openmohaa/code/skeletor/SkelVec3.h
2024-09-18 00:18:08 +02:00

209 lines
3.6 KiB
C++

/*
===========================================================================
Copyright (C) 2023 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code 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.
OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// SkelVec3.h : Skeletor
#pragma once
typedef enum {
svX,
svY,
svZ,
svW
} SkelVec_Axis;
typedef enum {
Vec3YAW,
Vec3PITCH,
Vec3ROLL
} YPR_Axes;
#ifdef __cplusplus
class SkelVec3
{
public:
union {
float val[3];
struct {
float x;
float y;
float z;
};
};
protected:
void copy(const SkelVec3& skel);
public:
SkelVec3(float x, float y, float z);
SkelVec3(vec3_t vec);
SkelVec3();
operator float *();
operator float *() const;
float& operator[](int index);
float operator[](int index) const;
const SkelVec3& operator+=(const SkelVec3& a);
const SkelVec3& operator+=(vec3_t a);
bool IsZero() const;
bool IsUnit() const;
void set(float x, float y, float z);
float Normalize();
void NormalizeFast();
void SetZero();
void SetXAxis();
void SetYAxis();
void SetZAxis();
void RotateYaw(float yaw, float deg);
};
inline SkelVec3::SkelVec3(float x, float y, float z)
{
set(x, y, z);
}
inline SkelVec3::SkelVec3(vec3_t vec)
{
this->x = vec[0];
this->y = vec[1];
this->z = vec[2];
}
inline SkelVec3::SkelVec3()
{
SetZero();
}
inline SkelVec3::operator float *()
{
return val;
}
inline SkelVec3::operator float *() const
{
return (float *)val;
}
inline bool SkelVec3::IsZero() const
{
return (x == 0.0f) && (y == 0.0f) && (z == 0.0f);
}
inline bool SkelVec3::IsUnit() const
{
return VectorLength(*this) == 1;
}
inline void SkelVec3::set(float x, float y, float z)
{
this->x = x;
this->y = y;
this->z = z;
}
inline float SkelVec3::Normalize()
{
return VectorNormalize(val);
}
inline void SkelVec3::NormalizeFast()
{
VectorNormalizeFast(val);
}
inline void SkelVec3::SetZero()
{
this->x = 0.0f;
this->y = 0.0f;
this->z = 0.0f;
}
inline void SkelVec3::SetXAxis()
{
x = 0.0f;
}
inline void SkelVec3::SetYAxis()
{
y = 0.0f;
}
inline void SkelVec3::SetZAxis()
{
z = 0.0f;
}
inline void SkelVec3::RotateYaw(float yaw, float deg)
{
// FIXME: stub
}
inline float& SkelVec3::operator[](int index)
{
return val[index];
}
inline float SkelVec3::operator[](int index) const
{
return val[index];
}
inline const SkelVec3& SkelVec3::operator+=(const SkelVec3& a)
{
x += a.x;
y += a.y;
z += a.z;
return *this;
}
inline const SkelVec3& SkelVec3::operator+=(vec3_t a)
{
x += a[0];
y += a[1];
z += a[2];
return *this;
}
#else
typedef struct {
union {
float val[3];
struct {
float x;
float y;
float z;
};
};
} SkelVec3;
#endif