fysxasteroids/engine/libraries/mathlib/mathlib.cc

225 lines
4.4 KiB
C++

#include <iostream>
#include <sstream>
#include <math.h>
#include <assert.h>
#include "mathlib.h"
using namespace std;
#ifdef WIN32
void sincos (float rad, double *s, double *c){
*s = sin (rad);
*c = cos (rad);
}
#endif
vector3d::vector3d ()
{
values[0] = 0.;
values[1] = 0.;
values[2] = 0.;
}
vector3d::vector3d (float u, float v, float w)
{
values[0] = u;
values[1] = v;
values[2] = w;
}
vector3d::vector3d (const vector3d &vec)
{
values[0] = vec.values[0];
values[1] = vec.values[1];
values[2] = vec.values[2];
}
vector3d vector3d::operator=(const vector3d &vec) {
if (this != &vec) {
values[0] = vec.values[0];
values[1] = vec.values[1];
values[2] = vec.values[2];
}
return *this;
}
vector3d::~vector3d ()
{
}
#ifndef MATHLIB_INLINE
vector3d vector3d::operator* (const float &f)
{
return vector3d (values[0] * f, values[1] * f, values[2] * f);
}
vector3d vector3d::operator/ (const float &f)
{
return vector3d (values[0] / f, values[1] / f, values[2] / f);
}
void vector3d::operator*= (const float &f)
{
values[0] *= f;
values[1] *= f;
values[2] *= f;
}
void vector3d::operator/= (const float &f)
{
values[0] /= f;
values[1] /= f;
values[2] /= f;
}
float vector3d::operator* (const vector3d &vec)
{
return values[0] * vec.values[0] + values[1] * vec.values[1] + values[2] * vec.values[2];
}
vector3d vector3d::operator+ (const vector3d &vec)
{
return vector3d (values[0] + vec.values[0], values[1] + vec.values[1], values[2] + vec.values[2]);
}
vector3d vector3d::operator- (const vector3d &vec)
{
return vector3d (values[0] - vec.values[0], values[1] - vec.values[1], values[2] - vec.values[2]);
}
void vector3d::operator+= (const vector3d &vec)
{
values[0] += vec.values[0];
values[1] += vec.values[1];
values[2] += vec.values[2];
}
void vector3d::operator-= (const vector3d &vec)
{
values[0] -= vec.values[0];
values[1] -= vec.values[1];
values[2] -= vec.values[2];
}
bool vector3d::operator== (const vector3d &vec)
{
if ( (values[0]==vec.values[0]) && (values[1]==vec.values[1]) && (values[2]==vec.values[2]) )
return true;
return false;
}
bool vector3d::operator!= (const vector3d &vec)
{
return ! (operator==(vec));
}
vector3d vector3d::cross (const vector3d &vec)
{
return vector3d (values[1] * vec.values[2] - values[2] * vec.values[1],
values[2] * vec.values[0] - values[0] * vec.values[2],
values[0] * vec.values[1] - values[1] * vec.values[0]);
}
float vector3d::length2 ()
{
return values[0]*values[0] + values[1]*values[1] + values[2]*values[2];
}
float vector3d::length ()
{
return sqrt (values[0]*values[0] + values[1]*values[1] + values[2]*values[2]);
}
#endif
vector3d& vector3d::rotate_x (float angle)
{
vector3d old (*this);
double s,c;
sincos (angle, &s, &c);
values[0] = old[0];
values[1] = c * old[1] - s * old[2];
values[2] = s * old[1] + c * old[2];
return *this;
}
vector3d& vector3d::rotate_y (float angle)
{
vector3d old (*this);
double s,c;
sincos (angle, &s, &c);
values[0] = c * old[0] + s * old[2];
values[1] = old[1];
values[2] = - s * old[0] + c * old[2];
return *this;
}
vector3d& vector3d::rotate_z (float angle)
{
vector3d old (*this);
double s,c;
sincos (angle, &s, &c);
values[0] = c * old[0] + -s * old[1];
values[1] = s * old[0] + c * old[1];
values[2] = old[2];
return *this;
}
vector3d& vector3d::normalize () {
float norm = length ();
values [0] /= norm;
values [1] /= norm;
values [2] /= norm;
return *this;
}
void vector3d::print ()
{
std::cout << values[0] << " " << values[1] << " " << values[2] << std::endl;
}
void vector3d::print (const char *str)
{
std::cout << str << values[0] << " " << values[1] << " " << values[2] << std::endl;
}
vector3d cross_product (vector3d &a, vector3d &b) {
return a.cross (b);
}
inline bool point_within (vector3d *a, vector3d *b, vector3d *point);
vector3d integrate_rk45 (float t, vector3d& ydot, vector3d& y)
{
vector3d k1 = ydot * t;
vector3d k2 = (ydot + k1 / 2) * t;
vector3d k3 = (ydot + k2 / 2 ) * t;
vector3d k4 = (ydot + k3) * t;
return y + (k1 + k2 * 2 + k3 * 2 + k4) / 6;
}
vector3d integrate (float t, vector3d& ydot, vector3d& y)
{
return integrate_rk45 (t, ydot, y);
}
int solve_quadratic (float a, float b, float c, float *x1, float *x2) {
if (b*b - 4 * a * c < 0)
return 0;
*x1 = static_cast<float> ((-b + sqrt (b*b - 4 * a * c)) / (2 * a));
*x2 = static_cast<float> ((-b - sqrt (b*b - 4 * a * c)) / (2 * a));
return 1;
}