mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 09:44:10 +00:00
refactor: allow usage of NiPoint3 and NiQuaternion in constexpr context (#1414)
* allow usage of NiPoint3 and NiQuaternion in constexpr context * removed .cpp files entirely * moving circular dependency circumvention stuff to an .inl file * real world usage!!!!! * reverting weird branch cross-pollination * removing more weird branch cross-pollination * remove comment * added inverse header guard to inl file * Update NiPoint3.inl * trying different constructor syntax * reorganize into .inl files for readability * uncomment include * moved non-constexpr definitions to cpp file * moved static definitions back to inl files * testing fix * moved constants into seperate namespace * Undo change in build-and-test.yml * nodiscard
This commit is contained in:
@@ -1,210 +1,24 @@
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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// C++
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#include <cmath>
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// Static Variables
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const NiPoint3 NiPoint3::ZERO(0.0f, 0.0f, 0.0f);
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const NiPoint3 NiPoint3::UNIT_X(1.0f, 0.0f, 0.0f);
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const NiPoint3 NiPoint3::UNIT_Y(0.0f, 1.0f, 0.0f);
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const NiPoint3 NiPoint3::UNIT_Z(0.0f, 0.0f, 1.0f);
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const NiPoint3 NiPoint3::UNIT_ALL(1.0f, 1.0f, 1.0f);
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//! Initializer
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NiPoint3::NiPoint3(void) {
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this->x = 0;
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this->y = 0;
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this->z = 0;
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}
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//! Initializer
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NiPoint3::NiPoint3(float x, float y, float z) {
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this->x = x;
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this->y = y;
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this->z = z;
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}
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//! Copy Constructor
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NiPoint3::NiPoint3(const NiPoint3& point) {
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this->x = point.x;
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this->y = point.y;
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this->z = point.z;
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}
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//! Destructor
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NiPoint3::~NiPoint3(void) {}
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// MARK: Getters / Setters
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//! Gets the X coordinate
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float NiPoint3::GetX(void) const {
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return this->x;
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}
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//! Sets the X coordinate
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void NiPoint3::SetX(float x) {
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this->x = x;
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}
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//! Gets the Y coordinate
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float NiPoint3::GetY(void) const {
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return this->y;
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}
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//! Sets the Y coordinate
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void NiPoint3::SetY(float y) {
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this->y = y;
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}
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//! Gets the Z coordinate
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float NiPoint3::GetZ(void) const {
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return this->z;
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}
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//! Sets the Z coordinate
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void NiPoint3::SetZ(float z) {
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this->z = z;
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}
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// MARK: Functions
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// MARK: Member Functions
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//! Gets the length of the vector
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float NiPoint3::Length(void) const {
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return sqrt(x * x + y * y + z * z);
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}
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//! Gets the squared length of a vector
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float NiPoint3::SquaredLength(void) const {
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return (x * x + y * y + z * z);
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}
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//! Returns the dot product of the vector dotted with another vector
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float NiPoint3::DotProduct(const Vector3& vec) const {
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return ((this->x * vec.x) + (this->y * vec.y) + (this->z * vec.z));
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}
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//! Returns the cross product of the vector crossed with another vector
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Vector3 NiPoint3::CrossProduct(const Vector3& vec) const {
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return Vector3(((this->y * vec.z) - (this->z * vec.y)),
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((this->z * vec.x) - (this->x * vec.z)),
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((this->x * vec.y) - (this->y * vec.x)));
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float NiPoint3::Length() const {
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return std::sqrt(x * x + y * y + z * z);
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}
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//! Unitize the vector
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NiPoint3 NiPoint3::Unitize(void) const {
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NiPoint3 NiPoint3::Unitize() const {
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float length = this->Length();
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return length != 0 ? *this / length : NiPoint3::ZERO;
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return length != 0 ? *this / length : NiPoint3Constant::ZERO;
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}
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// MARK: Operators
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//! Operator to check for equality
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bool NiPoint3::operator==(const NiPoint3& point) const {
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return point.x == this->x && point.y == this->y && point.z == this->z;
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}
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//! Operator to check for inequality
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bool NiPoint3::operator!=(const NiPoint3& point) const {
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return !(*this == point);
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}
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//! Operator for subscripting
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float& NiPoint3::operator[](int i) {
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float* base = &x;
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return base[i];
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}
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//! Operator for subscripting
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const float& NiPoint3::operator[](int i) const {
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const float* base = &x;
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return base[i];
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}
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//! Operator for addition of vectors
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NiPoint3 NiPoint3::operator+(const NiPoint3& point) const {
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return NiPoint3(this->x + point.x, this->y + point.y, this->z + point.z);
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}
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//! Operator for addition of vectors
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NiPoint3& NiPoint3::operator+=(const NiPoint3& point) {
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this->x += point.x;
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this->y += point.y;
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this->z += point.z;
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return *this;
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}
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NiPoint3& NiPoint3::operator*=(const float scalar) {
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this->x *= scalar;
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this->y *= scalar;
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this->z *= scalar;
