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+/****************************************************************************
+**
+** Copyright (C) 1993-2009 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#pragma once
+
+#ifdef WIN32
+#pragma warning(disable : 4201)
+#endif
+
+//==============================================================================
+// Namespace
+//==============================================================================
+namespace Q3DStudio {
+
+//==============================================================================
+// Forwards
+//==============================================================================
+class RuntimeMatrix;
+
+//==============================================================================
+/**
+ * 3D vector with automatic notification on change.
+ *
+ * This implementation of a 3D vector along with all the sibling and helper
+ * classes in the geometry section, try to strike a balance between clean code,
+ * ease-of-use and speed. Fields are public and most methods are designed to
+ * give the impression of a very intelligent and capable structure. Heavier
+ * code such as intersections is encouraged to be added externally instead
+ * of here.
+ *
+ * The vector is a member of the geometry classes next to CMatrix and CRotation
+ * @see CMatrix
+ * @see CRotation
+ */
+class RuntimeVector3
+{
+ //==============================================================================
+ // Fields
+ //==============================================================================
+public:
+ union {
+ float m[3];
+ struct
+ {
+ float m_X;
+ float m_Y;
+ float m_Z;
+ };
+ };
+
+ //==============================================================================
+ // Methods
+ //==============================================================================
+public: // Construction
+ RuntimeVector3();
+ RuntimeVector3(const float inVector[3]);
+ RuntimeVector3(const float inX, const float inY, const float inZ);
+ RuntimeVector3(const RuntimeVector3 &inVector);
+
+public: // Initialization
+ RuntimeVector3 &Set(const float inX, const float inY, const float inZ);
+ RuntimeVector3 &Set(const RuntimeVector3 &inVector);
+
+public: // Functions
+ float DistanceSquared(const RuntimeVector3 &inVector) const;
+ float Distance(const RuntimeVector3 &inVector) const;
+ float LengthSquared() const;
+ float Length() const;
+ float DotProduct(const RuntimeVector3 &inVector) const;
+ RuntimeVector3 &CrossProduct(const RuntimeVector3 &inVector);
+ RuntimeVector3 &Normalize();
+ RuntimeVector3 &Minimize(const RuntimeVector3 &inVector);
+ RuntimeVector3 &Maximize(const RuntimeVector3 &inVector);
+ RuntimeVector3 &InterpolateLinear(const RuntimeVector3 &inDestVector, float inFactor);
+ RuntimeVector3 &Transform(const RuntimeMatrix &inMatrix);
+
+public: // Operators
+ bool operator==(const RuntimeVector3 &inVector) const;
+ bool operator!=(const RuntimeVector3 &inVector) const;
+ RuntimeVector3 operator+(const RuntimeVector3 &inVector) const;
+ RuntimeVector3 operator-(const RuntimeVector3 &inVector) const;
+ RuntimeVector3 operator*(float inFactor) const;
+ RuntimeVector3 &operator=(const RuntimeVector3 &inVector);
+ RuntimeVector3 &operator+=(const RuntimeVector3 &inVector);
+ RuntimeVector3 &operator-=(const RuntimeVector3 &inVector);
+ RuntimeVector3 &operator*=(float inFactor);
+ RuntimeVector3 operator-() const;
+};
+
+} // namespace Q3DStudio