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| #pragma once
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|
|
| #ifdef __cplusplus
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|
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| #include <cmath>
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|
|
|
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| static const float PI = (3.14159265f);
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| static const float DegToRadRatio = (PI / 180.0f);
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| static const float RadToDegRatio = (180.0f / PI);
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| static const float FLOAT_TOLERANCE = (0.00001f);
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|
|
| #if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
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| static __inline float RealModulo (float x, float y)
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| {
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| if (0 == y) return x;
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| return x - y * (float)(floor(x/y));
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| }
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|
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| static __inline bool FloatEq(float x, float y)
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| {
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| return (fabs(x - y) < FLOAT_TOLERANCE);
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| }
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| #endif
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|
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|
|
| class CVEC3D : public VEC3D
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| {
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| public:
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| inline CVEC3D( void )
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| {
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| Clear();
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| };
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| inline ~CVEC3D( void ) {};
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| inline CVEC3D( const VEC3D& _V )
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| {
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| X = _V.X;
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| Y = _V.Y;
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| Z = _V.Z;
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| };
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| inline CVEC3D( float _X, float _Y, float _Z)
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| {
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| X = _X;
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| Y = _Y;
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| Z = _Z;
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| };
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|
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| inline CVEC3D& operator += ( const CVEC3D& _V)
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| {
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| *this = *this + _V;
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| return *this;
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| };
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|
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| inline CVEC3D& operator -= ( const CVEC3D& _V)
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| {
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| *this = *this - _V;
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| return *this;
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| };
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|
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| inline CVEC3D& operator *= (const float _F)
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| {
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| *this = *this * _F;
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| return *this;
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| };
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|
|
| inline CVEC3D& operator /= (const float _F)
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| {
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| *this = *this / _F;
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| return *this;
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| };
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|
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|
|
|
|
| inline CVEC3D operator - () const