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return *this;
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}
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//! Operator for subtraction of vectors
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NiPoint3 NiPoint3::operator-(const NiPoint3& point) const {
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return NiPoint3(this->x - point.x, this->y - point.y, this->z - point.z);
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}
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//! Operator for addition of a scalar on all vector components
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NiPoint3 NiPoint3::operator+(float fScalar) const {
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return NiPoint3(this->x + fScalar, this->y + fScalar, this->z + fScalar);
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}
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//! Operator for subtraction of a scalar on all vector components
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NiPoint3 NiPoint3::operator-(float fScalar) const {
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return NiPoint3(this->x - fScalar, this->y - fScalar, this->z - fScalar);
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}
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//! Operator for scalar multiplication of a vector
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NiPoint3 NiPoint3::operator*(float fScalar) const {
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return NiPoint3(this->x * fScalar, this->y * fScalar, this->z * fScalar);
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}
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//! Operator for scalar division of a vector
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NiPoint3 NiPoint3::operator/(float fScalar) const {
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float retX = this->x != 0 ? this->x / fScalar : 0;
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float retY = this->y != 0 ? this->y / fScalar : 0;
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float retZ = this->z != 0 ? this->z / fScalar : 0;
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return NiPoint3(retX, retY, retZ);
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}
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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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bool NiPoint3::IsWithinAxisAlignedBox(const NiPoint3& minPoint, const NiPoint3& maxPoint) {
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if (this->x < minPoint.x) return false;
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if (this->x > maxPoint.x) return false;
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if (this->y < minPoint.y) return false;
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if (this->y > maxPoint.y) return false;
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return (this->z < maxPoint.z && this->z > minPoint.z);
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}
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//! Checks to see if the point (or vector) is within a sphere
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bool NiPoint3::IsWithinSpehere(const NiPoint3& sphereCenter, float radius) {
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Vector3 diffVec = Vector3(x - sphereCenter.GetX(), y - sphereCenter.GetY(), z - sphereCenter.GetZ());
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return (diffVec.SquaredLength() <= (radius * radius));
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}
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NiPoint3 NiPoint3::ClosestPointOnLine(const NiPoint3& a, const NiPoint3& b, const NiPoint3& p) {
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if (a == b) return a;
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const auto pa = p - a;
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const auto ab = b - a;
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const auto t = pa.DotProduct(ab) / ab.SquaredLength();
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if (t <= 0.0f) return a;
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if (t >= 1.0f) return b;
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return a + ab * t;
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}
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float NiPoint3::Angle(const NiPoint3& a, const NiPoint3& b) {
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const auto dot = a.DotProduct(b);
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const auto lenA = a.SquaredLength();
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@@ -220,15 +34,7 @@ float NiPoint3::Distance(const NiPoint3& a, const NiPoint3& b) {
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return std::sqrt(dx * dx + dy * dy + dz * dz);
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}
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float NiPoint3::DistanceSquared(const NiPoint3& a, const NiPoint3& b) {
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const auto dx = a.x - b.x;
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const auto dy = a.y - b.y;
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const auto dz = a.z - b.z;
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return dx * dx + dy * dy + dz * dz;
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}
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NiPoint3 NiPoint3::MoveTowards(const NiPoint3& current, const NiPoint3& target, float maxDistanceDelta) {
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NiPoint3 NiPoint3::MoveTowards(const NiPoint3& current, const NiPoint3& target, const float maxDistanceDelta) {
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float dx = target.x - current.x;
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float dy = target.y - current.y;
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float dz = target.z - current.z;
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@@ -249,29 +55,3 @@ NiPoint3 NiPoint3::MoveTowards(const NiPoint3& current, const NiPoint3& target,
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float length = std::sqrt(lengthSquared);
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return NiPoint3(current.x + dx / length * maxDistanceDelta, current.y + dy / length * maxDistanceDelta, current.z + dz / length * maxDistanceDelta);
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}
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//This code is yoinked from the MS XNA code, so it should be right, even if it's horrible.
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NiPoint3 NiPoint3::RotateByQuaternion(const NiQuaternion& rotation) {
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Vector3 vector;
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float num12 = rotation.x + rotation.x;
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float num2 = rotation.y + rotation.y;
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float num = rotation.z + rotation.z;
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float num11 = rotation.w * num12;
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float num10 = rotation.w * num2;
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float num9 = rotation.w * num;
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float num8 = rotation.x * num12;
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float num7 = rotation.x * num2;
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float num6 = rotation.x * num;
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float num5 = rotation.y * num2;
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float num4 = rotation.y * num;
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float num3 = rotation.z * num;
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NiPoint3 value = *this;
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float num15 = ((value.x * ((1.0f - num5) - num3)) + (value.y * (num7 - num9))) + (value.z * (num6 + num10));
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float num14 = ((value.x * (num7 + num9)) + (value.y * ((1.0f - num8) - num3))) + (value.z * (num4 - num11));
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float num13 = ((value.x * (num6 - num10)) + (value.y * (num4 + num11))) + (value.z * ((1.0f - num8) - num5));
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vector.x = num15;
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vector.y = num14;
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vector.z = num13;
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return vector;
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}
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@@ -1,4 +1,5 @@
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#pragma once
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#ifndef __NIPOINT3_H__
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#define __NIPOINT3_H__
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/*!
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\file NiPoint3.hpp
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@@ -12,13 +13,13 @@ typedef NiPoint3 Vector3; //!< The Vector3 class is technically the NiPoin
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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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float x{ 0 }; //!< The x position
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float y{ 0 }; //!< The y position
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float z{ 0 }; //!< The z position
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//! Initializer
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NiPoint3(void);
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constexpr NiPoint3() = default;
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//! Initializer
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/*!
