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Public release of the DLU server code!
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188
dCommon/NiPoint3.h
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188
dCommon/NiPoint3.h
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#pragma once
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/*!
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\file NiPoint3.hpp
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\brief Defines a point in space in XYZ coordinates
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*/
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class NiPoint3;
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class NiQuaternion;
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typedef NiPoint3 Vector3; //!< The Vector3 class is technically the NiPoint3 class, but typedef'd for clarity in some cases
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//! A custom class the defines a point in space
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class NiPoint3 {
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public:
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float x; //!< The x position
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float y; //!< The y position
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float z; //!< The z position
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//! Initializer
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NiPoint3(void);
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//! Initializer
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/*!
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\param x The x coordinate
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\param y The y coordinate
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\param z The z coordinate
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*/
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NiPoint3(float x, float y, float z);
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//! Copy Constructor
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/*!
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\param point The point to copy
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*/
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NiPoint3(const NiPoint3& point);
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//! Destructor
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~NiPoint3(void);
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// MARK: Constants
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static const NiPoint3 ZERO; //!< Point(0, 0, 0)
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static const NiPoint3 UNIT_X; //!< Point(1, 0, 0)
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static const NiPoint3 UNIT_Y; //!< Point(0, 1, 0)
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static const NiPoint3 UNIT_Z; //!< Point(0, 0, 1)
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static const NiPoint3 UNIT_ALL; //!< Point(1, 1, 1)
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// MARK: Getters / Setters
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//! Gets the X coordinate
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/*!
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\return The x coordinate
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*/
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float GetX(void) const;
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//! Sets the X coordinate
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/*!
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\param x The x coordinate
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*/
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void SetX(float x);
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//! Gets the Y coordinate
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/*!
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\return The y coordinate
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*/
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float GetY(void) const;
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//! Sets the Y coordinate
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/*!
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\param y The y coordinate
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*/
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void SetY(float y);
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//! Gets the Z coordinate
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/*!
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\return The z coordinate
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*/
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float GetZ(void) const;
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//! Sets the Z coordinate
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/*!
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\param z The z coordinate
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*/
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void SetZ(float z);
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// MARK: Member Functions
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//! Gets the length of the vector
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/*!
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\return The scalar length of the vector
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*/
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float Length(void) const;
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//! Gets the squared length of a vector
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/*!
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\return The squared length of a vector
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*/
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float SquaredLength(void) const;
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//! Returns the dot product of the vector dotted with another vector
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/*!
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\param vec The second vector
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\return The dot product of the two vectors
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*/
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float DotProduct(const Vector3& vec) const;
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//! Returns the cross product of the vector crossed with another vector
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/*!
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\param vec The second vector
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\return The cross product of the two vectors
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*/
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Vector3 CrossProduct(const Vector3& vec) const;
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//! Unitize the vector
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/*!
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\returns The current vector
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*/
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NiPoint3 Unitize(void) const;
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// MARK: Operators
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//! Operator to check for equality
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bool operator==(const NiPoint3& point) const;
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//! Operator to check for inequality
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bool operator!=(const NiPoint3& point) const;
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//! Operator for subscripting
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float& operator[](int i);
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//! Operator for subscripting
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const float& operator[](int i) const;
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//! Operator for addition of vectors
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NiPoint3 operator+(const NiPoint3& point) const;
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//! Operator for subtraction of vectors
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NiPoint3 operator-(const NiPoint3& point) const;
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//! Operator for addition of a scalar on all vector components
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NiPoint3 operator+(float fScalar) const;
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//! Operator for subtraction of a scalar on all vector components
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NiPoint3 operator-(float fScalar) const;
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//! Operator for scalar multiplication of a vector
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NiPoint3 operator*(float fScalar) const;
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//! Operator for scalar division of a vector
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NiPoint3 operator/(float fScalar) const;
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// MARK: Helper Functions
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//! Checks to see if the point (or vector) is with an Axis-Aligned Bounding Box
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/*!
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\param minPoint The minimum point of the bounding box
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\param maxPoint The maximum point of the bounding box
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\return Whether or not this point lies within the box
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*/
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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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/*!
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\param sphereCenter The sphere center
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\param radius The radius
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*/
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bool IsWithinSpehere(const NiPoint3& sphereCenter, float radius);
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/*!
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\param a Start of line
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\param b End of line
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\param p Refrence point
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\return The point of line AB which is closest to P
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*/
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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);
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};
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