Nirtcpp 2.1.0
Nirtcpp is a high-performance c++ graphics engine.
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nirt::core::vector3d< T > Class Template Reference

3d vector template class with lots of operators and methods. More...

#include <nirtcpp/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< Toperator- () const
 
vector3d< Toperator+ (const vector3d< T > &other) const
 
vector3d< T > & operator+= (const vector3d< T > &other)
 
vector3d< Toperator+ (const T val) const
 
vector3d< T > & operator+= (const T val)
 
vector3d< Toperator- (const vector3d< T > &other) const
 
vector3d< T > & operator-= (const vector3d< T > &other)
 
vector3d< Toperator- (const T val) const
 
vector3d< T > & operator-= (const T val)
 
vector3d< Toperator* (const vector3d< T > &other) const
 
vector3d< T > & operator*= (const vector3d< T > &other)
 
vector3d< Toperator* (const T v) const
 
vector3d< T > & operator*= (const T v)
 
vector3d< Toperator/ (const vector3d< T > &other) const
 
vector3d< T > & operator/= (const vector3d< T > &other)
 
vector3d< Toperator/ (const T v) const
 
vector3d< T > & operator/= (const T v)
 
Toperator[] (u32 index)
 
const Toperator[] (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< TcrossProduct (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 > &center=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 > &center=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 > &center=vector3d< T >())
 Rotates the vector by a specified number of degrees around the X axis and the specified center.
 
vector3d< TgetInterpolated (const vector3d< T > &other, f64 d) const
 Creates an interpolated vector between this vector and another vector.
 
vector3d< TgetInterpolated_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< TgetHorizontalAngle () const
 Get the rotations that would make a (0,0,1) direction vector point in the same direction as this direction vector.
 
vector3d< TgetSphericalCoordinateAngles () const
 Get the spherical coordinate angles.
 
vector3d< TrotationToDirection (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< s32operator/ (s32 val) const
 partial specialization for integer vectors
 
vector3d< s32 > & operator/= (s32 val)
 
vector3d< s32getSphericalCoordinateAngles () const
 

Public Attributes

T X
 X coordinate of the vector.
 
T Y
 Y coordinate of the vector.
 
T Z
 Z coordinate of the vector.
 

Detailed Description

template<class T>
class nirt::core::vector3d< T >

3d vector template class with lots of operators and methods.

The vector3d class is used in Nirtcpp 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.

Member Function Documentation

◆ crossProduct()

template<class T >
vector3d< T > nirt::core::vector3d< T >::crossProduct ( const vector3d< T > &  p) const
inline

Calculates the cross product with another vector.

Parameters
pVector to multiply with.
Returns
Crossproduct of this vector with p.

◆ getAs3Values()

template<class T >
void nirt::core::vector3d< T >::getAs3Values ( T array) const
inline

Fills an array of 3 values with the vector data (usually floats).

Useful for setting in shader constants for example.

◆ getAs4Values()

template<class T >
void nirt::core::vector3d< T >::getAs4Values ( T array) const
inline

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.

◆ getDistanceFrom()

template<class T >
T nirt::core::vector3d< T >::getDistanceFrom ( const vector3d< T > &  other) const
inline

Get distance from another point.

Here, the vector is interpreted as point in 3 dimensional space.

◆ getDistanceFromSQ()

template<class T >
T nirt::core::vector3d< T >::getDistanceFromSQ ( const vector3d< T > &  other) const
inline

Returns squared distance from another point.

Here, the vector is interpreted as point in 3 dimensional space.

◆ getHorizontalAngle()

template<class T >
vector3d< T > nirt::core::vector3d< T >::getHorizontalAngle ( ) const
inline

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 Nirtcpp 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);

Returns
A rotation vector containing the X (pitch) and Y (raw) rotations (in degrees) that when applied to a +Z (e.g. 0, 0, 1) direction vector would make it point in the same direction as this vector. The Z (roll) rotation is always 0, since two Euler rotations are sufficient to point in any given direction.

