383 lines
14 KiB
C
383 lines
14 KiB
C
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// ----------------------------------------------------------------------------
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//
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//
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// OpenSteer -- Steering Behaviors for Autonomous Characters
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//
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// Copyright (c) 2002-2005, Sony Computer Entertainment America
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// Original author: Craig Reynolds <craig_reynolds@playstation.sony.com>
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//
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// Permission is hereby granted, free of charge, to any person obtaining a
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// copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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// DEALINGS IN THE SOFTWARE.
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//
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//
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// ----------------------------------------------------------------------------
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//
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// Vec3: OpenSteer's generic type for 3d vectors
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//
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// This file defines the class Vec3, which is used throughout OpenSteer to
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// manipulate 3d geometric data. It includes standard vector operations (like
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// vector addition, subtraction, scale, dot, cross...) and more idiosyncratic
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// utility functions.
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//
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// When integrating OpenSteer into a preexisting 3d application, it may be
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// important to use the 3d vector type of that application. In that case Vec3
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// can be changed to inherit from the preexisting application' vector type and
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// to match the interface used by OpenSteer to the interface provided by the
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// preexisting 3d vector type.
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//
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// 10-04-04 bk: put everything into the OpenSteer namespace
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// 03-26-03 cwr: created to replace for Hiranabe-san's execellent but larger
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// vecmath package (http://objectclub.esm.co.jp/vecmath/)
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//
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// ----------------------------------------------------------------------------
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#ifndef OPENSTEER_VEC3_H
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#define OPENSTEER_VEC3_H
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#include "OpenSteer/Utilities.h" // for interpolate, etc.
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namespace OpenSteer {
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// ----------------------------------------------------------------------------
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class Vec3
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{
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public:
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// ----------------------------------------- generic 3d vector operations
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// three-dimensional Cartesian coordinates
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float x, y, z;
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// constructors
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Vec3 (void): x( 0.0f ), y( 0.0f ), z( 0.0f ) {}
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Vec3 (float X, float Y, float Z) : x( X ), y( Y ), z( Z ) {}
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// vector addition
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Vec3 operator+ (const Vec3& v) const {return Vec3 (x+v.x, y+v.y, z+v.z);}
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// vector subtraction
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Vec3 operator- (const Vec3& v) const {return Vec3 (x-v.x, y-v.y, z-v.z);}
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// unary minus
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Vec3 operator- (void) const {return Vec3 (-x, -y, -z);}
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// vector times scalar product (scale length of vector times argument)
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Vec3 operator* (const float s) const {return Vec3 (x * s, y * s, z * s);}
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// vector divided by a scalar (divide length of vector by argument)
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Vec3 operator/ (const float s) const {return Vec3 (x / s, y / s, z / s);}
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// dot product
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float dot (const Vec3& v) const {return (x * v.x) + (y * v.y) + (z * v.z);}
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// length
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float length (void) const {return sqrtXXX (lengthSquared ());}
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// length squared
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float lengthSquared (void) const {return this->dot (*this);}
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// normalize: returns normalized version (parallel to this, length = 1)
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Vec3 normalize (void) const
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{
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// skip divide if length is zero
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const float len = length ();
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return (len>0) ? (*this)/len : (*this);
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}
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// cross product (modify "*this" to be A x B)
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// [XXX side effecting -- deprecate this function? XXX]
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void cross(const Vec3& a, const Vec3& b)
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{
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*this = Vec3 ((a.y * b.z) - (a.z * b.y),
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(a.z * b.x) - (a.x * b.z),
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(a.x * b.y) - (a.y * b.x));
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}
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// assignment
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Vec3 operator= (const Vec3& v) {x=v.x; y=v.y; z=v.z; return *this;}
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// set XYZ coordinates to given three floats
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Vec3 set (const float _x, const float _y, const float _z)
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{x = _x; y = _y; z = _z; return *this;}
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// +=
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Vec3 operator+= (const Vec3& v) {return *this = (*this + v);}
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// -=
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Vec3 operator-= (const Vec3& v) {return *this = (*this - v);}
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// *=
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Vec3 operator*= (const float& s) {return *this = (*this * s);}
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Vec3 operator/=( float d ) { return *this = (*this / d); }
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// equality/inequality
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bool operator== (const Vec3& v) const {return x==v.x && y==v.y && z==v.z;}
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bool operator!= (const Vec3& v) const {return !(*this == v);}
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// @todo Remove - use @c distance from the Vec3Utilitites header instead.