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| {
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| CVEC3D v3;
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| v3.X = -X;
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| v3.Y = -Y;
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| v3.Z = -Z;
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| return v3;
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| };
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|
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|
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| inline CVEC3D operator + ( const CVEC3D& _V) const
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| {
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| CVEC3D v3;
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| v3.X = X + _V.X;
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| v3.Y = Y + _V.Y;
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| v3.Z = Z + _V.Z;
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| return v3;
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| };
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|
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| inline CVEC3D operator - ( const CVEC3D& _V) const
|
| {
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| CVEC3D v3;
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| v3.X = X - _V.X;
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| v3.Y = Y - _V.Y;
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| v3.Z = Z - _V.Z;
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| return v3;
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| };
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|
|
| inline CVEC3D operator * ( float _F) const
|
| {
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| CVEC3D v3;
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| v3.X = X * _F;
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| v3.Y = Y * _F;
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| v3.Z = Z * _F;
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| return v3;
|
| };
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|
|
| inline CVEC3D operator / ( float _F) const
|
| {
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| CVEC3D v3;
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| v3.X = X / _F;
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| v3.Y = Y / _F;
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| v3.Z = Z / _F;
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| return v3;
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| };
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|
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| inline bool operator == ( const CVEC3D& _V) const
|
| {
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| return ((X == _V.X) && (Y == _V.Y) && (Z == _V.Z));
|
| };
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|
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| inline bool operator != ( const CVEC3D& _V) const
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| {
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| return !(this == &_V);
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| };
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|
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| inline CVEC3D& operator = ( const CVEC3D& _V)
|
| {
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| X = _V.X;
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| Y = _V.Y;
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| Z = _V.Z;
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| return *this;
|
| };
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|
|
| inline void Clear (void)
|
| {
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| X = 0.0f;
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| Y = 0.0f;
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| Z = 0.0f;
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| };
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|
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| inline CVEC3D CrossProduct ( const CVEC3D& _V) const
|
| {
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| CVEC3D v3;
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| v3.X = Y * _V.Z - Z * _V.Y;
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| v3.Y = Z * _V.X - X * _V.Z;
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| v3.Z = X * _V.Y - Y * _V.X;
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| return v3;
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| };
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|
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| inline float DotProduct ( const CVEC3D& _V) const
