#include "NiPoint3.h" #include "NiQuaternion.h" // C++ #include // Static Variables const NiPoint3 NiPoint3::ZERO(0.0f, 0.0f, 0.0f); const NiPoint3 NiPoint3::UNIT_X(1.0f, 0.0f, 0.0f); const NiPoint3 NiPoint3::UNIT_Y(0.0f, 1.0f, 0.0f); const NiPoint3 NiPoint3::UNIT_Z(0.0f, 0.0f, 1.0f); const NiPoint3 NiPoint3::UNIT_ALL(1.0f, 1.0f, 1.0f); //! Initializer NiPoint3::NiPoint3(void) { this->x = 0; this->y = 0; this->z = 0; } //! Initializer NiPoint3::NiPoint3(float x, float y, float z) { this->x = x; this->y = y; this->z = z; } //! Copy Constructor NiPoint3::NiPoint3(const NiPoint3& point) { this->x = point.x; this->y = point.y; this->z = point.z; } //! Destructor NiPoint3::~NiPoint3(void) {} // MARK: Getters / Setters //! Gets the X coordinate float NiPoint3::GetX(void) const { return this->x; } //! Sets the X coordinate void NiPoint3::SetX(float x) { this->x = x; } //! Gets the Y coordinate float NiPoint3::GetY(void) const { return this->y; } //! Sets the Y coordinate void NiPoint3::SetY(float y) { this->y = y; } //! Gets the Z coordinate float NiPoint3::GetZ(void) const { return this->z; } //! Sets the Z coordinate void NiPoint3::SetZ(float z) { this->z = z; } // MARK: Functions //! Gets the length of the vector float NiPoint3::Length(void) const { return sqrt(x * x + y * y + z * z); } //! Gets the squared length of a vector float NiPoint3::SquaredLength(void) const { return (x * x + y * y + z * z); } //! Returns the dot product of the vector dotted with another vector float NiPoint3::DotProduct(const Vector3& vec) const { return ((this->x * vec.x) + (this->y * vec.y) + (this->z * vec.z)); } //! Returns the cross product of the vector crossed with another vector Vector3 NiPoint3::CrossProduct(const Vector3& vec) const { 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))); } //! Unitize the vector NiPoint3 NiPoint3::Unitize(void) const { float length = this->Length(); return length != 0 ? *this / length : NiPoint3::ZERO; } // MARK: Operators //! Operator to check for equality bool NiPoint3::operator==(const NiPoint3& point) const { return point.x == this->x && point.y == this->y && point.z == this->z; } //! Operator to check for inequality bool NiPoint3::operator!=(const NiPoint3& point) const { return !(*this == point); } //! Operator for subscripting float& NiPoint3::operator[](int i) { float* base = &x; return (float&)base[i]; } //! Operator for subscripting const float& NiPoint3::operator[](int i) const { const float* base = &x; return (float&)base[i]; } //! Operator for addition of vectors NiPoint3 NiPoint3::operator+(const NiPoint3& point) const { return NiPoint3(this->x + point.x, this->y + point.y, this->z + point.z); } //! Operator for addition of vectors NiPoint3& NiPoint3::operator+=(const NiPoint3& point) { this->x += point.x; this->y += point.y; this->z += point.z; return *this; } //! Operator for subtraction of vectors NiPoint3 NiPoint3::operator-(const NiPoint3& point) const { return NiPoint3(this->x - point.x, this->y - point.y, this->z - point.z); } //! Operator for addition of a scalar on all vector components NiPoint3 NiPoint3::operator+(float fScalar) const { return NiPoint3(this->x + fScalar, this->y + fScalar, this->z + fScalar); } //! Operator for subtraction of a scalar on all vector components NiPoint3 NiPoint3::operator-(float fScalar) const { return NiPoint3(this->x - fScalar, this->y - fScalar, this->z - fScalar); } //! Operator for scalar multiplication of a vector NiPoint3 NiPoint3::operator*(float fScalar) const { return NiPoint3(this->x * fScalar, this->y * fScalar, this->z * fScalar); } //! Operator for scalar division of a vector NiPoint3 NiPoint3::operator/(float fScalar) const { 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 bool NiPoint3::IsWithinAxisAlignedBox(const NiPoint3& minPoint, const NiPoint3& maxPoint) { 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 bool NiPoint3::IsWithinSpehere(const NiPoint3& sphereCenter, float radius) { Vector3 diffVec = Vector3(x - sphereCenter.GetX(), y - sphereCenter.GetY(), z - sphereCenter.GetZ()); return (diffVec.SquaredLength() <= (radius * radius)); } NiPoint3 NiPoint3::ClosestPointOnLine(const NiPoint3& a, const NiPoint3& b, const NiPoint3& p) { 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; } float NiPoint3::Angle(const NiPoint3& a, const NiPoint3& b) { const auto dot = a.DotProduct(b); const auto lenA = a.SquaredLength(); const auto lenB = a.SquaredLength(); return acos(dot / sqrt(lenA * lenB)); } float NiPoint3::Distance(const NiPoint3& a, const NiPoint3& b) { const auto dx = a.x - b.x; const auto dy = a.y - b.y; const auto dz = a.z - b.z; return std::sqrt(dx * dx + dy * dy + dz * dz); } float NiPoint3::DistanceSquared(const NiPoint3& a, const NiPoint3& b) { 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; } NiPoint3 NiPoint3::MoveTowards(const NiPoint3& current, const NiPoint3& target, float maxDistanceDelta) { float dx = target.x - current.x; float dy = target.y - current.y; float dz = target.z - current.z; float lengthSquared = (float)((double)dx * (double)dx + (double)dy * (double)dy + (double)dz * (double)dz); if ((double)lengthSquared == 0.0 || (double)maxDistanceDelta >= 0.0 && (double)lengthSquared <= (double)maxDistanceDelta * (double)maxDistanceDelta) return target; float length = (float)std::sqrt((double)lengthSquared); return NiPoint3(current.x + dx / length * maxDistanceDelta, current.y + dy / length * maxDistanceDelta, current.z + dz / length * maxDistanceDelta); } //This code is yoinked from the MS XNA code, so it should be right, even if it's horrible. NiPoint3 NiPoint3::RotateByQuaternion(const NiQuaternion& rotation) { 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; }