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629 lines
17 KiB
629 lines
17 KiB
/* |
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* vector3.cpp |
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* Copyright (C) Andrew Tridgell 2012 |
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* |
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* This file is free software: you can redistribute it and/or modify it |
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* under the terms of the GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This file is distributed in the hope that it will be useful, but |
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* WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. |
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* See the GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License along |
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* with this program. If not, see <http://www.gnu.org/licenses/>. |
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*/ |
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#pragma GCC optimize("O2") |
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#include "AP_Math.h" |
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#include <AP_InternalError/AP_InternalError.h> |
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// rotate a vector by a standard rotation, attempting |
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// to use the minimum number of floating point operations |
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template <typename T> |
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void Vector3<T>::rotate(enum Rotation rotation) |
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{ |
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T tmp; |
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switch (rotation) { |
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case ROTATION_NONE: |
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return; |
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case ROTATION_YAW_45: { |
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tmp = HALF_SQRT_2*(ftype)(x - y); |
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y = HALF_SQRT_2*(ftype)(x + y); |
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x = tmp; |
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return; |
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} |
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case ROTATION_YAW_90: { |
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tmp = x; x = -y; y = tmp; |
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return; |
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} |
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case ROTATION_YAW_135: { |
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tmp = -HALF_SQRT_2*(ftype)(x + y); |
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y = HALF_SQRT_2*(ftype)(x - y); |
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x = tmp; |
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return; |
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} |
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case ROTATION_YAW_180: |
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x = -x; y = -y; |
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return; |
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case ROTATION_YAW_225: { |
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tmp = HALF_SQRT_2*(ftype)(y - x); |
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y = -HALF_SQRT_2*(ftype)(x + y); |
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x = tmp; |
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return; |
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} |
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case ROTATION_YAW_270: { |
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tmp = x; x = y; y = -tmp; |
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return; |
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} |
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case ROTATION_YAW_315: { |
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tmp = HALF_SQRT_2*(ftype)(x + y); |
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y = HALF_SQRT_2*(ftype)(y - x); |
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x = tmp; |
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return; |
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} |
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case ROTATION_ROLL_180: { |
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y = -y; z = -z; |
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return; |
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} |
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case ROTATION_ROLL_180_YAW_45: { |
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tmp = HALF_SQRT_2*(ftype)(x + y); |
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y = HALF_SQRT_2*(ftype)(x - y); |
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x = tmp; z = -z; |
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return; |
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} |
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case ROTATION_ROLL_180_YAW_90: |
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case ROTATION_PITCH_180_YAW_270: { |
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tmp = x; x = y; y = tmp; z = -z; |
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return; |
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} |
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case ROTATION_ROLL_180_YAW_135: { |
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tmp = HALF_SQRT_2*(ftype)(y - x); |
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y = HALF_SQRT_2*(ftype)(y + x); |
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x = tmp; z = -z; |
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return; |
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} |
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case ROTATION_PITCH_180: { |
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x = -x; z = -z; |
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return; |
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} |
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case ROTATION_ROLL_180_YAW_225: { |
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tmp = -HALF_SQRT_2*(ftype)(x + y); |
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y = HALF_SQRT_2*(ftype)(y - x); |
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x = tmp; z = -z; |
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return; |
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} |
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case ROTATION_ROLL_180_YAW_270: |
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case ROTATION_PITCH_180_YAW_90: { |
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tmp = x; x = -y; y = -tmp; z = -z; |
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return; |
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} |
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case ROTATION_ROLL_180_YAW_315: { |
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tmp = HALF_SQRT_2*(ftype)(x - y); |
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y = -HALF_SQRT_2*(ftype)(x + y); |
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x = tmp; z = -z; |
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return; |
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} |
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case ROTATION_ROLL_90: { |
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tmp = z; z = y; y = -tmp; |
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return; |
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} |
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case ROTATION_ROLL_90_YAW_45: { |
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tmp = z; z = y; y = -tmp; |
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tmp = HALF_SQRT_2*(ftype)(x - y); |
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y = HALF_SQRT_2*(ftype)(x + y); |
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x = tmp; |
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return; |
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} |
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case ROTATION_ROLL_90_YAW_90: { |
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tmp = z; z = y; y = -tmp; |
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tmp = x; x = -y; y = tmp; |
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return; |
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} |
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case ROTATION_ROLL_90_YAW_135: { |
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tmp = z; z = y; y = -tmp; |
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tmp = -HALF_SQRT_2*(ftype)(x + y); |
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y = HALF_SQRT_2*(ftype)(x - y); |
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x = tmp; |
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return; |
