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00024 #ifndef FXVEC3D_H
00025 #define FXVEC3D_H
00026
00027
00028 namespace FX {
00029
00030
00031 class FXMat3d;
00032 class FXMat4d;
00033
00034
00036 class FXAPI FXVec3d {
00037 public:
00038 FXdouble x;
00039 FXdouble y;
00040 FXdouble z;
00041 public:
00042
00044 FXVec3d(){}
00045
00047 FXVec3d(const FXVec3d& v){x=v.x;y=v.y;z=v.z;}
00048
00050 FXVec3d(const FXdouble v[]){x=v[0];y=v[1];z=v[2];}
00051
00053 FXVec3d(FXdouble xx,FXdouble yy,FXdouble zz=1.0){x=xx;y=yy;z=zz;}
00054
00056 FXVec3d(FXColor color);
00057
00059 FXdouble& operator[](FXint i){return (&x)[i];}
00060
00062 const FXdouble& operator[](FXint i) const {return (&x)[i];}
00063
00065 FXVec3d& operator=(FXColor color);
00066
00068 FXVec3d& operator=(const FXVec3d& v){x=v.x;y=v.y;z=v.z;return *this;}
00069
00071 FXVec3d& operator=(const FXdouble v[]){x=v[0];y=v[1];z=v[2];return *this;}
00072
00074 FXVec3d& set(const FXVec3d& v){x=v.x;y=v.y;z=v.z;return *this;}
00075
00077 FXVec3d& set(const FXdouble v[]){x=v[0];y=v[1];z=v[2];return *this;}
00078
00080 FXVec3d& set(FXdouble xx,FXdouble yy,FXdouble zz){x=xx;y=yy;z=zz;return *this;}
00081
00083 FXVec3d& operator*=(FXdouble n){x*=n;y*=n;z*=n;return *this;}
00084 FXVec3d& operator/=(FXdouble n){x/=n;y/=n;z/=n;return *this;}
00085 FXVec3d& operator+=(const FXVec3d& v){x+=v.x;y+=v.y;z+=v.z;return *this;}
00086 FXVec3d& operator-=(const FXVec3d& v){x-=v.x;y-=v.y;z-=v.z;return *this;}
00087
00089 operator FXdouble*(){return &x;}
00090 operator const FXdouble*() const {return &x;}
00091 operator FXVec2d&(){return *reinterpret_cast<FXVec2d*>(this);}
00092 operator const FXVec2d&() const {return *reinterpret_cast<const FXVec2d*>(this);}
00093
00095 operator FXColor() const;
00096
00098 FXVec3d operator+() const { return *this; }
00099 FXVec3d operator-() const { return FXVec3d(-x,-y,-z); }
00100
00102 FXVec3d operator+(const FXVec3d& v) const { return FXVec3d(x+v.x,y+v.y,z+v.z); }
00103 FXVec3d operator-(const FXVec3d& v) const { return FXVec3d(x-v.x,y-v.y,z-v.z); }
00104
00106 FXVec3d operator*(const FXMat3d& m) const;
00107 FXVec3d operator*(const FXMat4d& m) const;
00108
00110 friend inline FXVec3d operator*(const FXVec3d& a,FXdouble n);
00111 friend inline FXVec3d operator*(FXdouble n,const FXVec3d& a);
00112 friend inline FXVec3d operator/(const FXVec3d& a,FXdouble n);
00113 friend inline FXVec3d operator/(FXdouble n,const FXVec3d& a);
00114
00116 FXdouble operator*(const FXVec3d& v) const { return x*v.x+y*v.y+z*v.z; }
00117
00119 FXVec3d operator^(const FXVec3d& v) const { return FXVec3d(y*v.z-z*v.y, z*v.x-x*v.z, x*v.y-y*v.x); }
00120
00122 bool operator!() const { return x==0.0 && y==0.0 && z==0.0; }
00123
00125 bool operator==(const FXVec3d& v) const { return x==v.x && y==v.y && z==v.z; }
00126 bool operator!=(const FXVec3d& v) const { return x!=v.x || y!=v.y || z!=v.z; }
00127
00128 friend inline bool operator==(const FXVec3d& a,FXdouble n);
00129 friend inline bool operator!=(const FXVec3d& a,FXdouble n);
00130 friend inline bool operator==(FXdouble n,const FXVec3d& a);
00131 friend inline bool operator!=(FXdouble n,const FXVec3d& a);
00132
00134 bool operator<(const FXVec3d& v) const { return x<v.x && y<v.y && z<v.z; }
00135 bool operator<=(const FXVec3d& v) const { return x<=v.x && y<=v.y && z<=v.z; }
00136 bool operator>(const FXVec3d& v) const { return x>v.x && y>v.y && z>v.z; }
00137 bool operator>=(const FXVec3d& v) const { return x>=v.x && y>=v.y && z>=v.z; }
00138
00139 friend inline bool operator<(const FXVec3d& a,FXdouble n);
