#ifndef HFX_INTERNAL struct HFX_vect3Base32 { union { struct { float x; float y; float z; }; struct { float x; float y; float z; } axis; struct { float right; float up; float backward; } direction; struct { float pitch; float yaw; float roll; } rotation; struct { float wide; float tall; float deep; } dimension; float m[3]; }; }; // 192 == 3 * 64 == 3 doubles struct HFX_vect3Base64 { union { struct { double x; double y; double z; }; struct { double x; double y; double z; } axis; struct { double right; double up; double backward; } direction; struct { double pitch; double yaw; double roll; } rotation; struct { double wide; double tall; double deep; } dimension; double m[3]; }; }; #endif #ifdef HFX_INTERNAL struct hfxVec3internal #endif #ifndef HFX_INTERNAL struct hfxVec3 #endif : public HFX_vect3Base64 { #ifndef HFX_INTERNAL HFX_INLINE HFX_EXPLICIT hfxVec3(const double &_x, const double &_y, const double &_z); HFX_INLINE HFX_EXPLICIT hfxVec3(const double array_d[3] ); HFX_INLINE hfxVec3(const hfxVec3 &_copy); #ifdef HFX_ZERO_INIT HFX_INLINE HFX_EXPLICIT hfxVec3(); #endif HFX_ZERO_INIT HFX_INLINE hfxVec3(); #endif HFX_INLINE double &operator [](int i); HFX_INLINE const double &operator[](int i) const; HFX_INLINE operator double *(); HFX_INLINE operator const double *() const; HFX_INLINE hfxVec3 operator -() const; HFX_INLINE hfxVec3 operator -(const hfxVec3 &vect) const; HFX_INLINE hfxVec3 &operator -=(const hfxVec3 &vect); HFX_INLINE hfxVec3 operator +(const hfxVec3 &vect) const; HFX_INLINE hfxVec3 &operator +=(const hfxVec3 &vect); HFX_INLINE hfxVec3 operator *(const hfxVec3 &vect) const; HFX_INLINE hfxVec3 operator *(const double &df) const; //HFX_INLINE hfxVec3 operator *(const float f) const; //HFX_INLINE hfxVec3 operator *(const int i){return ((*this)*((double)i));}; HFX_INLINE hfxVec3 operator /(const hfxVec3 &vect) const; HFX_INLINE hfxVec3 operator /(const double &df) const; //HFX_INLINE hfxVec3 operator /(const float f) const; //HFX_INLINE hfxVec3 operator /(const int i){return ((*this)/((double)i));}; HFX_INLINE hfxVec3 &operator /=(const hfxVec3 &vect); HFX_INLINE hfxVec3 &operator /=(const double &df); //HFX_INLINE hfxVec3 &operator /=(const float f); //HFX_INLINE hfxVec3 &operator /=(const int i){return ((*this)/=((double)i));}; HFX_INLINE hfxVec3 &operator *=(const hfxVec3 &vect); HFX_INLINE hfxVec3 &operator *=(const double &df); //HFX_INLINE hfxVec3 &operator *=(const float f); //HFX_INLINE hfxVec3 &operator *=(const int i){return ((*this)*=((double)i));}; HFX_INLINE hfxVec3 &operator =(const hfxVec3 &vect); HFX_INLINE hfxVec3 &operator =(const double &all); //HFX_INLINE hfxVec3 &operator =(const float all); //HFX_INLINE hfxVec3 &operator =(const int i){return ((*this)=((double)i));} HFX_INLINE const double *operator *()const; HFX_INLINE double *operator *(); HFX_INLINE hfxVec3 Cross(const hfxVec3 &vect) const; HFX_INLINE double Dot( const hfxVec3 &vect ) const; HFX_INLINE double Magnitude() const; // get normalize HFX_INLINE hfxVec3 Normalized() const; // normalize in place HFX_INLINE hfxVec3 &Normalize(); HFX_INLINE bool IsValid() const; HFX_INLINE bool IsNaN() const; #ifdef HFX_INTERNAL HFX_INLINE hfxVec3internal *GetVec3Pointer(){ return (this); }; HFX_INLINE const hfxVec3internal *GetVec3Pointer()const{ return (this); }; HFX_INLINE operator hfxVec3 &(){ return *(reinterpret_cast(this)); } HFX_INLINE operator const hfxVec3 &()const { return *(reinterpret_cast(this)); } #endif #ifndef HFX_PAT_DOESNT_KNOW