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} |
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case ROTATION_ROLL_270: { |
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tmp = z; z = -y; y = tmp; |
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return; |
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} |
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case ROTATION_ROLL_270_YAW_45: { |
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tmp = z; z = -y; y = tmp; |
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tmp = HALF_SQRT_2*(ftype)(x - y); |
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y = HALF_SQRT_2*(ftype)(x + y); |
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x = tmp; |
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return; |
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} |
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case ROTATION_ROLL_270_YAW_90: { |
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tmp = z; z = -y; y = tmp; |
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tmp = x; x = -y; y = tmp; |
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return; |
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} |
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case ROTATION_ROLL_270_YAW_135: { |
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tmp = z; z = -y; y = tmp; |
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tmp = -HALF_SQRT_2*(ftype)(x + y); |
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y = HALF_SQRT_2*(ftype)(x - y); |
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x = tmp; |
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return; |
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} |
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case ROTATION_PITCH_90: { |
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tmp = z; z = -x; x = tmp; |
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return; |
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} |
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case ROTATION_PITCH_270: { |
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tmp = z; z = x; x = -tmp; |
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return; |
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} |
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case ROTATION_ROLL_90_PITCH_90: { |
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tmp = z; z = y; y = -tmp; |
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tmp = z; z = -x; x = tmp; |
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return; |
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} |
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case ROTATION_ROLL_180_PITCH_90: { |
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y = -y; z = -z; |
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tmp = z; z = -x; x = tmp; |
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return; |
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} |
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case ROTATION_ROLL_270_PITCH_90: { |
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tmp = z; z = -y; y = tmp; |
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tmp = z; z = -x; x = tmp; |
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return; |
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} |
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case ROTATION_ROLL_90_PITCH_180: { |
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tmp = z; z = y; y = -tmp; |
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x = -x; z = -z; |
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return; |
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} |
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case ROTATION_ROLL_270_PITCH_180: { |
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tmp = z; z = -y; y = tmp; |
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x = -x; z = -z; |
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return; |
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} |
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case ROTATION_ROLL_90_PITCH_270: { |
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tmp = z; z = y; y = -tmp; |
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tmp = z; z = x; x = -tmp; |
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return; |
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} |
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case ROTATION_ROLL_180_PITCH_270: { |
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y = -y; z = -z; |
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tmp = z; z = x; x = -tmp; |
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return; |
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} |
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case ROTATION_ROLL_270_PITCH_270: { |
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tmp = z; z = -y; y = tmp; |
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tmp = z; z = x; x = -tmp; |
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return; |
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} |
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case ROTATION_ROLL_90_PITCH_180_YAW_90: { |
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tmp = z; z = y; y = -tmp; |
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x = -x; z = -z; |
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tmp = x; x = -y; y = tmp; |
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return; |
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} |
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case ROTATION_ROLL_90_YAW_270: { |
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tmp = z; z = y; y = -tmp; |
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tmp = x; x = y; y = -tmp; |
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return; |
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} |
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case ROTATION_ROLL_90_PITCH_68_YAW_293: { |
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T tmpx = x; |
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T tmpy = y; |
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T tmpz = z; |
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x = 0.14303897231223747232853327204793 * tmpx + 0.36877648650320382639478111741482 * tmpy + -0.91844638134308709265241077446262 * tmpz; |
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y = -0.33213277779664740485543461545603 * tmpx + -0.85628942146641884303193137384369 * tmpy + -0.39554550256296522325882847326284 * tmpz; |
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z = -0.93232380121551217122544130688766 * tmpx + 0.36162457008209242248497616856184 * tmpy + 0.00000000000000002214311861220361 * tmpz; |
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return; |
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} |
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case ROTATION_PITCH_315: { |
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tmp = HALF_SQRT_2*(ftype)(x - z); |
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z = HALF_SQRT_2*(ftype)(x + z); |
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x = tmp; |
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return; |
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} |
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case ROTATION_ROLL_90_PITCH_315: { |
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tmp = z; z = y; y = -tmp; |
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tmp = HALF_SQRT_2*(ftype)(x - z); |
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z = HALF_SQRT_2*(ftype)(x + z); |
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x = tmp; |
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return; |
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} |
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case ROTATION_PITCH_7: { |
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const T sin_pitch = 0.1218693434051474899781908334262; // sinF(pitch); |
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const T cos_pitch = 0.99254615164132198312785249072476; // cosF(pitch); |
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T tmpx = x; |
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T tmpz = z; |
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x = cos_pitch * tmpx + sin_pitch * tmpz; |
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z = -sin_pitch * tmpx + cos_pitch * tmpz; |
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return; |
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} |
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case ROTATION_ROLL_45: { |
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tmp = HALF_SQRT_2*(ftype)(y - z); |
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z = HALF_SQRT_2*(ftype)(y + z); |
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y = tmp; |
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return; |
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} |
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case ROTATION_ROLL_315: { |