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| {
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| return X * _V.X + Y * _V.Y + Z * _V.Z;
|
| };
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|
|
| inline float Magnitude (void)
|
| {
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| float fMagnitude;
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| fMagnitude = DotProduct (*this);
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| fMagnitude = static_cast<float>(sqrt(fMagnitude));
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| return fMagnitude;
|
| };
|
|
|
| inline void Normalize (void)
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| {
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| float fMagnitude = this->Magnitude();
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| if (0.0 != fMagnitude)
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| {
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| *this /= fMagnitude;
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| }
|
| };
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|
|
| inline CVEC3D AngularDiff ( const CVEC3D& _V) const
|
| {
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| CVEC3D Out;
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| float fSine;
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|
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| Out = (*this).CrossProduct(_V);
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| fSine = Out.Magnitude();
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| if (fSine >= 0.001f)
|
| {
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| float fCosine = (*this).DotProduct(_V);
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| float fAngle = (float)(atan2(fSine, fCosine));
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| Out = Out * (fAngle / fSine);
|
| }
|
|
|
| return Out;
|
| };
|
|
|
| inline CVEC3D RotateAngleByAxis ( const float AngleInRad, const VEC3D ReferenceAxis)
|
| {
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|
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| CVEC3D Out, Axis;
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|
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| Axis = ReferenceAxis;
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| Axis.Normalize();
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| Out = (*this) * ((float)(cos(AngleInRad))) +
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| Axis.CrossProduct(*this) * ((float)(sin(AngleInRad))) +
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| Axis * (Axis.DotProduct(*this)) * (1 - ((float)(cos(AngleInRad))));
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|
|
| return Out;
|
| };
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|
|
| inline bool HasNAN (void)
|
| {
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| return !(X == X && Y == Y && Z == Z);
|
| };
|
|
|
| inline void LowPassFilter ( const CVEC3D& _V, float Coefficient )
|
| {
|
| CVEC3D Temp;
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| Temp = _V - *this;
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| Temp = Temp * Coefficient;
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| Temp = Temp + *this;
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| X = Temp.X;
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| Y = Temp.Y;
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| Z = Temp.Z;
|
| };
|
|
|
| };
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|
|
|
|
| class CMATRIX3X3 : public MATRIX3X3
|
| {
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| public:
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| inline CMATRIX3X3( void )
|
| {
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| Clear();
|
| };
|
| inline ~CMATRIX3X3( void ) {};
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| inline CMATRIX3X3( const MATRIX3X3& _M )
|
| {
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| A11 = _M.A11;
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| A12 = _M.A12;
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| A13 = _M.A13;
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| A21 = _M.A21;
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| A22 = _M.A22;
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| A23 = _M.A23;
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| A31 = _M.A31;
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| A32 = _M.A32;
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| A33 = _M.A33;
|
| };
|
| inline CMATRIX3X3( const VEC3D& _Vx, const VEC3D& _Vy, const VEC3D& _Vz )
|
| {
|
| V1 = _Vx;
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| V2 = _Vy;
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| V3 = _Vz;