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// XXX experimental (4-1-03 cwr): is this the right approach? defining
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// XXX "Vec3 distance (vec3, Vec3)" collided with STL's distance template.
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static float distance (const Vec3& a, const Vec3& b){ return(a-b).length();}
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// --------------------------- utility member functions used in OpenSteer
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// return component of vector parallel to a unit basis vector
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// (IMPORTANT NOTE: assumes "basis" has unit magnitude (length==1))
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inline Vec3 parallelComponent (const Vec3& unitBasis) const
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{
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const float projection = this->dot (unitBasis);
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return unitBasis * projection;
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}
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// return component of vector perpendicular to a unit basis vector
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// (IMPORTANT NOTE: assumes "basis" has unit magnitude (length==1))
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inline Vec3 perpendicularComponent (const Vec3& unitBasis) const
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{
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return (*this) - parallelComponent (unitBasis);
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}
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// clamps the length of a given vector to maxLength. If the vector is
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// shorter its value is returned unaltered, if the vector is longer
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// the value returned has length of maxLength and is paralle to the
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// original input.
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Vec3 truncateLength (const float maxLength) const
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{
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const float maxLengthSquared = maxLength * maxLength;
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const float vecLengthSquared = this->lengthSquared ();
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if (vecLengthSquared <= maxLengthSquared)
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return *this;
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else
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return (*this) * (maxLength / sqrtXXX (vecLengthSquared));
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}
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// forces a 3d position onto the XZ (aka y=0) plane
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Vec3 setYtoZero (void) const {return Vec3 (this->x, 0, this->z);}
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// rotate this vector about the global Y (up) axis by the given angle
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Vec3 rotateAboutGlobalY (float angle) const
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{
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const float s = sinXXX (angle);
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const float c = cosXXX (angle);
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return Vec3 ((this->x * c) + (this->z * s),
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(this->y),
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(this->z * c) - (this->x * s));
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}
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// version for caching sin/cos computation
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Vec3 rotateAboutGlobalY (float angle, float& sin, float& cos) const
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{
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// is both are zero, they have not be initialized yet
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if (sin==0 && cos==0)
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{
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sin = sinXXX (angle);
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cos = cosXXX (angle);
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}
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return Vec3 ((this->x * cos) + (this->z * sin),
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(this->y),
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(this->z * cos) - (this->x * sin));
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}
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// if this position is outside sphere, push it back in by one diameter
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Vec3 sphericalWrapAround (const Vec3& center, float radius)
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{
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const Vec3 offset = *this - center;
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const float r = offset.length();
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if (r > radius)
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return *this + ((offset/r) * radius * -2);
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else
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return *this;
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}
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// names for frequently used vector constants
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static const Vec3 zero;
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static const Vec3 side;
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static const Vec3 up;
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static const Vec3 forward;
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};
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// ----------------------------------------------------------------------------
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// scalar times vector product ("float * Vec3")
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inline Vec3 operator* (float s, const Vec3& v) {return v*s;}
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// return cross product a x b
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inline Vec3 crossProduct(const Vec3& a, const Vec3& b)
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{
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Vec3 result((a.y * b.z) - (a.z * b.y),
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(a.z * b.x) - (a.x * b.z),
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(a.x * b.y) - (a.y * b.x));
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return result;
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}
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// ----------------------------------------------------------------------------
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// default character stream output method
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#ifndef NOT_OPENSTEERDEMO // only when building OpenSteerDemo
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inline std::ostream& operator<< (std::ostream& o, const Vec3& v)
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{
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return o << "(" << v.x << "," << v.y << "," << v.z << ")";
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}
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#endif // NOT_OPENSTEERDEMO
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// ----------------------------------------------------------------------------
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// Returns a position randomly distributed inside a sphere of unit radius