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@@ -26,23 +27,21 @@ public:
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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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constexpr NiPoint3(const float x, const float y, const float z) noexcept
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: x{ x }
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, y{ y }
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, z{ z } {
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}
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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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constexpr NiPoint3(const NiPoint3& point) noexcept
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: x{ point.x }
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, y{ point.y }
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, z{ point.z } {
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}
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// MARK: Getters / Setters
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@@ -50,38 +49,37 @@ public:
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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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[[nodiscard]] constexpr float GetX() const noexcept;
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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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constexpr void SetX(const float x) noexcept;
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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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[[nodiscard]] constexpr float GetY() const noexcept;
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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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constexpr void SetY(const float y) noexcept;
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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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[[nodiscard]] constexpr float GetZ() const noexcept;
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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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constexpr void SetZ(const float z) noexcept;
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// MARK: Member Functions
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@@ -89,72 +87,70 @@ public:
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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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[[nodiscard]] float Length() 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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[[nodiscard]] constexpr float SquaredLength() const noexcept;
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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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[[nodiscard]] constexpr float DotProduct(const Vector3& vec) const noexcept;
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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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[[nodiscard]] constexpr Vector3 CrossProduct(const Vector3& vec) const noexcept;
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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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[[nodiscard]] NiPoint3 Unitize() 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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constexpr bool operator==(const NiPoint3& point) const noexcept;
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//! Operator to check for inequality
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bool operator!=(const NiPoint3& point) const;
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constexpr bool operator!=(const NiPoint3& point) const noexcept;
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//! Operator for subscripting
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float& operator[](int i);
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constexpr float& operator[](const int i) noexcept;
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//! Operator for subscripting
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const float& operator[](int i) const;
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constexpr const float& operator[](const int i) const noexcept;
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//! Operator for addition of vectors
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NiPoint3 operator+(const NiPoint3& point) const;
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constexpr NiPoint3 operator+(const NiPoint3& point) const noexcept;
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//! Operator for addition of vectors
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NiPoint3& operator+=(const NiPoint3& point);
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constexpr NiPoint3& operator+=(const NiPoint3& point) noexcept;
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NiPoint3& operator*=(const float scalar);
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constexpr NiPoint3& operator*=(const float scalar) noexcept;
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//! Operator for subtraction of vectors
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NiPoint3 operator-(const NiPoint3& point) const;
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constexpr NiPoint3 operator-(const NiPoint3& point) const noexcept;
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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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constexpr NiPoint3 operator+(const float fScalar) const noexcept;
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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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constexpr NiPoint3 operator-(const float fScalar) const noexcept;
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//! Operator for scalar multiplication of a vector
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NiPoint3 operator*(float fScalar) const;
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constexpr NiPoint3 operator*(const float fScalar) const noexcept;
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//! Operator for scalar division of a vector
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NiPoint3 operator/(float fScalar) const;
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constexpr NiPoint3 operator/(const float fScalar) const noexcept;
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// MARK: Helper Functions
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||||
@@ -164,14 +160,14 @@ public:
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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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bool IsWithinAxisAlignedBox(const NiPoint3& minPoint, const NiPoint3& maxPoint);
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[[nodiscard]] constexpr bool IsWithinAxisAlignedBox(const NiPoint3& minPoint, const NiPoint3& maxPoint) noexcept;
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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
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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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||||
[[nodiscard]] constexpr bool IsWithinSphere(const NiPoint3& sphereCenter, const float radius) noexcept;
|
||||
|
||||
/*!
|
||||
\param a Start of line
|
||||
@@ -179,15 +175,30 @@ public:
|
||||
\param p Refrence point
|
||||
\return The point of line AB which is closest to P
|
||||
*/
|
||||
static NiPoint3 ClosestPointOnLine(const NiPoint3& a, const NiPoint3& b, const NiPoint3& p);
|
||||
[[nodiscard]] static constexpr NiPoint3 ClosestPointOnLine(const NiPoint3& a, const NiPoint3& b, const NiPoint3& p) noexcept;
|
||||
|
||||
static float Angle(const NiPoint3& a, const NiPoint3& b);
|
||||
[[nodiscard]] static float Angle(const NiPoint3& a, const NiPoint3& b);
|
||||
|
||||
static float Distance(const NiPoint3& a, const NiPoint3& b);
|
||||
[[nodiscard]] static float Distance(const NiPoint3& a, const NiPoint3& b);
|
||||
|
||||
static float DistanceSquared(const NiPoint3& a, const NiPoint3& b);
|
||||
[[nodiscard]] static constexpr float DistanceSquared(const NiPoint3& a, const NiPoint3& b) noexcept;
|
||||
|
||||
static NiPoint3 MoveTowards(const NiPoint3& current, const NiPoint3& target, float maxDistanceDelta);
|
||||
[[nodiscard]] static NiPoint3 MoveTowards(const NiPoint3& current, const NiPoint3& target, const float maxDistanceDelta);
|
||||
|
||||
NiPoint3 RotateByQuaternion(const NiQuaternion& rotation);
|
||||
//This code is yoinked from the MS XNA code, so it should be right, even if it's horrible.
|
||||
[[nodiscard]] constexpr NiPoint3 RotateByQuaternion(const NiQuaternion& rotation) noexcept;
|
||||
};
|
||||
|
||||
// Static Variables
|
||||
namespace NiPoint3Constant {
|
||||
constexpr NiPoint3 ZERO(0.0f, 0.0f, 0.0f);
|
||||
constexpr NiPoint3 UNIT_X(1.0f, 0.0f, 0.0f);
|
||||
constexpr NiPoint3 UNIT_Y(0.0f, 1.0f, 0.0f);
|
||||
constexpr NiPoint3 UNIT_Z(0.0f, 0.0f, 1.0f);
|
||||
constexpr NiPoint3 UNIT_ALL(1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
|
||||
// .inl file needed for code organization and to circumvent circular dependency issues
|
||||
#include "NiPoint3.inl"
|
||||
|
||||
#endif // !__NIPOINT3_H__
|
||||
|
196
dCommon/NiPoint3.inl
Normal file
196
dCommon/NiPoint3.inl
Normal file
@@ -0,0 +1,196 @@
|
||||
#pragma once
|
||||
#ifndef __NIPOINT3_H__
|
||||
#error "This should only be included inline in NiPoint3.h: Do not include directly!"
