DarkflameServer/dCommon/NiPoint3.h

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#pragma once
/*!
\file NiPoint3.hpp
\brief Defines a point in space in XYZ coordinates
*/
class NiPoint3;
class NiQuaternion;
typedef NiPoint3 Vector3; //!< The Vector3 class is technically the NiPoint3 class, but typedef'd for clarity in some cases
//! A custom class the defines a point in space
class NiPoint3 {
public:
float x; //!< The x position
float y; //!< The y position
float z; //!< The z position
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//! Initializer
NiPoint3(void);
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//! Initializer
/*!
\param x The x coordinate
\param y The y coordinate
\param z The z coordinate
*/
NiPoint3(float x, float y, float z);
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//! Copy Constructor
/*!
\param point The point to copy
*/
NiPoint3(const NiPoint3& point);
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//! Destructor
~NiPoint3(void);
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// MARK: Constants
static const NiPoint3 ZERO; //!< Point(0, 0, 0)
static const NiPoint3 UNIT_X; //!< Point(1, 0, 0)
static const NiPoint3 UNIT_Y; //!< Point(0, 1, 0)
static const NiPoint3 UNIT_Z; //!< Point(0, 0, 1)
static const NiPoint3 UNIT_ALL; //!< Point(1, 1, 1)
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// MARK: Getters / Setters
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//! Gets the X coordinate
/*!
\return The x coordinate
*/
float GetX(void) const;
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//! Sets the X coordinate
/*!
\param x The x coordinate
*/
void SetX(float x);
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//! Gets the Y coordinate
/*!
\return The y coordinate
*/
float GetY(void) const;
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//! Sets the Y coordinate
/*!
\param y The y coordinate
*/
void SetY(float y);
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//! Gets the Z coordinate
/*!
\return The z coordinate
*/
float GetZ(void) const;
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//! Sets the Z coordinate
/*!
\param z The z coordinate
*/
void SetZ(float z);
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// MARK: Member Functions
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//! Gets the length of the vector
/*!
\return The scalar length of the vector
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*/
float Length(void) const;
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//! Gets the squared length of a vector
/*!
\return The squared length of a vector
*/
float SquaredLength(void) const;
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//! Returns the dot product of the vector dotted with another vector
/*!
\param vec The second vector
\return The dot product of the two vectors
*/
float DotProduct(const Vector3& vec) const;
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//! Returns the cross product of the vector crossed with another vector
/*!
\param vec The second vector
\return The cross product of the two vectors
*/
Vector3 CrossProduct(const Vector3& vec) const;
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//! Unitize the vector
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/*!
\returns The current vector
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*/
NiPoint3 Unitize(void) const;
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// MARK: Operators
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//! Operator to check for equality
bool operator==(const NiPoint3& point) const;
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//! Operator to check for inequality
bool operator!=(const NiPoint3& point) const;
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//! Operator for subscripting
float& operator[](int i);
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//! Operator for subscripting
const float& operator[](int i) const;
//! Operator for addition of vectors
NiPoint3 operator+(const NiPoint3& point) const;
//! Operator for addition of vectors
NiPoint3 operator+=(const NiPoint3& point) const;
//! Operator for subtraction of vectors
NiPoint3 operator-(const NiPoint3& point) const;
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//! Operator for addition of a scalar on all vector components
NiPoint3 operator+(float fScalar) const;
//! Operator for subtraction of a scalar on all vector components
NiPoint3 operator-(float fScalar) const;
//! Operator for scalar multiplication of a vector
NiPoint3 operator*(float fScalar) const;
//! Operator for scalar division of a vector
NiPoint3 operator/(float fScalar) const;
// MARK: Helper Functions
//! Checks to see if the point (or vector) is with an Axis-Aligned Bounding Box
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/*!
\param minPoint The minimum point of the bounding box
\param maxPoint The maximum point of the bounding box
\return Whether or not this point lies within the box
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*/
bool IsWithinAxisAlignedBox(const NiPoint3& minPoint, const NiPoint3& maxPoint);
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//! Checks to see if the point (or vector) is within a sphere
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/*!
\param sphereCenter The sphere center
\param radius The radius
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*/
bool IsWithinSpehere(const NiPoint3& sphereCenter, float radius);
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/*!
\param a Start of line
\param b End of line
\param p Refrence point
\return The point of line AB which is closest to P
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*/
static NiPoint3 ClosestPointOnLine(const NiPoint3& a, const NiPoint3& b, const NiPoint3& p);
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static float Angle(const NiPoint3& a, const NiPoint3& b);
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static float Distance(const NiPoint3& a, const NiPoint3& b);
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static float DistanceSquared(const NiPoint3& a, const NiPoint3& b);
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static NiPoint3 MoveTowards(const NiPoint3& current, const NiPoint3& target, float maxDistanceDelta);
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NiPoint3 RotateByQuaternion(const NiQuaternion& rotation);
};