l, WORD r, WORD t, WORD b) : left(l), right(r), top(t), bottom(b) { }
WORD left;
WORD right;
WORD top;
WORD bottom;
};
// +--------------------------------------------------------------------+
struct Matrix
{
static const char* TYPENAME() { return "Matrix"; }
Matrix();
Matrix(const Matrix& m);
Matrix(const Point& vrt, const Point& vup, const Point& vpn);
Matrix& operator = (const Matrix& m);
Matrix& operator *= (const Matrix& m);
double operator() (int i, int j) const { return elem[i][j]; }
double& operator() (int i, int j) { return elem[i][j]; }
void Identity();
void Transpose();
void Rotate(double roll, double pitch, double yaw);
void Roll(double roll);
void Pitch(double pitch);
void Yaw(double yaw);
void ComputeEulerAngles(double& roll, double& pitch, double& yaw) const;
double Cofactor(int i, int j) const;
void Invert();
Matrix Inverse() const {
Matrix result(*this);
result.Invert();
return result;
}
Matrix operator*(const Matrix& m) const;
Point operator*(const Point & p) const;
Vec3 operator*(const Vec3& v) const;
double elem[3][3];
private:
Matrix(int no_init) { }
};
// +--------------------------------------------------------------------+
struct Vec2
{
static const char* TYPENAME() { return "Vec2"; }
Vec2() { }
Vec2(int ix, int iy) : x((float) ix), y((float) iy) { }
Vec2(float ix, float iy) : x(ix), y(iy) { }
Vec2(double ix, double iy) : x((float) ix), y((float) iy) { }
operator void*() const { return (void*) (x || y); }
int operator==(const Vec2& p) const { return x==p.x && y==p.y; }
int operator!=(const Vec2& p) const { return x!=p.x || y!=p.y; }
Vec2 operator+ (const Vec2& p) const { return Vec2(x+p.x, y+p.y); }
Vec2 operator- (const Vec2& p) const { return Vec2(x-p.x, y-p.y); }
Vec2 operator- () const { return Vec2(-x, -y); }
Vec2 operator* (float s) const { return Vec2(x*s, y*s); }
Vec2 operator/ (float s) const { return Vec2(x/s, y/s); }
float operator*(const Vec2& p) const { return (x*p.x + y*p.y); }
Vec2& operator= (const Vec2& p) { x =p.x; y =p.y; return *this; }
Vec2& operator+=(const Vec2& p) { x+=p.x; y+=p.y; return *this; }
Vec2& operator-=(const Vec2& p) { x-=p.x; y-=p.y; return *this; }
Vec2& operator*=(float s) { x*=s; y*=s; return *this; }
Vec2& operator/=(float s) { x/=s; y/=s; return *this; }
float length() const { return (float) sqrt(x*x+y*y); }
float Normalize();
float dot(const Vec2& p) const { return (x*p.x + y*p.y); }
Vec2 normal() const { return Vec2(-y, x); }
float x, y;
};
// +--------------------------------------------------------------------+
struct Vec3
{
static const char* TYPENAME() { return "Vec3"; }
Vec3() { }
Vec3(int ix, int iy, int iz) : x((float) ix), y((float) iy), z((float) iz) { }
Vec3(float ix, float iy, float iz) : x(ix), y(iy), z(iz) { }
Vec3(double ix, double iy, double iz) : x((float) ix), y((float) iy), z((float) iz) { }
operator void*() const { return (void*) (x || y || z); }
int operator==(const Vec3& p) const { return x==p.x && y==p.y && z==p.z; }
int operator!=(const Vec3& p) const { return x!=p.x || y!=p.y || z!=p.z; }
Vec3 operator+ (const Vec3& p) const { return Vec3(x+p.x, y+p.y, z+p.z); }
Vec3 operator- (const Vec3& p) const { return Vec3(x-p.x, y-p.y, z-p.z); }
Vec3 operator- () const { return Vec3(-x, -y, -z); }
Vec3 operator* (float s) const { return Vec3(x*s, y*s, z*s); }
Vec3 operator/ (float s) const { return Vec3(x/s, y/s, z/s); }
float operator* (const Vec3& p) const { return (x*p.x + y*p.y + z*p.z); }
Vec3 operator* (const Matrix&) const;
Vec3& operator= (const Vec3& p) { x =p.x; y =p.y; z =p.z; return *this; }
Vec3& operator+=(const Vec3& p) { x+=p.x; y+=p.y; z+=p.z; return *this; }
Vec3& operator-=(const Vec3& p) { x-=p.x; y-=p.y; z-=p.z; return *this; }
Vec3& operator*=(float s) { x*=s; y*=s; z*=s; return *this; }
Vec3& operator/=(float s) { x/=s; y/=s; z/=s; return *this; }
void SwapYZ() { float t = y; y = z; z = t; }
float length() const { return (float) sqrt(x*x+y*y+z*z); }
float Normalize();
float dot(const Vec3& p) const { return (x*p.x + y*p.y + z*p.z); }
Vec3 cross(const Vec3& v) const { return Vec3((y*v.z) - (z*v.y),
(z*v.x) - (x*v.z),
(x*v.y) - (y*v.x)); }
float x, y, z;
};
double ClosestApproachTime(const Vec3& loc1, const Vec3& vel1,
const Vec3& loc2, const Vec3& vel2);
// +--------------------------------------------------------------------+
struct Point
{
static const char* TYPENAME() { return "Point"; }