|
||||
#endif
|
||||
|
||||
#include "NiQuaternion.h"
|
||||
|
||||
// MARK: Getters / Setters
|
||||
|
||||
//! Gets the X coordinate
|
||||
constexpr float NiPoint3::GetX() const noexcept {
|
||||
return this->x;
|
||||
}
|
||||
|
||||
//! Sets the X coordinate
|
||||
constexpr void NiPoint3::SetX(const float x) noexcept {
|
||||
this->x = x;
|
||||
}
|
||||
|
||||
//! Gets the Y coordinate
|
||||
constexpr float NiPoint3::GetY() const noexcept {
|
||||
return this->y;
|
||||
}
|
||||
|
||||
//! Sets the Y coordinate
|
||||
constexpr void NiPoint3::SetY(const float y) noexcept {
|
||||
this->y = y;
|
||||
}
|
||||
|
||||
//! Gets the Z coordinate
|
||||
constexpr float NiPoint3::GetZ() const noexcept {
|
||||
return this->z;
|
||||
}
|
||||
|
||||
//! Sets the Z coordinate
|
||||
constexpr void NiPoint3::SetZ(const float z) noexcept {
|
||||
this->z = z;
|
||||
}
|
||||
|
||||
// MARK: Member Functions
|
||||
|
||||
//! Gets the squared length of a vector
|
||||
constexpr float NiPoint3::SquaredLength() const noexcept {
|
||||
return (x * x + y * y + z * z);
|
||||
}
|
||||
|
||||
//! Returns the dot product of the vector dotted with another vector
|
||||
constexpr float NiPoint3::DotProduct(const Vector3& vec) const noexcept {
|
||||
return ((this->x * vec.x) + (this->y * vec.y) + (this->z * vec.z));
|
||||
}
|
||||
|
||||
//! Returns the cross product of the vector crossed with another vector
|
||||
constexpr Vector3 NiPoint3::CrossProduct(const Vector3& vec) const noexcept {
|
||||
return Vector3(((this->y * vec.z) - (this->z * vec.y)),
|
||||
((this->z * vec.x) - (this->x * vec.z)),
|
||||
((this->x * vec.y) - (this->y * vec.x)));
|
||||
}
|
||||
|
||||
// MARK: Operators
|
||||
|
||||
//! Operator to check for equality
|
||||
constexpr bool NiPoint3::operator==(const NiPoint3& point) const noexcept {
|
||||
return point.x == this->x && point.y == this->y && point.z == this->z;
|
||||
}
|
||||
|
||||
//! Operator to check for inequality
|
||||
constexpr bool NiPoint3::operator!=(const NiPoint3& point) const noexcept {
|
||||
return !(*this == point);
|
||||
}
|
||||
|
||||
//! Operator for subscripting
|
||||
constexpr float& NiPoint3::operator[](const int i) noexcept {
|
||||
float* base = &x;
|
||||
return base[i];
|
||||
}
|
||||
|
||||
//! Operator for subscripting
|
||||
constexpr const float& NiPoint3::operator[](const int i) const noexcept {
|
||||
const float* base = &x;
|
||||
return base[i];
|
||||
}
|
||||
|
||||
//! Operator for addition of vectors
|
||||
constexpr NiPoint3 NiPoint3::operator+(const NiPoint3& point) const noexcept {
|
||||
return NiPoint3(this->x + point.x, this->y + point.y, this->z + point.z);
|
||||
}
|
||||
|
||||
//! Operator for addition of vectors
|
||||
constexpr NiPoint3& NiPoint3::operator+=(const NiPoint3& point) noexcept {
|
||||
this->x += point.x;
|
||||
this->y += point.y;
|
||||
this->z += point.z;
|
||||
return *this;
|
||||
}
|
||||
|
||||
constexpr NiPoint3& NiPoint3::operator*=(const float scalar) noexcept {
|
||||
this->x *= scalar;
|
||||
this->y *= scalar;
|
||||
this->z *= scalar;
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Operator for subtraction of vectors
|
||||
constexpr NiPoint3 NiPoint3::operator-(const NiPoint3& point) const noexcept {
|
||||
return NiPoint3(this->x - point.x, this->y - point.y, this->z - point.z);
|
||||
}
|
||||
|
||||
//! Operator for addition of a scalar on all vector components
|
||||
constexpr NiPoint3 NiPoint3::operator+(const float fScalar) const noexcept {
|
||||
return NiPoint3(this->x + fScalar, this->y + fScalar, this->z + fScalar);
|
||||
}
|
||||
|
||||
//! Operator for subtraction of a scalar on all vector components
|
||||
constexpr NiPoint3 NiPoint3::operator-(const float fScalar) const noexcept {
|
||||
return NiPoint3(this->x - fScalar, this->y - fScalar, this->z - fScalar);
|
||||
}
|
||||
|
||||
//! Operator for scalar multiplication of a vector
|
||||
constexpr NiPoint3 NiPoint3::operator*(const float fScalar) const noexcept {
|
||||
return NiPoint3(this->x * fScalar, this->y * fScalar, this->z * fScalar);
|
||||
}
|
||||
|
||||
//! Operator for scalar division of a vector