00140 friend inline bool operator<=(const FXVec3d& a,FXdouble n);
00141 friend inline bool operator>(const FXVec3d& a,FXdouble n);
00142 friend inline bool operator>=(const FXVec3d& a,FXdouble n);
00143
00144 friend inline bool operator<(FXdouble n,const FXVec3d& a);
00145 friend inline bool operator<=(FXdouble n,const FXVec3d& a);
00146 friend inline bool operator>(FXdouble n,const FXVec3d& a);
00147 friend inline bool operator>=(FXdouble n,const FXVec3d& a);
00148
00150 FXdouble length2() const { return x*x+y*y+z*z; }
00151 FXdouble length() const { return sqrt(length2()); }
00152
00154 FXVec3d& clamp(FXdouble lo,FXdouble hi){x=FXCLAMP(lo,x,hi);y=FXCLAMP(lo,y,hi);z=FXCLAMP(lo,z,hi);return *this;}
00155
00157 friend inline FXVec3d veclo(const FXVec3d& a,const FXVec3d& b);
00158 friend inline FXVec3d vechi(const FXVec3d& a,const FXVec3d& b);
00159
00161 friend FXAPI FXVec3d vecnormal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c);
00162
00164 friend FXAPI FXVec3d vecnormal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c,const FXVec3d& d);
00165
00167 friend FXAPI FXVec3d vecnormalize(const FXVec3d& v);
00168
00170 friend FXAPI FXStream& operator<<(FXStream& store,const FXVec3d& v);
00171
00173 friend FXAPI FXStream& operator>>(FXStream& store,FXVec3d& v);
00174 };
00175
00176
00177 inline FXVec3d operator*(const FXVec3d& a,FXdouble n){return FXVec3d(a.x*n,a.y*n,a.z*n);}
00178 inline FXVec3d operator*(FXdouble n,const FXVec3d& a){return FXVec3d(n*a.x,n*a.y,n*a.z);}
00179 inline FXVec3d operator/(const FXVec3d& a,FXdouble n){return FXVec3d(a.x/n,a.y/n,a.z/n);}
00180 inline FXVec3d operator/(FXdouble n,const FXVec3d& a){return FXVec3d(n/a.x,n/a.y,n/a.z);}
00181
00182 inline bool operator==(const FXVec3d& a,FXdouble n){return a.x==n && a.y==n && a.z==n;}
00183 inline bool operator!=(const FXVec3d& a,FXdouble n){return a.x!=n || a.y!=n || a.z!=n;}
00184 inline bool operator==(FXdouble n,const FXVec3d& a){return n==a.x && n==a.y && n==a.z;}
00185 inline bool operator!=(FXdouble n,const FXVec3d& a){return n!=a.x || n!=a.y || n!=a.z;}
00186
00187 inline bool operator<(const FXVec3d& a,FXdouble n){return a.x<n && a.y<n && a.z<n;}
00188 inline bool operator<=(const FXVec3d& a,FXdouble n){return a.x<=n && a.y<=n && a.z<=n;}
00189 inline bool operator>(const FXVec3d& a,FXdouble n){return a.x>n && a.y>n && a.z>n;}
00190 inline bool operator>=(const FXVec3d& a,FXdouble n){return a.x>=n && a.y>=n && a.z>=n;}
00191
00192 inline bool operator<(FXdouble n,const FXVec3d& a){return n<a.x && n<a.y && n<a.z;}
00193 inline bool operator<=(FXdouble n,const FXVec3d& a){return n<=a.x && n<=a.y && n<=a.z;}
00194 inline bool operator>(FXdouble n,const FXVec3d& a){return n>a.x && n>a.y && n>a.z;}
00195 inline bool operator>=(FXdouble n,const FXVec3d& a){return n>=a.x && n>=a.y && n>=a.z;}
00196
00197 inline FXVec3d veclo(const FXVec3d& a,const FXVec3d& b){return FXVec3d(FXMIN(a.x,b.x),FXMIN(a.y,b.y),FXMIN(a.z,b.z));}
00198 inline FXVec3d vechi(const FXVec3d& a,const FXVec3d& b){return FXVec3d(FXMAX(a.x,b.x),FXMAX(a.y,b.y),FXMAX(a.z,b.z));}
00199
00200 extern FXAPI FXVec3d vecnormal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c);
00201 extern FXAPI FXVec3d vecnormal(const FXVec3d& a,const FXVec3d& b,const FXVec3d& c,const FXVec3d& d);
00202
00203 extern FXAPI FXVec3d vecnormalize(const FXVec3d& v);
00204
00205 extern FXAPI FXStream& operator<<(FXStream& store,const FXVec3d& v);
00206 extern FXAPI FXStream& operator>>(FXStream& store,FXVec3d& v);
00207
00208 }
00209
00210 #endif