📄 vector.h
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/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- this file is part of rcssserver3D Fri May 9 2003 Copyright (C) 2002,2003 Koblenz University Copyright (C) 2003-2007 RoboCup Soccer Server 3D Maintenance Group $Id: vector.h,v 1.9 2007/05/29 09:45:38 jboedeck Exp $ This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; version 2 of the License. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. Here we define/complete the vector definitions of TVector into specific vector types (2d float, 3d float, etc...). HISTORY: 12.08.2002 MK - initial version*/#ifndef SALT_VECTOR_H#define SALT_VECTOR_H#include "tvector.h"#include <cstdlib>#include <climits>namespace salt{class Vector2f : public TVector2<float, Vector2f>{ // // Methods //public: /// Construction/Destruction/Assignment f_inline Vector2f() : TVector2<float, Vector2f>() { } f_inline Vector2f(float x, float y) : TVector2<float, Vector2f>(x, y) { } explicit Vector2f(const float *f) : TVector2<float, Vector2f>() { SetData(f); } f_inline Vector2f(const Vector2f &v) : TVector2<float, Vector2f>(v) { } explicit Vector2f(float f) : TVector2<float, Vector2f>() { Fill(f); } float GetAngleRad() const { const double length = Length(); if (length == 0) { return 0.0; } double rad = gArcCos(Get(0) / length); if (Get(1) < 0) { rad = 2*M_PI - rad; } return static_cast<float>(rad); } float GetAngleDeg() const { return gRadToDeg(GetAngleRad()); }};class Vector3f : public TVector3<float, Vector3f>{ // // Methods //public: /// Construction/Destruction/Assignment f_inline Vector3f() : TVector3<float, Vector3f>() { } f_inline Vector3f(float x, float y, float z) : TVector3<float, Vector3f>(x, y, z) { } explicit Vector3f(const float *f) : TVector3<float, Vector3f>() { SetData(f); } f_inline Vector3f(const Vector3f &v) : TVector3<float, Vector3f>(v) { } explicit Vector3f(float f) : TVector3<float, Vector3f>() { Fill(f); } f_inline Vector3f Reflect(const Vector3f &normal) { float fac = 2.0f * (normal.x() * x() + normal.y() * y() + normal.z() * z()); return Vector3f(fac * normal.x()-x(), fac * normal.y()-y(), fac * normal.z()-z()); } f_inline void RandomUnitVector() { x() = 1.0f - 2.0f*rand()/(float)RAND_MAX; y() = 1.0f - 2.0f*rand()/(float)RAND_MAX; z() = 1.0f - 2.0f*rand()/(float)RAND_MAX; Normalize(); }};} //namespace salt#endif //SALT_VECTOR_H
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