|
||||
constexpr NiPoint3 NiPoint3::operator/(const float fScalar) const noexcept {
|
||||
float retX = this->x != 0 ? this->x / fScalar : 0;
|
||||
float retY = this->y != 0 ? this->y / fScalar : 0;
|
||||
float retZ = this->z != 0 ? this->z / fScalar : 0;
|
||||
return NiPoint3(retX, retY, retZ);
|
||||
}
|
||||
|
||||
// MARK: Helper Functions
|
||||
|
||||
//! Checks to see if the point (or vector) is with an Axis-Aligned Bounding Box
|
||||
constexpr bool NiPoint3::IsWithinAxisAlignedBox(const NiPoint3& minPoint, const NiPoint3& maxPoint) noexcept {
|
||||
if (this->x < minPoint.x) return false;
|
||||
if (this->x > maxPoint.x) return false;
|
||||
if (this->y < minPoint.y) return false;
|
||||
if (this->y > maxPoint.y) return false;
|
||||
|
||||
return (this->z < maxPoint.z && this->z > minPoint.z);
|
||||
}
|
||||
|
||||
//! Checks to see if the point (or vector) is within a sphere
|
||||
constexpr bool NiPoint3::IsWithinSphere(const NiPoint3& sphereCenter, const float radius) noexcept {
|
||||
Vector3 diffVec = Vector3(x - sphereCenter.GetX(), y - sphereCenter.GetY(), z - sphereCenter.GetZ());
|
||||
return (diffVec.SquaredLength() <= (radius * radius));
|
||||
}
|
||||
|
||||
constexpr NiPoint3 NiPoint3::ClosestPointOnLine(const NiPoint3& a, const NiPoint3& b, const NiPoint3& p) noexcept {
|
||||
if (a == b) return a;
|
||||
|
||||
const auto pa = p - a;
|
||||
const auto ab = b - a;
|
||||
|
||||
const auto t = pa.DotProduct(ab) / ab.SquaredLength();
|
||||
|
||||
if (t <= 0.0f) return a;
|
||||
|
||||
if (t >= 1.0f) return b;
|
||||
|
||||
return a + ab * t;
|
||||
}
|
||||
|
||||
constexpr float NiPoint3::DistanceSquared(const NiPoint3& a, const NiPoint3& b) noexcept {
|
||||
const auto dx = a.x - b.x;
|
||||
const auto dy = a.y - b.y;
|
||||
const auto dz = a.z - b.z;
|
||||
|
||||
return dx * dx + dy * dy + dz * dz;
|
||||
}
|
||||
|
||||
//This code is yoinked from the MS XNA code, so it should be right, even if it's horrible.
|
||||
constexpr NiPoint3 NiPoint3::RotateByQuaternion(const NiQuaternion& rotation) noexcept {
|
||||
Vector3 vector;
|
||||
float num12 = rotation.x + rotation.x;
|
||||
float num2 = rotation.y + rotation.y;
|
||||
float num = rotation.z + rotation.z;
|
||||
float num11 = rotation.w * num12;
|
||||
float num10 = rotation.w * num2;
|
||||
float num9 = rotation.w * num;
|
||||
float num8 = rotation.x * num12;
|
||||
float num7 = rotation.x * num2;
|
||||
float num6 = rotation.x * num;
|
||||
float num5 = rotation.y * num2;
|
||||
float num4 = rotation.y * num;
|
||||
float num3 = rotation.z * num;
|
||||
|
||||
NiPoint3 value = *this;
|
||||
float num15 = ((value.x * ((1.0f - num5) - num3)) + (value.y * (num7 - num9))) + (value.z * (num6 + num10));
|
||||
float num14 = ((value.x * (num7 + num9)) + (value.y * ((1.0f - num8) - num3))) + (value.z * (num4 - num11));
|
||||
float num13 = ((value.x * (num6 - num10)) + (value.y * (num4 + num11))) + (value.z * ((1.0f - num8) - num5));
|
||||
vector.x = num15;
|
||||
vector.y = num14;
|
||||
vector.z = num13;
|
||||
return vector;
|
||||
}
|
@@ -3,89 +3,8 @@
|
||||
// C++
|
||||
#include <cmath>
|
||||
|
||||
// Static Variables
|
||||
const NiQuaternion NiQuaternion::IDENTITY(1, 0, 0, 0);
|
||||
|
||||
//! The initializer
|
||||
NiQuaternion::NiQuaternion(void) {
|
||||
this->w = 1;
|
||||
this->x = 0;
|
||||
this->y = 0;
|
||||
this->z = 0;
|
||||
}
|
||||
|
||||
//! The initializer
|
||||
NiQuaternion::NiQuaternion(float w, float x, float y, float z) {
|
||||
this->w = w;
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
this->z = z;
|
||||
}
|
||||
|
||||
//! Destructor
|
||||
NiQuaternion::~NiQuaternion(void) {}
|
||||
|
||||
|
||||
// MARK: Setters / Getters
|
||||
|
||||
//! Gets the W coordinate
|
||||
float NiQuaternion::GetW(void) const {
|
||||
return this->w;
|
||||
}
|
||||
|
||||
//! Sets the W coordinate
|
||||
void NiQuaternion::SetW(float w) {
|
||||
this->w = w;
|
||||
}
|
||||
|
||||
//! Gets the X coordinate
|
||||
float NiQuaternion::GetX(void) const {
|
||||
return this->x;
|
||||
}
|
||||
|
||||
//! Sets the X coordinate
|
||||
void NiQuaternion::SetX(float x) {