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tmp = HALF_SQRT_2*(ftype)(y + z); |
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z = HALF_SQRT_2*(ftype)(z - y); |
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y = tmp; |
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return; |
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} |
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case ROTATION_CUSTOM: |
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// Error: caller must perform custom rotations via matrix multiplication |
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INTERNAL_ERROR(AP_InternalError::error_t::flow_of_control); |
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return; |
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case ROTATION_MAX: |
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break; |
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} |
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// rotation invalid |
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INTERNAL_ERROR(AP_InternalError::error_t::bad_rotation); |
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} |
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template <typename T> |
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void Vector3<T>::rotate_inverse(enum Rotation rotation) |
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{ |
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Vector3<T> x_vec(1.0f,0.0f,0.0f); |
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Vector3<T> y_vec(0.0f,1.0f,0.0f); |
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Vector3<T> z_vec(0.0f,0.0f,1.0f); |
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x_vec.rotate(rotation); |
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y_vec.rotate(rotation); |
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z_vec.rotate(rotation); |
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Matrix3<T> M( |
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x_vec.x, y_vec.x, z_vec.x, |
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x_vec.y, y_vec.y, z_vec.y, |
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x_vec.z, y_vec.z, z_vec.z |
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); |
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(*this) = M.mul_transpose(*this); |
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} |
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// rotate vector by angle in radians in xy plane leaving z untouched |
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template <typename T> |
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void Vector3<T>::rotate_xy(T angle_rad) |
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{ |
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const T cs = cosF(angle_rad); |
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const T sn = sinF(angle_rad); |
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T rx = x * cs - y * sn; |
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T ry = x * sn + y * cs; |
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x = rx; |
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y = ry; |
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} |
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// vector cross product |
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template <typename T> |
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Vector3<T> Vector3<T>::operator %(const Vector3<T> &v) const |
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{ |
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Vector3<T> temp(y*v.z - z*v.y, z*v.x - x*v.z, x*v.y - y*v.x); |
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return temp; |
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} |
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// dot product |
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template <typename T> |
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T Vector3<T>::operator *(const Vector3<T> &v) const |
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{ |
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return x*v.x + y*v.y + z*v.z; |
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} |
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template <typename T> |
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T Vector3<T>::length(void) const |
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{ |
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return norm(x, y, z); |
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} |
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// limit xy component vector to a given length. returns true if vector was limited |
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template <typename T> |
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bool Vector3<T>::limit_length_xy(T max_length) |
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{ |
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const T length_xy = norm(x, y); |
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if ((length_xy > max_length) && is_positive(length_xy)) { |
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x *= (max_length / length_xy); |
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y *= (max_length / length_xy); |
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return true; |
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} |
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return false; |
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} |
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template <typename T> |
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Vector3<T> &Vector3<T>::operator *=(const T num) |
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{ |
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x*=num; y*=num; z*=num; |
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return *this; |
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} |
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template <typename T> |
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Vector3<T> &Vector3<T>::operator /=(const T num) |
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{ |
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x /= num; y /= num; z /= num; |
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return *this; |
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} |
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template <typename T> |
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Vector3<T> &Vector3<T>::operator -=(const Vector3<T> &v) |
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{ |
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x -= v.x; y -= v.y; z -= v.z; |
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return *this; |
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} |
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template <typename T> |
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bool Vector3<T>::is_nan(void) const |
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{ |
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return isnan(x) || isnan(y) || isnan(z); |
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} |
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template <typename T> |
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bool Vector3<T>::is_inf(void) const |
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{ |
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return isinf(x) || isinf(y) || isinf(z); |
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} |
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template <typename T> |
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Vector3<T> &Vector3<T>::operator +=(const Vector3<T> &v) |
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{ |
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x+=v.x; y+=v.y; z+=v.z; |
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return *this; |
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} |
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template <typename T> |
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Vector3<T> Vector3<T>::operator /(const T num) const |
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{ |
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return Vector3<T>(x/num, y/num, z/num); |
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} |
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template <typename T> |
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Vector3<T> Vector3<T>::operator *(const T num) const |
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{ |
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return Vector3<T>(x*num, y*num, z*num); |
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} |
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template <typename T> |
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Vector3<T> Vector3<T>::operator -(const Vector3<T> &v) const |
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{ |
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return Vector3<T>(x-v.x, y-v.y, z-v.z); |