HFX_INLINE double Length() const; HFX_INLINE hfxVec3 Normal() const; #endif }; #ifndef HFX_INTERNAL #ifndef HFX_NO_TYPEDEFS typedef hfxVec3 Vect3; #endif struct hfxVec3F : public HFX_vect3Base32 { HFX_INLINE hfxVec3F(const float _x, const float _y, const float _z); HFX_INLINE hfxVec3F(const float array_f[3] ); HFX_INLINE hfxVec3F(const hfxVec3F &_copy); HFX_INLINE hfxVec3F(); HFX_INLINE float &operator [](int i); HFX_INLINE const float &operator[](int i) const; HFX_INLINE operator float *(); HFX_INLINE operator const float *() const; HFX_INLINE hfxVec3F operator -() const; HFX_INLINE hfxVec3F operator -(const hfxVec3F &vect) const; HFX_INLINE hfxVec3F &operator -=(const hfxVec3F &vect); HFX_INLINE hfxVec3F operator +(const hfxVec3F &vect) const; HFX_INLINE hfxVec3F &operator +=(const hfxVec3F &vect); HFX_INLINE hfxVec3F operator *(const hfxVec3F &vect) const; HFX_INLINE hfxVec3F operator *(const float f) const; //HFX_INLINE hfxVec3F operator *(const double &df) const; //HFX_INLINE hfxVec3F operator *(const int i){return ((*this)*(double)i);}; HFX_INLINE hfxVec3F operator /(const hfxVec3F &vect) const; HFX_INLINE hfxVec3F operator /(const float f) const; //HFX_INLINE hfxVec3F operator /(const double &df) const; //HFX_INLINE hfxVec3F operator /(const int i){return ((*this)/(double)i);}; HFX_INLINE hfxVec3F &operator /=(const hfxVec3F &vect); HFX_INLINE hfxVec3F &operator /=(const float f); //HFX_INLINE hfxVec3F &operator /=(const double &df); //HFX_INLINE hfxVec3F &operator /=(const int i){return ((*this)/=(double)i);}; HFX_INLINE hfxVec3F &operator *=(const hfxVec3F &vect); HFX_INLINE hfxVec3F &operator *=(const float f); //HFX_INLINE hfxVec3F &operator *=(const double &df); //HFX_INLINE hfxVec3F &operator *=(const int i){return ((*this)*=(double)i);}; HFX_INLINE hfxVec3F &operator =(const hfxVec3F &vect); HFX_INLINE hfxVec3F &operator =(const float all); //HFX_INLINE hfxVec3F &operator =(const double &all); //HFX_INLINE hfxVec3F &operator =(const int i){return ((*this)=(double)i);} HFX_INLINE const float *operator *()const; HFX_INLINE float *operator *(); HFX_INLINE hfxVec3F Cross(const hfxVec3F &vect) const; HFX_INLINE float Dot( const hfxVec3F &vect ) const; HFX_INLINE float Magnitude() const; // get normalize HFX_INLINE hfxVec3F Normalized() const; // normalize in place HFX_INLINE hfxVec3F &Normalize(); HFX_INLINE bool IsValid() const; HFX_INLINE bool IsNaN() const; #ifndef HFX_PAT_DOESNT_KNOW HFX_INLINE float Length() const; HFX_INLINE hfxVec3F Normal() const; #endif }; struct _box3Base { union { struct{ HFX_vect3Base64 bound_min; HFX_vect3Base64 bound_max; }box; HFX_vect3Base64 min_max[2]; struct { double left; double down; double forward; double right; double up; double backward; }side; double m[6]; }; }; struct BoundingBox3 : public _box3Base { inline BoundingBox3(const double &left=0, const double &down=0, const double &forward=0, const double &right=0, const double &up=0, const double &backward=0) { side.left = left; side.down = down; side.forward = forward; side.right = right; side.up = up; side.backward = backward; } inline BoundingBox3(const hfxVec3 &bMin, const hfxVec3 &bMax) { BoxMin() = bMin; BoxMax() = bMax; } inline hfxVec3 &BoxMin(){return (hfxVec3&)box.bound_min;}; inline const hfxVec3 &BoxMin() const {return (const hfxVec3&)box.bound_min;}; inline hfxVec3 &BoxMax(){return (hfxVec3&)box.bound_max;}; inline const hfxVec3 &BoxMax() const {return (const hfxVec3&)box.bound_max;}; inline