Jimcpp 2.1.0
Jimcpp is a high-performance c++ graphics engine.
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3d vector template class with lots of operators and methods. More...
#include <jimcpp/core/engine/vector3d.hpp>
Public Member Functions | |
vector3d () | |
Default constructor (null vector). | |
vector3d (T nx, T ny, T nz) | |
Constructor with three different values. | |
vector3d (T n) | |
Constructor with the same value for all elements. | |
vector3d< T > | operator- () const |
vector3d< T > | operator+ (const vector3d< T > &other) const |
vector3d< T > & | operator+= (const vector3d< T > &other) |
vector3d< T > | operator+ (const T val) const |
vector3d< T > & | operator+= (const T val) |
vector3d< T > | operator- (const vector3d< T > &other) const |
vector3d< T > & | operator-= (const vector3d< T > &other) |
vector3d< T > | operator- (const T val) const |
vector3d< T > & | operator-= (const T val) |
vector3d< T > | operator* (const vector3d< T > &other) const |
vector3d< T > & | operator*= (const vector3d< T > &other) |
vector3d< T > | operator* (const T v) const |
vector3d< T > & | operator*= (const T v) |
vector3d< T > | operator/ (const vector3d< T > &other) const |
vector3d< T > & | operator/= (const vector3d< T > &other) |
vector3d< T > | operator/ (const T v) const |
vector3d< T > & | operator/= (const T v) |
T & | operator[] (u32 index) |
const T & | operator[] (u32 index) const |
bool | operator<= (const vector3d< T > &other) const |
sort in order X, Y, Z. Equality with rounding tolerance. | |
bool | operator>= (const vector3d< T > &other) const |
sort in order X, Y, Z. Equality with rounding tolerance. | |
bool | operator< (const vector3d< T > &other) const |
sort in order X, Y, Z. Difference must be above rounding tolerance. | |
bool | operator> (const vector3d< T > &other) const |
sort in order X, Y, Z. Difference must be above rounding tolerance. | |
bool | operator== (const vector3d< T > &other) const |
use weak float compare | |
bool | operator!= (const vector3d< T > &other) const |
bool | equals (const vector3d< T > &other, const T tolerance=(T) ROUNDING_ERROR_f32) const |
returns if this vector equals the other one, taking floating point rounding errors into account | |
vector3d< T > & | set (const T nx, const T ny, const T nz) |
vector3d< T > & | set (const vector3d< T > &p) |
T | getLength () const |
Get length of the vector. | |
T | getLengthSQ () const |
Get squared length of the vector. | |
T | dotProduct (const vector3d< T > &other) const |
Get the dot product with another vector. | |
T | getDistanceFrom (const vector3d< T > &other) const |
Get distance from another point. | |
T | getDistanceFromSQ (const vector3d< T > &other) const |
Returns squared distance from another point. | |
vector3d< T > | crossProduct (const vector3d< T > &p) const |
Calculates the cross product with another vector. | |
bool | isBetweenPoints (const vector3d< T > &begin, const vector3d< T > &end) const |
Returns if this vector interpreted as a point is on a line between two other points. | |
vector3d< T > & | normalize () |
Normalizes the vector. | |
vector3d< T > & | setLength (T newlength) |
Sets the length of the vector to a new value. | |
vector3d< T > & | invert () |
Inverts the vector. | |
void | rotateXZBy (f64 degrees, const vector3d< T > ¢er=vector3d< T >()) |
Rotates the vector by a specified number of degrees around the Y axis and the specified center. | |
void | rotateXYBy (f64 degrees, const vector3d< T > ¢er=vector3d< T >()) |
Rotates the vector by a specified number of degrees around the Z axis and the specified center. | |
void | rotateYZBy (f64 degrees, const vector3d< T > ¢er=vector3d< T >()) |
Rotates the vector by a specified number of degrees around the X axis and the specified center. | |
vector3d< T > | getInterpolated (const vector3d< T > &other, f64 d) const |
Creates an interpolated vector between this vector and another vector. | |
vector3d< T > | getInterpolated_quadratic (const vector3d< T > &v2, const vector3d< T > &v3, f64 d) const |
Creates a quadratically interpolated vector between this and two other vectors. | |
vector3d< T > & | interpolate (const vector3d< T > &a, const vector3d< T > &b, f64 d) |
Sets this vector to the linearly interpolated vector between a and b. | |
vector3d< T > | getHorizontalAngle () const |
Get the rotations that would make a (0,0,1) direction vector point in the same direction as this direction vector. | |
vector3d< T > | getSphericalCoordinateAngles () const |
Get the spherical coordinate angles. | |
vector3d< T > | rotationToDirection (const vector3d< T > &forwards=vector3d< T >(0, 0, 1)) const |
Builds a direction vector from (this) rotation vector. | |
void | getAs4Values (T *array) const |
Fills an array of 4 values with the vector data (usually floats). | |
void | getAs3Values (T *array) const |
Fills an array of 3 values with the vector data (usually floats). | |
vector3d< s32 > | operator/ (s32 val) const |
partial specialization for integer vectors | |
vector3d< s32 > & | operator/= (s32 val) |
vector3d< s32 > | getSphericalCoordinateAngles () const |
Public Attributes | |
T | X |
X coordinate of the vector. | |
T | Y |
Y coordinate of the vector. | |
T | Z |
Z coordinate of the vector. | |
3d vector template class with lots of operators and methods.