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} |
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template <typename T> |
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Vector3<T> Vector3<T>::operator +(const Vector3<T> &v) const |
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{ |
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return Vector3<T>(x+v.x, y+v.y, z+v.z); |
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} |
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template <typename T> |
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Vector3<T> Vector3<T>::operator -(void) const |
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{ |
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return Vector3<T>(-x,-y,-z); |
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} |
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template <typename T> |
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bool Vector3<T>::operator ==(const Vector3<T> &v) const |
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{ |
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return (is_equal(x,v.x) && is_equal(y,v.y) && is_equal(z,v.z)); |
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} |
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template <typename T> |
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bool Vector3<T>::operator !=(const Vector3<T> &v) const |
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{ |
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return (!is_equal(x,v.x) || !is_equal(y,v.y) || !is_equal(z,v.z)); |
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} |
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template <typename T> |
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T Vector3<T>::angle(const Vector3<T> &v2) const |
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{ |
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const T len = this->length() * v2.length(); |
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if (len <= 0) { |
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return 0.0f; |
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} |
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const T cosv = ((*this)*v2) / len; |
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if (fabsF(cosv) >= 1) { |
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return 0.0f; |
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} |
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return acosF(cosv); |
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} |
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// multiplication of transpose by a vector |
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template <typename T> |
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Vector3<T> Vector3<T>::operator *(const Matrix3<T> &m) const |
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{ |
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return Vector3<T>(*this * m.colx(), |
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*this * m.coly(), |
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*this * m.colz()); |
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} |
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// multiply a column vector by a row vector, returning a 3x3 matrix |
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template <typename T> |
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Matrix3<T> Vector3<T>::mul_rowcol(const Vector3<T> &v2) const |
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{ |
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const Vector3<T> v1 = *this; |
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return Matrix3<T>(v1.x * v2.x, v1.x * v2.y, v1.x * v2.z, |
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v1.y * v2.x, v1.y * v2.y, v1.y * v2.z, |
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v1.z * v2.x, v1.z * v2.y, v1.z * v2.z); |
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} |
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// extrapolate position given bearing and pitch (in degrees) and distance |
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template <typename T> |
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void Vector3<T>::offset_bearing(T bearing, T pitch, T distance) |
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{ |
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y += cosF(radians(pitch)) * sinF(radians(bearing)) * distance; |
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x += cosF(radians(pitch)) * cosF(radians(bearing)) * distance; |
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z += sinF(radians(pitch)) * distance; |
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} |
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// distance from the tip of this vector to a line segment specified by two vectors |
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template <typename T> |
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T Vector3<T>::distance_to_segment(const Vector3<T> &seg_start, const Vector3<T> &seg_end) const |
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{ |
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// triangle side lengths |
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const T a = (*this-seg_start).length(); |
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const T b = (seg_start-seg_end).length(); |
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const T c = (seg_end-*this).length(); |
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|
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// protect against divide by zero later |
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if (::is_zero(b)) { |
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return 0.0f; |
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} |
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|
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// semiperimeter of triangle |
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const T s = (a+b+c) * 0.5f; |
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|
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T area_squared = s*(s-a)*(s-b)*(s-c); |
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// area must be constrained above 0 because a triangle could have 3 points could be on a line and float rounding could push this under 0 |
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if (area_squared < 0.0f) { |
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area_squared = 0.0f; |
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} |
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const T area = safe_sqrt(area_squared); |
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return 2.0f*area/b; |
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} |
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// Shortest distance between point(p) to a point contained in the line segment defined by w1,w2 |
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template <typename T> |
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T Vector3<T>::closest_distance_between_line_and_point(const Vector3<T> &w1, const Vector3<T> &w2, const Vector3<T> &p) |
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{ |
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const Vector3<T> nearest = point_on_line_closest_to_other_point(w1, w2, p); |
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const T dist = (nearest - p).length(); |
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return dist; |
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} |
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// Point in the line segment defined by w1,w2 which is closest to point(p) |
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// this is based on the explanation given here: www.fundza.com/vectors/point2line/index.html |
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template <typename T> |
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Vector3<T> Vector3<T>::point_on_line_closest_to_other_point(const Vector3<T> &w1, const Vector3<T> &w2, const Vector3<T> &p) |
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{ |
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const Vector3<T> line_vec = w2-w1; |
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const Vector3<T> p_vec = p - w1; |
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|
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const T line_vec_len = line_vec.length(); |
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// protection against divide by zero |
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if(::is_zero(line_vec_len)) { |
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return {0.0f, 0.0f, 0.0f}; |
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} |
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|
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const T scale = 1/line_vec_len; |
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const Vector3<T> unit_vec = line_vec * scale; |
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const Vector3<T> scaled_p_vec = p_vec * scale; |