hfxVec3 Center() const { return (BoxMin() + BoxMax())/(double)2.0; }; inline hfxVec3 Dimensions() const { return BoxMax() - BoxMin();}; inline hfxVec3 SpaceBetweenCentered(const BoundingBox3 &other) const {return other.Dimensions() - Dimensions();}; inline BoundingBox3 SpaceBetween(const BoundingBox3 &other) const {return other - *this;} inline BoundingBox3 &SetDimensions(const hfxVec3 &dimm) { hfxVec3 cent = Center(); hfxVec3 dim = dimm/2.0; BoxMin() = cent - dim; BoxMax() = cent + dim; return *this; } inline BoundingBox3 &SetCenter(const hfxVec3 ¢) { hfxVec3 dim = Dimensions(); BoxMin() = cent - dim; BoxMax() = cent + dim; return *this; } inline operator hfxVec3 *(){return (hfxVec3*)min_max;}; inline operator const hfxVec3 *() const {return (const hfxVec3*)min_max;}; inline operator double *() {return m;}; inline operator const double *() const {return m;}; inline BoundingBox3 operator -(const hfxVec3 &vect) const { return BoundingBox3( BoxMin() - vect, BoxMax() - vect ); } inline BoundingBox3 operator +(const hfxVec3 &vect) const { return BoundingBox3( BoxMin() + vect, BoxMax() + vect ); } inline BoundingBox3 operator *(const hfxVec3 &vect) const { return BoundingBox3( BoxMin() * vect, BoxMax() * vect ); } inline BoundingBox3 operator /(const hfxVec3 &vect) const { return BoundingBox3( BoxMin() / vect, BoxMax() / vect ); } inline BoundingBox3 operator *(const double &df) const{ return BoundingBox3( BoxMin() * df, BoxMax() * df ); } inline BoundingBox3 operator /(const double &df) const{ return BoundingBox3( BoxMin() / df, BoxMax() / df ); } inline BoundingBox3 operator -(const BoundingBox3 &bbox) const { return BoundingBox3( BoxMin() - bbox.BoxMin(), BoxMax() - bbox.BoxMax() ); } inline BoundingBox3 operator +(const BoundingBox3 &bbox) const { return BoundingBox3( BoxMin() + bbox.BoxMin(), BoxMax() + bbox.BoxMax() ); } inline BoundingBox3 operator *(const BoundingBox3 &bbox) const { return BoundingBox3( BoxMin() * bbox.BoxMin(), BoxMax() * bbox.BoxMax() ); } inline BoundingBox3 operator /(const BoundingBox3 &bbox) const { return BoundingBox3( BoxMin() / bbox.BoxMin(), BoxMax() / bbox.BoxMax() ); } inline BoundingBox3 &operator =(const BoundingBox3 &bbox) { BoxMin() = bbox.BoxMin(); BoxMax() = bbox.BoxMax(); return *this; } inline BoundingBox3 &operator -=(const hfxVec3 &vect){ BoxMin()-=vect; BoxMax()-=vect; return *this; } inline BoundingBox3 &operator +=(const hfxVec3 &vect){ BoxMin()+=vect; BoxMax()+=vect; return *this; } inline BoundingBox3 &operator *=(const hfxVec3 &vect){ BoxMin()*=vect; BoxMax()*=vect; return *this; } inline BoundingBox3 &operator /=(const hfxVec3 &vect){ BoxMin()/=vect; BoxMax()/=vect; return *this; } inline BoundingBox3 &operator *=(const double &df){ BoxMin()*=df; BoxMax()*=df; return *this; } inline BoundingBox3 &operator /=(const double &df){ BoxMin()/=df; BoxMax()/=df; return *this; } inline BoundingBox3 &operator -=(const BoundingBox3 &bbox){ BoxMin()-=bbox.BoxMin(); BoxMax()-=bbox.BoxMax(); return *this; } inline BoundingBox3 &operator +=(const BoundingBox3 &bbox){ BoxMin()+=bbox.BoxMin(); BoxMax()+=bbox.BoxMax(); return *this; } inline BoundingBox3 &operator *=(const BoundingBox3 &bbox){ BoxMin()*=bbox.BoxMin(); BoxMax()*=bbox.BoxMax(); return *this; } inline BoundingBox3 &operator /=(const BoundingBox3 &bbox){ BoxMin()/=bbox.BoxMin(); BoxMax()/=bbox.BoxMax(); return *this; } }; #endif #include "inl_hfxMath.h" #ifdef HFX_INTERNAL typedef ::hfxVec3 hfxVec3; //VECTOR CLASS #endif