◆ getInterpolated()

template<class T >
vector3d< T > nirt::core::vector3d< T >::getInterpolated ( const vector3d< T > &  other,
f64  d 
) const
inline

Creates an interpolated vector between this vector and another vector.

Parameters
otherThe other vector to interpolate with.
dInterpolation 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()
Returns
An interpolated vector. This vector is not modified.

◆ getInterpolated_quadratic()

template<class T >
vector3d< T > nirt::core::vector3d< T >::getInterpolated_quadratic ( const vector3d< T > &  v2,
const vector3d< T > &  v3,
f64  d 
) const
inline

Creates a quadratically interpolated vector between this and two other vectors.

Parameters
v2Second vector to interpolate with.
v3Third vector to interpolate with (maximum at 1.0f)
dInterpolation 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()
Returns
An interpolated vector. This vector is not modified.

◆ getLengthSQ()

template<class T >
T nirt::core::vector3d< T >::getLengthSQ ( ) const
inline

Get squared length of the vector.

This is useful because it is much faster than getLength().

Returns
Squared length of the vector.

◆ getSphericalCoordinateAngles()

template<class T >
vector3d< T > nirt::core::vector3d< T >::getSphericalCoordinateAngles ( ) const
inline

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.

◆ interpolate()

template<class T >
vector3d< T > & nirt::core::vector3d< T >::interpolate ( const vector3d< T > &  a,
const vector3d< T > &  b,
f64  d 
)
inline

Sets this vector to the linearly interpolated vector between a and b.

Parameters
afirst vector to interpolate with, maximum at 1.0f
bsecond vector to interpolate with, maximum at 0.0f
dInterpolation 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()

◆ isBetweenPoints()

template<class T >
bool nirt::core::vector3d< T >::isBetweenPoints ( const vector3d< T > &  begin,
const vector3d< T > &  end 
) const
inline

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.

Parameters
beginBeginning vector to compare between.
endEnding vector to compare between.
Returns
True if this vector is between begin and end, false if not.

◆ normalize()

template<class T >
vector3d< T > & nirt::core::vector3d< T >::normalize ( )
inline

Normalizes the vector.

In case of the 0 vector the result is still 0, otherwise the length of the vector will be 1.

Returns
Reference to this vector after normalization.

◆ rotateXYBy()

template<class T >
void nirt::core::vector3d< T >::rotateXYBy ( f64  degrees,
const vector3d< T > &  center = vector3d<T>() 
)
inline

Rotates the vector by a specified number of degrees around the Z axis and the specified center.

Parameters
degreesNumber of degrees to rotate around the Z axis.
centerThe center of the rotation.

◆ rotateXZBy()

template<class T >
void nirt::core::vector3d< T >::rotateXZBy ( f64  degrees,
const vector3d< T > &  center = vector3d<T>() 
)
inline

Rotates the vector by a specified number of degrees around the Y axis and the specified center.

Parameters
degreesNumber of degrees to rotate around the Y axis.
centerThe center of the rotation.

◆ rotateYZBy()

template<class T >
void nirt::core::vector3d< T >::rotateYZBy ( f64  degrees,
const vector3d< T > &  center = vector3d<T>() 
)
inline

Rotates the vector by a specified number of degrees around the X axis and the specified center.

Parameters
degreesNumber of degrees to rotate around the X axis.
centerThe center of the rotation.

◆ rotationToDirection()

template<class T >
vector3d< T > nirt::core::vector3d< T >::rotationToDirection ( const vector3d< T > &  forwards = vector3d<T>(0, 0, 1)) const
inline

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.

Parameters
[in]forwardsThe 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.
Returns
A direction vector calculated by rotating the forwards direction by the 3 Euler angles (in degrees) represented by this vector.

The documentation for this class was generated from the following file:

Nirtcpp    @cppfx.xyz

Utxcpp    utx::print