|
| };
|
| inline CMATRIX3X3( float _A11, float _A12, float _A13,
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| float _A21, float _A22, float _A23,
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| float _A31, float _A32, float _A33)
|
| {
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| A11 = _A11;
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| A12 = _A12;
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| A13 = _A13;
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| A21 = _A21;
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| A22 = _A22;
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| A23 = _A23;
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| A31 = _A31;
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| A32 = _A32;
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| A33 = _A33;
|
| };
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|
|
|
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| inline CMATRIX3X3 operator *= ( const CMATRIX3X3& _M )
|
| {
|
| *this = *this * _M;
|
| return *this;
|
| };
|
|
|
| inline CMATRIX3X3& operator += ( const CMATRIX3X3& _M)
|
| {
|
| *this = *this + _M;
|
| return *this;
|
| };
|
|
|
| inline CMATRIX3X3& operator -= ( const CMATRIX3X3& _M)
|
| {
|
| *this = *this - _M;
|
| return *this;
|
| };
|
|
|
| inline CMATRIX3X3& operator *= ( float _F)
|
| {
|
| *this = *this * _F;
|
| return *this;
|
| };
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|
|
| inline CMATRIX3X3& operator /= ( float _F)
|
| {
|
| *this = *this / _F;
|
| return *this;
|
| };
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|
|
|
|
| inline CMATRIX3X3 operator - () const
|
| {
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| CMATRIX3X3 m33Ret;
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| for (int i = 0; i < 3; i++)
|
| {
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| for (int j = 0; j < 3; j++)
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| {
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| m33Ret.M [i] [j] = -M [i] [j];
|
| }
|
| }
|
| return m33Ret;
|
| };
|
|
|
|
|
| inline CMATRIX3X3 operator * ( const CMATRIX3X3& _M) const
|
| {
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| CMATRIX3X3 m33Ret;
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| for (int i = 0; i < 3; i++)
|
| {
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| for (int j = 0; j < 3; j++)
|
| {
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| m33Ret.M [i] [j] = (M [i] [0] * _M.M [0] [j]) +
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| (M [i] [1] * _M.M [1] [j]) +
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| (M [i] [2] * _M.M [2] [j]);
|
| }
|
| }
|
| return m33Ret;
|
| };
|
|
|
| inline CMATRIX3X3 operator + ( const CMATRIX3X3& _M) const
|
| {
|
| CMATRIX3X3 m33Ret;
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| for (int i = 0; i < 3; i++)
|
| {
|
| for (int j = 0; j < 3; j++)
|
| {
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| m33Ret.M [i] [j] = M [i] [j] + _M.M [i] [j];
|
| }
|
| }
|
| return m33Ret;
|
| };
|
|
|
| inline CMATRIX3X3 operator - ( const CMATRIX3X3& _M) const
|
| {
|
| CMATRIX3X3 m33Ret;
|
| for (int i = 0; i < 3; i++)
|
| {
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| for (int j = 0; j < 3; j++)
|
| {
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| m33Ret.M [i] [j] = M [i] [j] - _M.M [i] [j];
|
| }
|
| }
|
| return m33Ret;
|
| };
|
|
|
| inline CMATRIX3X3 operator * ( float _F) const
|
| {
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| CMATRIX3X3 m33Ret;
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| for (int i = 0; i < 3; i++)
|
| {
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| for (int j = 0; j < 3; j++)
|
| {
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| m33Ret.M [i] [j] = M [i] [j] * _F;
|
| }
|
| }
|
| return m33Ret;
|
| };
|
|
|
| inline CMATRIX3X3 operator / ( float _F) const
|
| {
|
| CMATRIX3X3 m33Ret;
|
| for (int i = 0; i < 3; i++)
|
| {
|
| for (int j = 0; j < 3; j++)
|
| {
|
| m33Ret.M [i] [j] = M [i] [j] / _F;
|
| }
|
| }
|
| return m33Ret;
|
| };
|
|
|
| inline bool operator == ( const CMATRIX3X3& _M) const
|
| {
|
| for (int i = 0; i < 3; i++)
|
| {
|
| for (int j = 0; j < 3; j++)
|
| {
|
| if (M [i] [j] != _M.M [i] [j])
|
| {
|
| return false;
|
| }
|
| }
|
| }
|
| return true;
|
| };
|
|
|
|
|
| inline bool operator != ( const CMATRIX3X3& _M) const
|
| {
|
| return !(this == &_M);
|
| };
|
|
|
| inline CMATRIX3X3& operator = ( const CMATRIX3X3& _M)
|
| {
|
| for (int i = 0; i < 3; i++)
|
| {
|
| for (int j = 0; j < 3; j++)
|
| {
|
| M [i] [j] = _M.M [i] [j];
|
| }
|
| }
|
| return *this;
|
| };
|
|
|
| inline void InitialPosition (void)
|
| {
|
| Clear();
|
| A11 = 1.0f;
