mirror of
https://github.com/openmoh/openmohaa.git
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209 lines
3.6 KiB
C++
209 lines
3.6 KiB
C++
/*
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===========================================================================
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Copyright (C) 2023 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// SkelVec3.h : Skeletor
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#pragma once
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typedef enum {
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svX,
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svY,
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svZ,
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svW
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} SkelVec_Axis;
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typedef enum {
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Vec3YAW,
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Vec3PITCH,
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Vec3ROLL
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} YPR_Axes;
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#ifdef __cplusplus
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class SkelVec3
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{
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public:
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union {
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float val[3];
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struct {
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float x;
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float y;
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float z;
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};
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};
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protected:
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void copy(const SkelVec3& skel);
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public:
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SkelVec3(float x, float y, float z);
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SkelVec3(vec3_t vec);
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SkelVec3();
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operator float *();
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operator float *() const;
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float& operator[](int index);
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float operator[](int index) const;
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const SkelVec3& operator+=(const SkelVec3& a);
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const SkelVec3& operator+=(vec3_t a);
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bool IsZero() const;
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bool IsUnit() const;
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void set(float x, float y, float z);
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float Normalize();
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void NormalizeFast();
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void SetZero();
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void SetXAxis();
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void SetYAxis();
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void SetZAxis();
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void RotateYaw(float yaw, float deg);
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};
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inline SkelVec3::SkelVec3(float x, float y, float z)
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{
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set(x, y, z);
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}
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inline SkelVec3::SkelVec3(vec3_t vec)
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{
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this->x = vec[0];
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this->y = vec[1];
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this->z = vec[2];
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}
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inline SkelVec3::SkelVec3()
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{
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SetZero();
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}
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inline SkelVec3::operator float *()
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{
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return val;
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}
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inline SkelVec3::operator float *() const
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{
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return (float *)val;
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}
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inline bool SkelVec3::IsZero() const
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{
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return (x == 0.0f) && (y == 0.0f) && (z == 0.0f);
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}
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inline bool SkelVec3::IsUnit() const
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{
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return VectorLength(*this) == 1;
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}
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inline void SkelVec3::set(float x, float y, float z)
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{
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this->x = x;
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this->y = y;
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this->z = z;
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}
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inline float SkelVec3::Normalize()
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{
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return VectorNormalize(val);
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}
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inline void SkelVec3::NormalizeFast()
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{
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VectorNormalizeFast(val);
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}
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inline void SkelVec3::SetZero()
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{
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this->x = 0.0f;
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this->y = 0.0f;
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this->z = 0.0f;
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}
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inline void SkelVec3::SetXAxis()
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{
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x = 0.0f;
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}
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inline void SkelVec3::SetYAxis()
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{
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y = 0.0f;
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}
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inline void SkelVec3::SetZAxis()
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{
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z = 0.0f;
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}
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inline void SkelVec3::RotateYaw(float yaw, float deg)
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{
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// FIXME: stub
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}
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inline float& SkelVec3::operator[](int index)
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{
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return val[index];
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}
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inline float SkelVec3::operator[](int index) const
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{
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return val[index];
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}
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inline const SkelVec3& SkelVec3::operator+=(const SkelVec3& a)
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{
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x += a.x;
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y += a.y;
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z += a.z;
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return *this;
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}
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inline const SkelVec3& SkelVec3::operator+=(vec3_t a)
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{
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x += a[0];
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y += a[1];
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z += a[2];
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return *this;
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}
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#else
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typedef struct {
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union {
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float val[3];
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struct {
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float x;
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float y;
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float z;
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};
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};
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} SkelVec3;
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#endif
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