The vector3d class is used in Jimcpp for three main purposes: 1) As a direction vector (most of the methods assume this). 2) As a position in 3d space (which is synonymous with a direction vector from the origin to this position). 3) To hold three Euler rotations, where X is pitch, Y is yaw and Z is roll.
Calculates the cross product with another vector.
p | Vector to multiply with. |
Fills an array of 3 values with the vector data (usually floats).
Useful for setting in shader constants for example.
Fills an array of 4 values with the vector data (usually floats).
Useful for setting in shader constants for example. The fourth value will always be 0.
Get distance from another point.
Here, the vector is interpreted as point in 3 dimensional space.
Returns squared distance from another point.
Here, the vector is interpreted as point in 3 dimensional space.
Get the rotations that would make a (0,0,1) direction vector point in the same direction as this direction vector.
Thanks to Arras on the Jimcpp forums for this method. This utility method is very useful for orienting scene nodes towards specific targets. For example, if this vector represents the difference between two scene nodes, then applying the result of getHorizontalAngle() to one scene node will point it at the other one. Example code: Where target and seeker are of type ISceneNode* const vector3df toTarget(target->getAbsolutePosition() - seeker->getAbsolutePosition()); const vector3df requiredRotation = toTarget.getHorizontalAngle(); seeker->setRotation(requiredRotation);
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Creates an interpolated vector between this vector and another vector.
other | The other vector to interpolate with. |
d | Interpolation value between 0.0f (all the other vector) and 1.0f (all this vector). Note that this is the opposite direction of interpolation to getInterpolated_quadratic() |
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Creates a quadratically interpolated vector between this and two other vectors.
v2 | Second vector to interpolate with. |
v3 | Third vector to interpolate with (maximum at 1.0f) |
d | Interpolation value between 0.0f (all this vector) and 1.0f (all the 3rd vector). Note that this is the opposite direction of interpolation to getInterpolated() and interpolate() |
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Get squared length of the vector.
This is useful because it is much faster than getLength().
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Get the spherical coordinate angles.
This returns Euler degrees for the point represented by this vector. The calculation assumes the pole at (0,1,0) and returns the angles in X and Y.
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Sets this vector to the linearly interpolated vector between a and b.
a | first vector to interpolate with, maximum at 1.0f |
b | second vector to interpolate with, maximum at 0.0f |
d | Interpolation value between 0.0f (all vector b) and 1.0f (all vector a) Note that this is the opposite direction of interpolation to getInterpolated_quadratic() |
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Returns if this vector interpreted as a point is on a line between two other points.
It is assumed that the point is on the line.
begin | Beginning vector to compare between. |
end | Ending vector to compare between. |
Normalizes the vector.
In case of the 0 vector the result is still 0, otherwise the length of the vector will be 1.
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Rotates the vector by a specified number of degrees around the Z axis and the specified center.
degrees | Number of degrees to rotate around the Z axis. |
center | The center of the rotation. |
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Rotates the vector by a specified number of degrees around the Y axis and the specified center.
degrees | Number of degrees to rotate around the Y axis. |
center | The center of the rotation. |
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Rotates the vector by a specified number of degrees around the X axis and the specified center.
degrees | Number of degrees to rotate around the X axis. |
center | The center of the rotation. |
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Builds a direction vector from (this) rotation vector.
This vector is assumed to be a rotation vector composed of 3 Euler angle rotations, in degrees. The implementation performs the same calculations as using a matrix to do the rotation.
[in] | forwards | The direction representing "forwards" which will be rotated by this vector. If you do not provide a direction, then the +Z axis (0, 0, 1) will be assumed to be forwards. |