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| A22 = 1.0f;
|
| A33 = 1.0f;
|
| };
|
|
|
| inline void Clear (void)
|
| {
|
| for (int i = 0; i < 3; i++)
|
| {
|
| for (int j = 0; j < 3; j++)
|
| {
|
| M [i] [j] = 0.0f;
|
| }
|
| }
|
| };
|
|
|
| inline void SetToIdentity (void)
|
| {
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| for (int i = 0; i < 3; i++)
|
| {
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| for (int j = 0; j < 3; j++)
|
| {
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| M [i] [j] = (i == j) ? 1.0f : 0.0f;
|
| }
|
| }
|
| };
|
|
|
| inline CMATRIX3X3 Transpose (void) const
|
| {
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| CMATRIX3X3 m33Ret;
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| for (int i = 0; i < 3; i++)
|
| {
|
| for (int j = 0; j < 3; j++)
|
| {
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| m33Ret.M [j] [i] = M [i] [j];
|
| }
|
| }
|
| return m33Ret;
|
| };
|
|
|
| inline CVEC3D operator * ( const CVEC3D &_V ) const
|
| {
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| CVEC3D v3Ret ( A11 * _V.X + A12 * _V.Y + A13 * _V.Z,
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| A21 * _V.X + A22 * _V.Y + A23 * _V.Z,
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| A31 * _V.X + A32 * _V.Y + A33 * _V.Z);
|
| return v3Ret;
|
| };
|
|
|
| inline QUATERNION ToQuaternion (void)
|
| {
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| QUATERNION quarternion = {0};
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|
|
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|
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| quarternion.W = (float) sqrt (max (0.0f, 1.0f + A11 + A22 + A33)) / 2.0f;
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|
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| quarternion.X = (float) sqrt (max (0.0f, 1.0f + A11 - A22 - A33)) / 2.0f;
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| quarternion.Y = (float) sqrt (max (0.0f, 1.0f - A11 + A22 - A33)) / 2.0f;
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| quarternion.Z = (float) sqrt (max (0.0f, 1.0f - A11 - A22 + A33)) / 2.0f;
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|
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| if ((A32 - A23) < 0.0f)
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| {
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| quarternion.X = - quarternion.X;
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| }
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| if ((A13 - A31) < 0.0f)
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| {
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| quarternion.Y = - quarternion.Y;
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| }
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| if ((A21 - A12) < 0.0f)
|
| {
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| quarternion.Z = - quarternion.Z;
|
| }
|
|
|
| return quarternion;
|
| };
|
|
|
| inline VEC3D ToEulerAngle (void)
|
| {
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| VEC3D Euler = {0};
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| CVEC3D EulerAngle;
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|
|
| if (!FloatEq(A32, 1.0f) && !FloatEq(A32, -1.0f))
|
| {
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| float cx = 1.0f;
|
|
|
| if (FloatEq (A33, 0.0f))
|
| {
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| EulerAngle.Y = -PI/2;
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| EulerAngle.X = (float) (atan2 (A32, A31));
|
| }
|
| else
|
| {
|
| EulerAngle.Y = (float) (atan (-A31 / A33));
|
| if (A33 >= 0.0f)
|
| {
|
| EulerAngle.X = (float) (asin (A32));
|
| }
|
| else
|
| {
|
| EulerAngle.X = (float) (-asin (A32)) + PI;
|
| }
|
| }
|
|
|
| if (cos (EulerAngle.X) < 0.0f)
|
| {
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| cx = -1.0f;
|
| }
|
|
|
| EulerAngle.Z = (float) (atan2 (-A12 * cx, A22 * cx));
|
| }
|
| else
|
| {
|
| EulerAngle.Y = 0.0f;
|
|
|
| if (FloatEq (A32, -1.0f))
|
| {
|
| EulerAngle.X = -PI/2;
|
| }
|
| else
|
| {
|
| EulerAngle.X = PI/2;
|
| }
|
|
|
| EulerAngle.Z = (float) (atan2 (A21, A11));
|
| }
|
|
|
|
|
| EulerAngle.Z = RealModulo (EulerAngle.Z, 2*PI);
|
|
|
|
|
| EulerAngle.X = RealModulo (EulerAngle.X + PI, 2*PI) - PI;
|
|
|
|
|
| EulerAngle.Y = RealModulo (EulerAngle.Y + PI/2, PI) - PI/2;
|
|
|
|
|
| Euler = EulerAngle * RadToDegRatio;
|
|
|
| return Euler;
|
| };
|
|
|
| };
|
|
|
|
|
| class CQUATERNION : public QUATERNION
|
| {
|
| public:
|
| inline CQUATERNION( void )
|
| {
|
| Clear();
|
| };
|
| inline ~CQUATERNION( void ) {};
|
| inline CQUATERNION( const QUATERNION& _Q )
|
| {
|
| W = _Q.W;
|
| X = _Q.X;
|
| Y = _Q.Y;
|
| Z = _Q.Z;
|
| };
|
| inline CQUATERNION( float _W, float _X, float _Y, float _Z )
|
| {
|
| W = _W;
|