|
||||
this->x = x;
|
||||
}
|
||||
|
||||
//! Gets the Y coordinate
|
||||
float NiQuaternion::GetY(void) const {
|
||||
return this->y;
|
||||
}
|
||||
|
||||
//! Sets the Y coordinate
|
||||
void NiQuaternion::SetY(float y) {
|
||||
this->y = y;
|
||||
}
|
||||
|
||||
//! Gets the Z coordinate
|
||||
float NiQuaternion::GetZ(void) const {
|
||||
return this->z;
|
||||
}
|
||||
|
||||
//! Sets the Z coordinate
|
||||
void NiQuaternion::SetZ(float z) {
|
||||
this->z = z;
|
||||
}
|
||||
|
||||
|
||||
// MARK: Member Functions
|
||||
|
||||
//! Returns the forward vector from the quaternion
|
||||
Vector3 NiQuaternion::GetForwardVector(void) const {
|
||||
return Vector3(2 * (x * z + w * y), 2 * (y * z - w * x), 1 - 2 * (x * x + y * y));
|
||||
}
|
||||
|
||||
//! Returns the up vector from the quaternion
|
||||
Vector3 NiQuaternion::GetUpVector(void) const {
|
||||
return Vector3(2 * (x * y - w * z), 1 - 2 * (x * x + z * z), 2 * (y * z + w * x));
|
||||
}
|
||||
|
||||
//! Returns the right vector from the quaternion
|
||||
Vector3 NiQuaternion::GetRightVector(void) const {
|
||||
return Vector3(1 - 2 * (y * y + z * z), 2 * (x * y + w * z), 2 * (x * z - w * y));
|
||||
}
|
||||
|
||||
Vector3 NiQuaternion::GetEulerAngles() const {
|
||||
Vector3 angles;
|
||||
|
||||
@@ -111,22 +30,9 @@ Vector3 NiQuaternion::GetEulerAngles() const {
|
||||
return angles;
|
||||
}
|
||||
|
||||
// MARK: Operators
|
||||
|
||||
//! Operator to check for equality
|
||||
bool NiQuaternion::operator==(const NiQuaternion& rot) const {
|
||||
return rot.x == this->x && rot.y == this->y && rot.z == this->z && rot.w == this->w;
|
||||
}
|
||||
|
||||
//! Operator to check for inequality
|
||||
bool NiQuaternion::operator!=(const NiQuaternion& rot) const {
|
||||
return !(*this == rot);
|
||||
}
|
||||
|
||||
|
||||
// MARK: Helper Functions
|
||||
|
||||
//! Look from a specific point in space to another point in space
|
||||
//! Look from a specific point in space to another point in space (Y-locked)
|
||||
NiQuaternion NiQuaternion::LookAt(const NiPoint3& sourcePoint, const NiPoint3& destPoint) {
|
||||
//To make sure we don't orient around the X/Z axis:
|
||||
NiPoint3 source = sourcePoint;
|
||||
@@ -136,7 +42,7 @@ NiQuaternion NiQuaternion::LookAt(const NiPoint3& sourcePoint, const NiPoint3& d
|
||||
|
||||
NiPoint3 forwardVector = NiPoint3(dest - source).Unitize();
|
||||
|
||||
NiPoint3 posZ = NiPoint3::UNIT_Z;
|
||||
NiPoint3 posZ = NiPoint3Constant::UNIT_Z;
|
||||
NiPoint3 vecA = posZ.CrossProduct(forwardVector).Unitize();
|
||||
|
||||
float dot = posZ.DotProduct(forwardVector);
|
||||
@@ -148,10 +54,11 @@ NiQuaternion NiQuaternion::LookAt(const NiPoint3& sourcePoint, const NiPoint3& d
|
||||
return NiQuaternion::CreateFromAxisAngle(vecA, rotAngle);
|
||||
}
|
||||
|
||||
//! Look from a specific point in space to another point in space
|
||||
NiQuaternion NiQuaternion::LookAtUnlocked(const NiPoint3& sourcePoint, const NiPoint3& destPoint) {
|
||||
NiPoint3 forwardVector = NiPoint3(destPoint - sourcePoint).Unitize();
|
||||
|
||||
NiPoint3 posZ = NiPoint3::UNIT_Z;
|
||||
NiPoint3 posZ = NiPoint3Constant::UNIT_Z;
|
||||
NiPoint3 vecA = posZ.CrossProduct(forwardVector).Unitize();
|
||||
|
||||
float dot = posZ.DotProduct(forwardVector);
|
||||
|
@@ -1,4 +1,5 @@
|
||||
#pragma once
|
||||
#ifndef __NIQUATERNION_H__
|
||||
#define __NIQUATERNION_H__
|
||||
|
||||
// Custom Classes
|
||||
#include "NiPoint3.h"
|
||||
@@ -14,14 +15,14 @@ typedef NiQuaternion Quaternion; //!< A typedef for a shorthand version o
|
||||
//! A class that defines a rotation in space
|
||||
class NiQuaternion {
|
||||
public:
|
||||
float w; //!< The w coordinate
|
||||
float x; //!< The x coordinate
|
||||
float y; //!< The y coordinate
|
||||
float z; //!< The z coordinate
|
||||
float w{ 1 }; //!< The w coordinate
|
||||
float x{ 0 }; //!< The x coordinate
|
||||
float y{ 0 }; //!< The y coordinate
|
||||
float z{ 0 }; //!< The z coordinate
|
||||
|
||||
|
||||
//! The initializer
|
||||
NiQuaternion(void);
|
||||
constexpr NiQuaternion() = default;
|
||||
|
||||
//! The initializer
|
||||
/*!