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|
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T dot_product = unit_vec * scaled_p_vec; |
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dot_product = constrain_ftype(dot_product,0.0f,1.0f); |
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|
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const Vector3<T> closest_point = line_vec * dot_product; |
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return (closest_point + w1); |
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} |
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|
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// Closest point between two line segments |
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// This implementation is borrowed from: http://geomalgorithms.com/a07-_distance.html |
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// INPUT: 4 points corresponding to start and end of two line segments |
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// OUTPUT: closest point on segment 2, from segment 1, gets passed on reference as "closest_point" |
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template <typename T> |
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void Vector3<T>::segment_to_segment_closest_point(const Vector3<T>& seg1_start, const Vector3<T>& seg1_end, const Vector3<T>& seg2_start, const Vector3<T>& seg2_end, Vector3<T>& closest_point) |
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{ |
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// direction vectors |
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const Vector3<T> line1 = seg1_end - seg1_start; |
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const Vector3<T> line2 = seg2_end - seg2_start; |
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|
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const Vector3<T> diff = seg1_start - seg2_start; |
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|
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const T a = line1*line1; |
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const T b = line1*line2; |
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const T c = line2*line2; |
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const T d = line1*diff; |
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const T e = line2*diff; |
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|
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const T discriminant = (a*c) - (b*b); |
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T sN, sD = discriminant; // default sD = D >= 0 |
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T tc, tN, tD = discriminant; // tc = tN / tD, default tD = D >= 0 |
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|
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if (discriminant < FLT_EPSILON) { |
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sN = 0.0; // force using point seg1_start on line 1 |
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sD = 1.0; // to prevent possible division by 0.0 later |
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tN = e; |
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tD = c; |
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} else { |
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// get the closest points on the infinite lines |
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sN = (b*e - c*d); |
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tN = (a*e - b*d); |
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if (sN < 0.0) { |
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// sc < 0 => the s=0 edge is visible |
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sN = 0.0; |
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tN = e; |
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tD = c; |
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} else if (sN > sD) { |
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// sc > 1 => the s=1 edge is visible |
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sN = sD; |
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tN = e + b; |
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tD = c; |
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} |
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} |
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|
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if (tN < 0.0) { |
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// tc < 0 => the t=0 edge is visible |
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tN = 0.0; |
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// recompute sc for this edge |
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if (-d < 0.0) { |
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sN = 0.0; |
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} else if (-d > a) { |
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sN = sD; |
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} else { |
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sN = -d; |
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sD = a; |
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} |
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} else if (tN > tD) { |
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// tc > 1 => the t=1 edge is visible |
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tN = tD; |
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// recompute sc for this edge |
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if ((-d + b) < 0.0) { |
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sN = 0; |
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} else if ((-d + b) > a) { |
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sN = sD; |
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} else { |
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sN = (-d + b); |
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sD = a; |
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} |
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} |
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// finally do the division to get tc |
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tc = (::is_zero(tN) ? 0.0 : tN / tD); |
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|
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// closest point on seg2 |
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closest_point = seg2_start + line2*tc; |
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} |
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|
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// Returns true if the passed 3D segment passes through a plane defined by plane normal, and a point on the plane |
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template <typename T> |
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bool Vector3<T>::segment_plane_intersect(const Vector3<T>& seg_start, const Vector3<T>& seg_end, const Vector3<T>& plane_normal, const Vector3<T>& plane_point) |
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{ |
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Vector3<T> u = seg_end - seg_start; |
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Vector3<T> w = seg_start - plane_point; |
|
|
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T D = plane_normal * u; |
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T N = -(plane_normal * w); |
|
|
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if (::is_zero(D)) { |
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if (::is_zero(N)) { |
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// segment lies in this plane |
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return true; |
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} else { |
|
// does not intersect |
|
return false; |
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} |
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} |
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const T sI = N / D; |
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if (sI < 0 || sI > 1) { |
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// does not intersect |
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return false; |
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} |
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// intersects at unique point |
|
return true; |
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} |
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|
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// define for float and double |
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template class Vector3<float>; |
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template class Vector3<double>; |
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|
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// define needed ops for Vector3l |
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template Vector3<int32_t> &Vector3<int32_t>::operator +=(const Vector3<int32_t> &v);
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