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path: root/src/tools/vmap4_extractor/vec3d.h
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/*
 * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

#ifndef VEC3D_H
#define VEC3D_H

#include <iostream>
#include <cmath>

class Vec3D
{
public:
    float x, y, z;

    Vec3D(float x0 = 0.0f, float y0 = 0.0f, float z0 = 0.0f) : x(x0), y(y0), z(z0) { }

    Vec3D(Vec3D const& v) = default;

    Vec3D& operator=(Vec3D const& v) = default;

    Vec3D operator+(Vec3D const& v) const
    {
        Vec3D r(x + v.x, y + v.y, z + v.z);
        return r;
    }

    Vec3D operator-(Vec3D const& v) const
    {
        Vec3D r(x - v.x, y - v.y, z - v.z);
        return r;
    }

    float operator*(Vec3D const& v) const
    {
        return x * v.x + y * v.y + z * v.z;
    }

    Vec3D operator*(float d) const
    {
        Vec3D r(x * d, y * d, z * d);
        return r;
    }

    friend Vec3D operator*(float d, Vec3D const& v)
    {
        return v * d;
    }

    Vec3D operator%(Vec3D const& v) const
    {
        Vec3D r(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
        return r;
    }

    Vec3D& operator+=(Vec3D const& v)
    {
        x += v.x;
        y += v.y;
        z += v.z;
        return *this;
    }

    Vec3D& operator-=(Vec3D const& v)
    {
        x -= v.x;
        y -= v.y;
        z -= v.z;
        return *this;
    }

    Vec3D& operator*=(float d)
    {
        x *= d;
        y *= d;
        z *= d;
        return *this;
    }

    float lengthSquared() const
    {
        return x * x + y * y + z * z;
    }

    float length() const
    {
        return std::sqrt(lengthSquared());
    }

    Vec3D& normalize()
    {
        *this *= (1.0f / length());
        return *this;
    }

    Vec3D operator~() const
    {
        Vec3D r(*this);
        r.normalize();
        return r;
    }

    friend std::istream& operator>>(std::istream& in, Vec3D& v)
    {
        in >> v.x >> v.y >> v.z;
        return in;
    }

    friend std::ostream& operator<<(std::ostream& out, Vec3D const& v)
    {
        out << v.x << " " << v.y << " " << v.z;
        return out;
    }

    operator float*()
    {
        return (float*)this;
    }
};

class AaBox3D
{
public:
    Vec3D min;
    Vec3D max;

    AaBox3D& operator+=(Vec3D const& offset)
    {
        min += offset;
        max += offset;
        return *this;
    }
};

class Vec2D
{
public:
    float x, y;

    Vec2D(float x0 = 0.0f, float y0 = 0.0f) : x(x0), y(y0) { }

    Vec2D(Vec2D const& v) = default;

    Vec2D& operator=(Vec2D const& v) = default;

    Vec2D operator+(Vec2D const& v) const
    {
        Vec2D r(x + v.x, y + v.y);
        return r;
    }

    Vec2D operator-(Vec2D const& v) const
    {
        Vec2D r(x - v.x, y - v.y);
        return r;
    }

    float operator*(Vec2D const& v) const
    {
        return x * v.x + y * v.y;
    }

    Vec2D operator*(float d) const
    {
        Vec2D r(x * d, y * d);
        return r;
    }

    friend Vec2D operator*(float d, Vec2D const& v)
    {
        return v * d;
    }

    Vec2D& operator+=(Vec2D const& v)
    {
        x += v.x;
        y += v.y;
        return *this;
    }

    Vec2D& operator-=(Vec2D const& v)
    {
        x -= v.x;
        y -= v.y;
        return *this;
    }

    Vec2D& operator*=(float d)
    {
        x *= d;
        y *= d;
        return *this;
    }

    float lengthSquared() const
    {
        return x * x + y * y;
    }

    float length() const
    {
        return std::sqrt(lengthSquared());
    }

    Vec2D& normalize()
    {
        *this *= (1.0f / length());
        return *this;
    }

    Vec2D operator~() const
    {
        Vec2D r(*this);
        r.normalize();
        return r;
    }

    friend std::istream& operator>>(std::istream& in, Vec2D& v)
    {
        in >> v.x >> v.y;
        return in;
    }

    operator float*()
    {
        return (float*)this;
    }
};

inline void rotate(float x0, float y0, float* x, float* y, float angle)
{
    float xa = *x - x0;
    float ya = *y - y0;
    *x = xa*cosf(angle) - ya*sinf(angle) + x0;
    *y = xa*sinf(angle) + ya*cosf(angle) + y0;
}

struct Quaternion
{
    float X, Y, Z, W;
};

#endif