180 lines
3.7 KiB
C
180 lines
3.7 KiB
C
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#ifndef __MATHLIB_H
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#define __MATHLIB_H
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#include <iostream>
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#include <cmath>
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#include <assert.h>
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#ifdef WIN32
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#define M_PI 3.14159265
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void sincos (float rad, double *s, double *c);
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#endif
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#define MATHLIB_INLINE
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struct vector3d
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{
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float values[3];
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vector3d ();
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vector3d (float u, float v, float w);
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vector3d (const vector3d &vec);
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vector3d operator= (const vector3d &vec);
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~vector3d ();
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// Setter and getter
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inline void setValues (float u, float v, float w) {
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values[0] = u;
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values[1] = v;
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values[2] = w;
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}
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inline float& operator[] (const int index) {
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assert (index >= 0);
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assert (index <= 3);
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return values[index];
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}
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vector3d operator* (const float &f);
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vector3d operator/ (const float &f);
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void operator*= (const float &f);
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void operator/= (const float &f);
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float operator* (const vector3d &vec);
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vector3d operator+ (const vector3d &vec);
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vector3d operator- (const vector3d &vec);
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void operator+= (const vector3d &vec);
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void operator-= (const vector3d &vec);
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bool operator== (const vector3d &vec);
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bool operator!= (const vector3d &vec);
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vector3d cross (const vector3d &vec);
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float length2 ();
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float length ();
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float get_angle () {
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return atan2 (values[1], values[0]);
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}
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vector3d &rotate_x (float angle);
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vector3d &rotate_y (float angle);
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vector3d &rotate_z (float angle);
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vector3d &normalize ();
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void print ();
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void print (const char* str);
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};
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#ifdef MATHLIB_INLINE
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inline
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vector3d vector3d::operator* (const float &f)
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{
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return vector3d (values[0] * f, values[1] * f, values[2] * f);
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}
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inline
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vector3d vector3d::operator/ (const float &f)
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{
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return vector3d (values[0] / f, values[1] / f, values[2] / f);
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}
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inline
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void vector3d::operator*= (const float &f)
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{
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values[0] *= f;
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values[1] *= f;
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values[2] *= f;
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}
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inline
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void vector3d::operator/= (const float &f)
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{
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values[0] /= f;
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values[1] /= f;
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values[2] /= f;
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}
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inline
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float vector3d::operator* (const vector3d &vec)
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{
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return values[0] * vec.values[0] + values[1] * vec.values[1] + values[2] * vec.values[2];
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}
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inline
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vector3d vector3d::operator+ (const vector3d &vec)
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{
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return vector3d (values[0] + vec.values[0], values[1] + vec.values[1], values[2] + vec.values[2]);
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}
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inline
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vector3d vector3d::operator- (const vector3d &vec)
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{
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return vector3d (values[0] - vec.values[0], values[1] - vec.values[1], values[2] - vec.values[2]);
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}
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inline
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void vector3d::operator+= (const vector3d &vec)
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{
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values[0] += vec.values[0];
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values[1] += vec.values[1];
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values[2] += vec.values[2];
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}
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inline
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void vector3d::operator-= (const vector3d &vec)
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{
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values[0] -= vec.values[0];
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values[1] -= vec.values[1];
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values[2] -= vec.values[2];
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}
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inline
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bool vector3d::operator== (const vector3d &vec)
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{
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if ( (values[0]==vec.values[0]) && (values[1]==vec.values[1]) && (values[2]==vec.values[2]) )
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return true;
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return false;
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}
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inline
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bool vector3d::operator!= (const vector3d &vec)
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{
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return ! (operator==(vec));
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}
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inline
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vector3d vector3d::cross (const vector3d &vec)
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{
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return vector3d (values[1] * vec.values[2] - values[2] * vec.values[1],
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values[2] * vec.values[0] - values[0] * vec.values[2],
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values[0] * vec.values[1] - values[1] * vec.values[0]);
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}
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inline
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float vector3d::length2 ()
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{
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return values[0]*values[0] + values[1]*values[1] + values[2]*values[2];
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}
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inline
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float vector3d::length ()
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{
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return sqrt (values[0]*values[0] + values[1]*values[1] + values[2]*values[2]);
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}
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#endif
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vector3d cross_product (vector3d &a, vector3d &b);
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inline bool point_within (vector3d *a, vector3d *b, vector3d *point);
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vector3d integrate_rk45 (float t,vector3d& ydot, vector3d& y);
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vector3d integrate (float t, vector3d& ydot, vector3d& y);
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int solve_quadratic (float a, float b, float c, float *x1, float *x2);
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#endif /* __MATHLIB_H */
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