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// centered at the origin. Orientation will be random and length will range
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// between 0 and 1
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Vec3 RandomVectorInUnitRadiusSphere (void);
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// ----------------------------------------------------------------------------
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// Returns a position randomly distributed on a disk of unit radius
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// on the XZ (Y=0) plane, centered at the origin. Orientation will be
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// random and length will range between 0 and 1
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Vec3 randomVectorOnUnitRadiusXZDisk (void);
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// ----------------------------------------------------------------------------
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// Returns a position randomly distributed on the surface of a sphere
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// of unit radius centered at the origin. Orientation will be random
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// and length will be 1
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inline Vec3 RandomUnitVector (void)
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{
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return RandomVectorInUnitRadiusSphere().normalize();
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}
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// ----------------------------------------------------------------------------
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// Returns a position randomly distributed on a circle of unit radius
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// on the XZ (Y=0) plane, centered at the origin. Orientation will be
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// random and length will be 1
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inline Vec3 RandomUnitVectorOnXZPlane (void)
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{
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return RandomVectorInUnitRadiusSphere().setYtoZero().normalize();
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}
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// ----------------------------------------------------------------------------
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// used by limitMaxDeviationAngle / limitMinDeviationAngle below
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Vec3 vecLimitDeviationAngleUtility (const bool insideOrOutside,
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const Vec3& source,
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const float cosineOfConeAngle,
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const Vec3& basis);
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// ----------------------------------------------------------------------------
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// Enforce an upper bound on the angle by which a given arbitrary vector
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// diviates from a given reference direction (specified by a unit basis
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// vector). The effect is to clip the "source" vector to be inside a cone
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// defined by the basis and an angle.
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inline Vec3 limitMaxDeviationAngle (const Vec3& source,
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const float cosineOfConeAngle,
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const Vec3& basis)
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{
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return vecLimitDeviationAngleUtility (true, // force source INSIDE cone
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source,
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cosineOfConeAngle,
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basis);
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}
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// ----------------------------------------------------------------------------
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// Enforce a lower bound on the angle by which a given arbitrary vector
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// diviates from a given reference direction (specified by a unit basis
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// vector). The effect is to clip the "source" vector to be outside a cone
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// defined by the basis and an angle.
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inline Vec3 limitMinDeviationAngle (const Vec3& source,
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const float cosineOfConeAngle,
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const Vec3& basis)
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{
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return vecLimitDeviationAngleUtility (false, // force source OUTSIDE cone
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source,
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cosineOfConeAngle,
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basis);
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}
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// ----------------------------------------------------------------------------
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// Returns the distance between a point and a line. The line is defined in
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// terms of a point on the line ("lineOrigin") and a UNIT vector parallel to
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// the line ("lineUnitTangent")
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inline float distanceFromLine (const Vec3& point,
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const Vec3& lineOrigin,
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const Vec3& lineUnitTangent)
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{
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const Vec3 offset = point - lineOrigin;
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const Vec3 perp = offset.perpendicularComponent (lineUnitTangent);
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return perp.length();
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}
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// ----------------------------------------------------------------------------
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// given a vector, return a vector perpendicular to it (note that this
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// arbitrarily selects one of the infinitude of perpendicular vectors)
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Vec3 findPerpendicularIn3d (const Vec3& direction);
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// ----------------------------------------------------------------------------
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// candidates for global utility functions
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//
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// dot
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// cross
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// length
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// distance
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// normalized
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} // namespace OpenSteer
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// ----------------------------------------------------------------------------
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#endif // OPENSTEER_VEC3_H
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