Point() : x(0), y(0), z(0) { }
Point(double ix, double iy, double iz) : x(ix), y(iy), z(iz) { }
Point(const Point& p) : x(p.x), y(p.y), z(p.z) { }
Point(const Vec3& v) : x(v.x), y(v.y), z(v.z) { }
operator Vec3() const { return Vec3((float) x, (float) y, (float) z); }
operator void*() const { return (void*) (x || y || z); }
int operator==(const Point& p) const { return x==p.x && y==p.y && z==p.z; }
int operator!=(const Point& p) const { return x!=p.x || y!=p.y || z!=p.z; }
Point operator+ (const Point& p) const { return Point(x+p.x, y+p.y, z+p.z); }
Point operator- (const Point& p) const { return Point(x-p.x, y-p.y, z-p.z); }
Point operator- () const { return Point(-x, -y, -z); }
Point operator* (double s) const { return Point(x*s, y*s, z*s); }
Point operator/ (double s) const { return Point(x/s, y/s, z/s); }
double operator*(const Point& p) const { return (x*p.x + y*p.y + z*p.z); }
Point operator* (const Matrix& m) const;
Point& operator= (const Point& p) { x =p.x; y =p.y; z =p.z; return *this; }
Point& operator+=(const Point& p) { x+=p.x; y+=p.y; z+=p.z; return *this; }
Point& operator-=(const Point& p) { x-=p.x; y-=p.y; z-=p.z; return *this; }
Point& operator*=(double s) { x*=s; y*=s; z*=s; return *this; }
Point& operator/=(double s) { x/=s; y/=s; z/=s; return *this; }
double length() const { return sqrt(x*x+y*y+z*z); }
double Normalize();
void SwapYZ() { double t = y; y = z; z = t; }
Point OtherHand() const { return Point(-x, z, y); }
void SetElement(int i, double v);
double dot(const Point& p) const { return (x*p.x + y*p.y + z*p.z); }
Point cross(const Point& p) const { return Point((y*p.z) - (z*p.y),
(z*p.x) - (x*p.z),
(x*p.y) - (y*p.x)); }
double x, y, z;
};
double ClosestApproachTime(const Point& loc1, const Point& vel1,
const Point& loc2, const Point& vel2);
// +--------------------------------------------------------------------+
struct Quaternion
{
static const char* TYPENAME() { return "Quaternion"; }
Quaternion() : x(0), y(0), z(0), w(0) { }
Quaternion(double ix,
double iy,
double iz,
double iw) : x(ix), y(iy), z(iz), w(iw) { }
Quaternion(const Quaternion& q) : x(q.x), y(q.y), z(q.z), w(q.w) { }
int operator==(const Quaternion& q) const { return x==q.x && y==q.y && z==q.z && w==q.w; }
int operator!=(const Quaternion& q) const { return x!=q.x || y!=q.y || z!=q.z || w!=q.w; }
Quaternion operator+ (const Quaternion& q) const { return Quaternion(x+q.x, y+q.y, z+q.z, w+q.w); }
Quaternion operator- (const Quaternion& q) const { return Quaternion(x-q.x, y-q.y, z-q.z, w-q.w); }
Quaternion operator- () const { return Quaternion(-x, -y, -z, -w); }
Quaternion operator* (double s) const { return Quaternion(x*s, y*s, z*s, w*s); }
Quaternion operator/ (double s) const { return Quaternion(x/s, y/s, z/s, w/s); }
Quaternion& operator= (const Quaternion& q) { x =q.x; y =q.y; z =q.z; w =q.w; return *this; }
Quaternion& operator+=(const Quaternion& q) { x+=q.x; y+=q.y; z+=q.z; w+=q.w; return *this; }
Quaternion& operator-=(const Quaternion& q) { x-=q.x; y-=q.y; z-=q.z; w-=q.w; return *this; }
Quaternion& operator*=(double s) { x*=s; y*=s; z*=s; w*=s; return *this; }
Quaternion& operator/=(double s) { x/=s; y/=s; z/=s; w/=s; return *this; }
double length() const { return sqrt(x*x + y*y + z*z + w*w); }
double Normalize();
double x, y, z, w;
};
// +--------------------------------------------------------------------+
struct Plane
{
static const char* TYPENAME() { return "Plane"; }
Plane();
Plane(const Point& p0, const Point& p1, const Point& p2);
Plane(const Vec3& v0, const Vec3& v1, const Vec3& v2);
void Rotate(const Vec3& v0, const Matrix& m);
void Translate(const Vec3& v0);
float distance;
Vec3 normal;
};
// +--------------------------------------------------------------------+
double DotProduct(const Point& a, const Point& b);
void CrossProduct(const Point& a, const Point& b, Point& out);
void MConcat(double in1[3][3], double in2[3][3], double out[3][3]);
// +--------------------------------------------------------------------+
int lines_intersect(
/* 1st line segment */ double x1, double y1, double x2, double y2,
/* 2nd line segment */ double x3, double y3, double x4, double y4,
/* intersect point */ double& x, double& y);
// +--------------------------------------------------------------------+
#endif // Geometry_h
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