|
||||
@@ -30,13 +31,12 @@ public:
|
||||
\param y The y coordinate
|
||||
\param z The z coordinate
|
||||
*/
|
||||
NiQuaternion(float w, float x, float y, float z);
|
||||
|
||||
//! Destructor
|
||||
~NiQuaternion(void);
|
||||
|
||||
// MARK: Constants
|
||||
static const NiQuaternion IDENTITY; //!< Quaternion(1, 0, 0, 0)
|
||||
constexpr NiQuaternion(const float w, const float x, const float y, const float z) noexcept
|
||||
: w{ w }
|
||||
, x{ x }
|
||||
, y{ y }
|
||||
, z{ z } {
|
||||
}
|
||||
|
||||
// MARK: Setters / Getters
|
||||
|
||||
@@ -44,50 +44,49 @@ public:
|
||||
/*!
|
||||
\return The w coordinate
|
||||
*/
|
||||
float GetW(void) const;
|
||||
[[nodiscard]] constexpr float GetW() const noexcept;
|
||||
|
||||
//! Sets the W coordinate
|
||||
/*!
|
||||
\param w The w coordinate
|
||||
*/
|
||||
void SetW(float w);
|
||||
constexpr void SetW(const float w) noexcept;
|
||||
|
||||
//! Gets the X coordinate
|
||||
/*!
|
||||
\return The x coordinate
|
||||
*/
|
||||
float GetX(void) const;
|
||||
[[nodiscard]] constexpr float GetX() const noexcept;
|
||||
|
||||
//! Sets the X coordinate
|
||||
/*!
|
||||
\param x The x coordinate
|
||||
*/
|
||||
void SetX(float x);
|
||||
constexpr void SetX(const float x) noexcept;
|
||||
|
||||
//! Gets the Y coordinate
|
||||
/*!
|
||||
\return The y coordinate
|
||||
*/
|
||||
float GetY(void) const;
|
||||
[[nodiscard]] constexpr float GetY() const noexcept;
|
||||
|
||||
//! Sets the Y coordinate
|
||||
/*!
|
||||
\param y The y coordinate
|
||||
*/
|
||||
void SetY(float y);
|
||||
constexpr void SetY(const float y) noexcept;
|
||||
|
||||
//! Gets the Z coordinate
|
||||
/*!
|
||||
\return The z coordinate
|
||||
*/
|
||||
float GetZ(void) const;
|
||||
[[nodiscard]] constexpr float GetZ() const noexcept;
|
||||
|
||||
//! Sets the Z coordinate
|
||||
/*!
|
||||
\param z The z coordinate
|
||||
*/
|
||||
void SetZ(float z);
|
||||
|
||||
constexpr void SetZ(const float z) noexcept;
|
||||
|
||||
// MARK: Member Functions
|
||||
|
||||
@@ -95,31 +94,29 @@ public:
|
||||
/*!
|
||||
\return The forward vector of the quaternion
|
||||
*/
|
||||
Vector3 GetForwardVector(void) const;
|
||||
[[nodiscard]] constexpr Vector3 GetForwardVector() const noexcept;
|
||||
|
||||
//! Returns the up vector from the quaternion
|
||||
/*!
|
||||
\return The up vector fo the quaternion
|
||||
*/
|
||||
Vector3 GetUpVector(void) const;
|
||||
[[nodiscard]] constexpr Vector3 GetUpVector() const noexcept;
|
||||
|
||||
//! Returns the right vector from the quaternion
|
||||
/*!
|
||||
\return The right vector of the quaternion
|
||||
*/
|
||||
Vector3 GetRightVector(void) const;
|
||||
|
||||
Vector3 GetEulerAngles() const;
|
||||
[[nodiscard]] constexpr Vector3 GetRightVector() const noexcept;
|
||||
|
||||
[[nodiscard]] Vector3 GetEulerAngles() const;
|
||||
|
||||
// MARK: Operators
|
||||
|
||||
//! Operator to check for equality
|
||||
bool operator==(const NiQuaternion& rot) const;
|
||||
constexpr bool operator==(const NiQuaternion& rot) const noexcept;
|
||||
|
||||
//! Operator to check for inequality
|
||||
bool operator!=(const NiQuaternion& rot) const;
|
||||
|
||||
constexpr bool operator!=(const NiQuaternion& rot) const noexcept;
|
||||
|
||||
// MARK: Helper Functions
|
||||
|
||||
@@ -129,7 +126,7 @@ public:
|
||||
\param destPoint The destination location
|
||||
\return The Quaternion with the rotation towards the destination
|
||||
*/
|
||||
static NiQuaternion LookAt(const NiPoint3& sourcePoint, const NiPoint3& destPoint);
|
||||
[[nodiscard]] static NiQuaternion LookAt(const NiPoint3& sourcePoint, const NiPoint3& destPoint);
|
||||
|
||||
//! Look from a specific point in space to another point in space
|
||||
/*!
|
||||
@@ -137,7 +134,7 @@ public:
|
||||
\param destPoint The destination location
|
||||
\return The Quaternion with the rotation towards the destination
|
||||
*/
|
||||
static NiQuaternion LookAtUnlocked(const NiPoint3& sourcePoint, const NiPoint3& destPoint);
|
||||
[[nodiscard]] static NiQuaternion LookAtUnlocked(const NiPoint3& sourcePoint, const NiPoint3& destPoint);
|
||||
|
||||
//! Creates a Quaternion from a specific axis and angle relative to that axis
|
||||
/*!