| X = _X;
|
| Y = _Y;
|
| Z = _Z;
|
| };
|
| inline CQUATERNION( float AngleInRad, VEC3D Axis )
|
| {
|
| W = (float)(cos(AngleInRad/2));
|
| X = Axis.X * (float)(sin(AngleInRad/2));
|
| Y = Axis.Y * (float)(sin(AngleInRad/2));
|
| Z = Axis.Z * (float)(sin(AngleInRad/2));
|
| };
|
|
|
|
|
| inline CQUATERNION operator *= ( const CQUATERNION& _Q )
|
| {
|
| *this = *this * _Q;
|
| return *this;
|
| };
|
|
|
| inline CQUATERNION& operator *= (const float _F)
|
| {
|
| *this = *this * _F;
|
| return *this;
|
| };
|
|
|
| inline CQUATERNION& operator /= (const float _F)
|
| {
|
| *this = *this / _F;
|
| return *this;
|
| };
|
|
|
| inline CQUATERNION& operator += ( const CQUATERNION& _Q)
|
| {
|
| *this = *this + _Q;
|
| return *this;
|
| };
|
|
|
| inline CQUATERNION& operator -= ( const CQUATERNION& _Q)
|
| {
|
| *this = *this - _Q;
|
| return *this;
|
| };
|
|
|
|
|
| inline CQUATERNION operator - () const
|
| {
|
| CQUATERNION QuatRet;
|
|
|
| QuatRet.W = -W;
|
| QuatRet.X = -X;
|
| QuatRet.Y = -Y;
|
| QuatRet.Z = -Z;
|
|
|
| return QuatRet;
|
| };
|
|
|
|
|
| inline CQUATERNION operator * ( const CQUATERNION& _Q) const
|
| {
|
| CQUATERNION QuatRet;
|
|
|
| QuatRet.W = W*_Q.W - X*_Q.X - Y*_Q.Y - Z*_Q.Z;
|
| QuatRet.X = X*_Q.W + W*_Q.X + Y*_Q.Z - Z*_Q.Y;
|
| QuatRet.Y = W*_Q.Y - X*_Q.Z + Y*_Q.W + Z*_Q.X;
|
| QuatRet.Z = W*_Q.Z + X*_Q.Y - Y*_Q.X + Z*_Q.W;
|
|
|
| return QuatRet;
|
| };
|
|
|
| inline CQUATERNION operator * ( float _F) const
|
| {
|
| CQUATERNION QuatRet;
|
|
|
| QuatRet.W = W * _F;
|
| QuatRet.X = X * _F;
|
| QuatRet.Y = Y * _F;
|
| QuatRet.Z = Z * _F;
|
|
|
| return QuatRet;
|
| };
|
|
|
| inline CQUATERNION operator / ( float _F) const
|
| {
|
| CQUATERNION QuatRet;
|
|
|
| QuatRet.W = W / _F;
|
| QuatRet.X = X / _F;
|
| QuatRet.Y = Y / _F;
|
| QuatRet.Z = Z / _F;
|
|
|
| return QuatRet;
|
| };
|
|
|
| inline CQUATERNION operator + ( const CQUATERNION& _Q) const
|
| {
|
| CQUATERNION QuatRet;
|
|
|
| QuatRet.W = W + _Q.W;
|
| QuatRet.X = X + _Q.X;
|
| QuatRet.Y = Y + _Q.Y;
|
| QuatRet.Z = Z + _Q.Z;
|
|
|
| return QuatRet;
|
| };
|
|
|
| inline CQUATERNION operator - ( const CQUATERNION& _Q) const
|
| {
|
| CQUATERNION QuatRet;
|
|
|
| QuatRet.W = W - _Q.W;
|
| QuatRet.X = X - _Q.X;
|
| QuatRet.Y = Y - _Q.Y;
|
| QuatRet.Z = Z - _Q.Z;
|
|
|
| return QuatRet;
|
| };
|
|
|
| inline bool operator == ( const CQUATERNION& _Q) const
|
| {
|
| return ((W == _Q.W) && (X == _Q.X) && (Y == _Q.Y) && (Z == _Q.Z));
|
| };
|
|
|
|
|
| inline bool operator != ( const CQUATERNION& _Q) const
|
| {
|
| return !(this == &_Q);
|
| };
|
|
|
| inline CQUATERNION& operator = ( const CQUATERNION& _Q)
|
| {
|
| W = _Q.W;
|
| X = _Q.X;
|
| Y = _Q.Y;
|
| Z = _Q.Z;
|
| return *this;
|
| };
|
|
|
| inline CQUATERNION Conjugate (void) const
|
| {
|
| CQUATERNION QuatRet;
|
|
|
| QuatRet.W = W;
|
| QuatRet.X = -X;
|
| QuatRet.Y = -Y;
|
| QuatRet.Z = -Z;
|
|
|
| return QuatRet;
|
| };
|
|
|
| inline float Magnitude (void)
|
| {
|
| return (static_cast<float>(sqrt(W*W+X*X+Y*Y+Z*Z)));
|
| };
|
|
|
| inline void Normalize (void)
|
| {
|
| float fMagnitude = this->Magnitude();
|
| if (0.0 != fMagnitude)
|
| {
|
| *this /= fMagnitude;
|
| }
|
| };
|
|
|
| inline void InitialPosition (void)
|
| {
|
| W = 1.0f;
|
| X = 0.0f;
|
| Y = 0.0f;
|
| Z = 0.0f;
|
| };
|
|
|
| inline void Clear (void)
|
| {
|
| W = 0.0f;
|
| X = 0.0f;
|
| Y = 0.0f;
|
| Z = 0.0f;
|
| };
|
|
|
| inline float ToAngleAxis ( PVEC3D pAxis)
|
| {
|
| float Angle = 2 * acos(W);
|
|
|
| if (pAxis != nullptr)
|
| {
|
| float Temp = sqrt(1 - W*W);
|
| if (Temp != 0)
|
| {
|
| pAxis->X = X / Temp;
|
| pAxis->Y = Y / Temp;
|
| pAxis->Z = Z / Temp;
|
| }
|
| }
|
|
|
| return Angle;
|
| };
|
|
|
| inline MATRIX3X3 ToMatrix (void)
|
| {
|
| MATRIX3X3 Matrix = {0};
|
|
|
| Matrix.A11 = 1 - 2*Y*Y - 2*Z*Z;
|
| Matrix.A12 = 2*X*Y - 2*Z*W;
|
| Matrix.A13 = 2*X*Z + 2*Y*W;
|
| Matrix.A21 = 2*X*Y + 2*Z*W;
|
| Matrix.A22 = 1 - 2*X*X - 2*Z*Z;
|
| Matrix.A23 = 2*Y*Z - 2*X*W;
|
| Matrix.A31 = 2*X*Z - 2*Y*W;
|
| Matrix.A32 = 2*Y*Z + 2*X*W;
|
| Matrix.A33 = 1 - 2*X*X - 2*Y*Y;
|
|
|
| return Matrix;
|
| };
|
|
|
| inline CQUATERNION RotateAngleByAxis ( const float AngleInRad, const VEC3D Axis)
|
| {
|
| CQUATERNION QuatRet = *this;
|
|
|
| if (!FloatEq(AngleInRad, 0))
|
| {
|
| CQUATERNION Rotation(AngleInRad, Axis);
|
|
|
| QuatRet = Rotation * *this;
|
| }
|
|
|
| return QuatRet;
|
| };
|
|
|
| inline CQUATERNION RotateAngleByGravity ( const float AngleInRad )
|
| {
|
| CQUATERNION QuatRet = *this;
|
|
|
| if (!FloatEq(AngleInRad, 0))
|
| {
|
| VEC3D Axis = {0};
|
| Axis.X = -1.0f * (2*X*Z - 2*Y*W);
|
| Axis.Y = -1.0f * (2*Y*Z + 2*X*W);
|
| Axis.Z = -1.0f * (1 - 2*X*X - 2*Y*Y);
|
|
|
| CQUATERNION Rotation(AngleInRad, Axis);
|
|
|
| QuatRet = Rotation * *this;
|
| }
|
|
|
| return QuatRet;
|
| };
|
|
|
| };
|
|
|
| #endif |