1 /* Copyright (C) 2022 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
19 * Provides an interface for a vector in R3 and allows vector and
20 * scalar operations on it
23 #ifndef INCLUDED_VECTOR3D
24 #define INCLUDED_VECTOR3D
26 #include "ps/containers/Span.h"
36 // Returns maximum/minimum possible position stored in the CVector3D.
37 static CVector3D
Max();
38 static CVector3D
Min();
40 CVector3D() : X(0.0f
), Y(0.0f
), Z(0.0f
) {}
41 CVector3D(float x
, float y
, float z
) : X(x
), Y(y
), Z(z
) {}
42 CVector3D(const CFixedVector3D
& v
);
44 int operator!() const;
46 float& operator[](int index
) { return *((&X
)+index
); }
47 const float& operator[](int index
) const { return *((&X
)+index
); }
49 // vector equality (testing float equality, so please be careful if necessary)
50 bool operator==(const CVector3D
&vector
) const
52 return (X
== vector
.X
&& Y
== vector
.Y
&& Z
== vector
.Z
);
55 bool operator!=(const CVector3D
& vector
) const
57 return !operator==(vector
);
60 CVector3D
operator+(const CVector3D
& vector
) const
62 return CVector3D(X
+ vector
.X
, Y
+ vector
.Y
, Z
+ vector
.Z
);
65 CVector3D
& operator+=(const CVector3D
& vector
)
73 CVector3D
operator-(const CVector3D
& vector
) const
75 return CVector3D(X
- vector
.X
, Y
- vector
.Y
, Z
- vector
.Z
);
78 CVector3D
& operator-=(const CVector3D
& vector
)
86 CVector3D
operator*(float value
) const
88 return CVector3D(X
* value
, Y
* value
, Z
* value
);
91 CVector3D
& operator*=(float value
)
99 CVector3D
operator-() const
101 return CVector3D(-X
, -Y
, -Z
);
104 float Dot(const CVector3D
& vector
) const
106 return ( X
* vector
.X
+
111 CVector3D
Cross(const CVector3D
& vector
) const
114 temp
.X
= (Y
* vector
.Z
) - (Z
* vector
.Y
);
115 temp
.Y
= (Z
* vector
.X
) - (X
* vector
.Z
);
116 temp
.Z
= (X
* vector
.Y
) - (Y
* vector
.X
);
120 float Length() const;
121 float LengthSquared() const;
123 CVector3D
Normalized() const;
125 // Returns 3 element array of floats, e.g. for vec3 uniforms.
126 PS::span
<const float> AsFloatArray() const
128 // Additional check to prevent a weird compiler has a different
129 // alignement for an array and a class members.
131 sizeof(CVector3D
) == sizeof(float) * 3u &&
132 offsetof(CVector3D
, X
) == 0 &&
133 offsetof(CVector3D
, Y
) == sizeof(float) &&
134 offsetof(CVector3D
, Z
) == sizeof(float) * 2u,
135 "Vector3D should be properly layouted to use AsFloatArray");
136 return PS::span
<const float>(&X
, 3);
140 extern float MaxComponent(const CVector3D
& v
);