|
||||
@@ -145,7 +142,17 @@ public:
|
||||
\param angle The angle relative to this axis
|
||||
\return A quaternion created from the axis and angle
|
||||
*/
|
||||
static NiQuaternion CreateFromAxisAngle(const Vector3& axis, float angle);
|
||||
[[nodiscard]] static NiQuaternion CreateFromAxisAngle(const Vector3& axis, float angle);
|
||||
|
||||
static NiQuaternion FromEulerAngles(const NiPoint3& eulerAngles);
|
||||
[[nodiscard]] static NiQuaternion FromEulerAngles(const NiPoint3& eulerAngles);
|
||||
};
|
||||
|
||||
// Static Variables
|
||||
namespace NiQuaternionConstant {
|
||||
constexpr NiQuaternion IDENTITY(1, 0, 0, 0);
|
||||
}
|
||||
|
||||
// Include constexpr and inline function definitions in a seperate file for readability
|
||||
#include "NiQuaternion.inl"
|
||||
|
||||
#endif // !__NIQUATERNION_H__
|
||||
|
75
dCommon/NiQuaternion.inl
Normal file
75
dCommon/NiQuaternion.inl
Normal file
@@ -0,0 +1,75 @@
|
||||
#pragma once
|
||||
#ifndef __NIQUATERNION_H__
|
||||
#error "This should only be included inline in NiQuaternion.h: Do not include directly!"
|
||||
#endif
|
||||
|
||||
// MARK: Setters / Getters
|
||||
|
||||
//! Gets the W coordinate
|
||||
constexpr float NiQuaternion::GetW() const noexcept {
|
||||
return this->w;
|
||||
}
|
||||
|
||||
//! Sets the W coordinate
|
||||
constexpr void NiQuaternion::SetW(const float w) noexcept {
|
||||
this->w = w;
|
||||
}
|
||||
|
||||
//! Gets the X coordinate
|
||||
constexpr float NiQuaternion::GetX() const noexcept {
|
||||
return this->x;
|
||||
}
|
||||
|
||||
//! Sets the X coordinate
|
||||
constexpr void NiQuaternion::SetX(const float x) noexcept {
|
||||
this->x = x;
|
||||
}
|
||||
|
||||
//! Gets the Y coordinate
|
||||
constexpr float NiQuaternion::GetY() const noexcept {
|
||||
return this->y;
|
||||
}
|
||||
|
||||
//! Sets the Y coordinate
|
||||
constexpr void NiQuaternion::SetY(const float y) noexcept {
|
||||
this->y = y;
|
||||
}
|
||||
|
||||
//! Gets the Z coordinate
|
||||
constexpr float NiQuaternion::GetZ() const noexcept {
|
||||
return this->z;
|
||||
}
|
||||
|
||||
//! Sets the Z coordinate
|
||||
constexpr void NiQuaternion::SetZ(const float z) noexcept {
|
||||
this->z = z;
|
||||
}
|
||||
|
||||
// MARK: Member Functions
|
||||
|
||||
//! Returns the forward vector from the quaternion
|
||||
constexpr Vector3 NiQuaternion::GetForwardVector() const noexcept {
|
||||
return Vector3(2 * (x * z + w * y), 2 * (y * z - w * x), 1 - 2 * (x * x + y * y));
|
||||
}
|
||||
|
||||
//! Returns the up vector from the quaternion
|
||||
constexpr Vector3 NiQuaternion::GetUpVector() const noexcept {
|
||||
return Vector3(2 * (x * y - w * z), 1 - 2 * (x * x + z * z), 2 * (y * z + w * x));
|
||||
}
|
||||
|
||||
//! Returns the right vector from the quaternion
|
||||
constexpr Vector3 NiQuaternion::GetRightVector() const noexcept {
|
||||
return Vector3(1 - 2 * (y * y + z * z), 2 * (x * y + w * z), 2 * (x * z - w * y));
|
||||
}
|
||||
|
||||
// MARK: Operators
|
||||
|
||||
//! Operator to check for equality
|
||||
constexpr bool NiQuaternion::operator==(const NiQuaternion& rot) const noexcept {
|
||||
return rot.x == this->x && rot.y == this->y && rot.z == this->z && rot.w == this->w;
|
||||
}
|
||||
|
||||
//! Operator to check for inequality
|
||||
constexpr bool NiQuaternion::operator!=(const NiQuaternion& rot) const noexcept {
|
||||
return !(*this == rot);
|
||||
}
|
@@ -32,17 +32,17 @@ struct RemoteInputInfo {
|
||||
|
||||
struct LocalSpaceInfo {
|
||||
LWOOBJID objectId = LWOOBJID_EMPTY;
|
||||
NiPoint3 position = NiPoint3::ZERO;
|
||||
NiPoint3 linearVelocity = NiPoint3::ZERO;
|
||||
NiPoint3 position = NiPoint3Constant::ZERO;
|
||||
NiPoint3 linearVelocity = NiPoint3Constant::ZERO;
|
||||
};
|
||||
|
||||
struct PositionUpdate {
|
||||
NiPoint3 position = NiPoint3::ZERO;
|
||||
NiQuaternion rotation = NiQuaternion::IDENTITY;
|
||||
NiPoint3 position = NiPoint3Constant::ZERO;
|
||||
NiQuaternion rotation = NiQuaternionConstant::IDENTITY;
|
||||
bool onGround = false;
|
||||
bool onRail = false;
|
||||
NiPoint3 velocity = NiPoint3::ZERO;
|
||||
NiPoint3 angularVelocity = NiPoint3::ZERO;
|
||||
NiPoint3 velocity = NiPoint3Constant::ZERO;
|
||||
NiPoint3 angularVelocity = NiPoint3Constant::ZERO;
|
||||
LocalSpaceInfo localSpaceInfo;
|
||||
RemoteInputInfo remoteInputInfo;
|
||||
};
|
||||
|
Reference in New Issue
Block a user