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📄 zfx3d.h

📁 我最佩服的3D游戏服务器入门源代码
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/*******************************************************************
 * ZFXEngine!                                                      *
 * (c)2002 by Stefan Zerbst | www.zfx.info                         *
 *-----------------------------------------------------------------*
 * File: zfx3d.h                                                   *
 * part of static math lib implementing basic 3D math objects      *
 *******************************************************************/

// this is the main include file for the zfx3d.lib

#ifndef _ZFX3D_H_
#define _ZFX3D_H_



// I N C L U D E S /////////////////////////////////////////////////

#include <math.h>
#include <memory.h>     // memset



// D E F I N E S ///////////////////////////////////////////////////

#ifndef NULL
#define NULL 0
#endif

#define ZFXFRONT    0
#define ZFXBACK     1
#define ZFXPLANAR   2
#define ZFXCLIPPED  3
#define ZFXCULLED   4
#define ZFXVISIBLE  5

// M A C R O S /////////////////////////////////////////////////////

float _fabs(float f);

bool ZFX3DInitCPU(void);


// S T R U C T S ///////////////////////////////////////////////////

typedef struct CPUINFO_TYP {
   bool bSSE;        // Streaming SIMD Extensions
   bool bSSE2;       // STreaming SIMD Extensions 2
   bool b3DNOW;      // 3DNow! (vendor independant)
   bool b3DNOWEX;    // 3DNow! (AMD specific extensions)
   bool bMMX;        // MMX support
   bool bMMXEX;      // MMX (AMD specific extensions)
   bool bEXT;        // extended features available
   char vendor[13];  // vendor name
   char name[48];    // cpu name
   } CPUINFO;


class ZFXMatrix;
class ZFXObb;
class ZFXAabb;
class ZFXPlane;

// Our basic 4D vector class
class __declspec(dllexport) ZFXVector {
   public:
      float x, y, z, w;       // coordinateset

      //---------------------------------------

      ZFXVector(void) { x=0, y=0, z=0, w=1.0f; }
      ZFXVector(float _x, float _y, float _z)
         { x=_x; y=_y; z=_z; w=1.0f; }

      inline void  Set(float _x, float _y, float _z, float _w=1.0f);
      inline float GetLength(void);                   // length
      inline float GetSqrLength(void) const;          // square length
      inline void  Negate(void);                      // vector mult -1
      inline void  Normalize(void);                   // normalize
      inline float AngleWith( ZFXVector &v);          // angle in rad
      inline void  Difference(const ZFXVector &v1,    // from v1 to v2
                              const ZFXVector &v2); 
      void operator += (const ZFXVector &v);          // operator +=
      void operator -= (const ZFXVector &v);          // operator -=
      void operator *= (float f);                     // scale vector
      void operator /= (float f);                     // scale down
      float     operator * (const ZFXVector &v)const; // dot product
      ZFXVector operator * (float f)const;            // vscale vector
      ZFXVector operator * (const ZFXMatrix &m)const; // vector-matrix product
      ZFXVector operator + (const ZFXVector &v)const; // addition
      ZFXVector operator - (const ZFXVector &v)const; // subtraction

      inline void Cross(const ZFXVector &v1,          // cross product
                        const ZFXVector &v2); 
   };  // class
/*----------------------------------------------------------------*/


// Our basic matrix class
class __declspec(dllexport) ZFXMatrix {
   public:
      float _11, _12, _13, _14;
      float _21, _22, _23, _24;
      float _31, _32, _33, _34;
      float _41, _42, _43, _44;

      //---------------------------------------

      ZFXMatrix(void) { /* nothing to do */ ; }

      inline void Identity(void);                       // identity matrix
      inline void RotaX(float a);                       // x axis
      inline void RotaY(float a);                       // y axis
      inline void RotaZ(float a);                       // z axis
      inline void RotaArbi(const ZFXVector &vcAxis, float a);
      inline void Translate(float dx, float dy, float dz);

      inline void TransposeOf(const ZFXMatrix &m);       // transpose m, save result in this
      inline void InverseOf(const ZFXMatrix &m);         // invert m, save result in this
      
      ZFXMatrix operator * (const ZFXMatrix &m)const;    // matrix multiplication
      ZFXVector operator * (const ZFXVector &vc)const;   // matrix vector multiplication
   }; // class
/*----------------------------------------------------------------*/


// Our basic ray class
class __declspec(dllexport) ZFXRay {
   public:
      ZFXVector m_vcOrig,  // ray origin
                m_vcDir;   // ray direction

      //---------------------------------------

      ZFXRay(void) { /* nothing to do */ ; }

      inline void Set(ZFXVector vcOrig, ZFXVector vcDir);
      inline void DeTransform(const ZFXMatrix &_m); // move to matrixspace

      bool Intersects(const ZFXVector &vc0, const ZFXVector &vc1,
                      const ZFXVector &vc2, bool bCull,
                      float *t);
      bool Intersects(const ZFXVector &vc0, const ZFXVector &vc1,
                      const ZFXVector &vc2, bool bCull,
                      float fL, float *t);
      bool Intersects(const ZFXPlane &plane, bool bCull,
                      float *t, ZFXVector *vcHit);       
      bool Intersects(const ZFXPlane &plane, bool bCull,
                      float fL, float *t, ZFXVector *vcHit);
      bool Intersects(const ZFXAabb &aabb, ZFXVector *vcHit);
      bool Intersects(const ZFXObb &obb, float *t);
      bool Intersects(const ZFXObb &obb, float fL, float *t);
   }; // class
/*----------------------------------------------------------------*/


// Our basic plane class
class __declspec(dllexport) ZFXPlane {
   public:
      ZFXVector m_vcN,       // plane normal vector
                m_vcPoint;   // point on plane
      float     m_fD;        // distance to origin

      //---------------------------------------

      ZFXPlane(void) { /* nothing to do */ ; }

      inline void  Set(const ZFXVector &vcN, const ZFXVector &vcP);
      inline void  Set(const ZFXVector &vcN, const ZFXVector &vcP, float fD);
      inline void  Set(const ZFXVector &v0,  const ZFXVector &v1, const ZFXVector &v2);
      inline float Distance(const ZFXVector &vcPoint);
      inline int   Classify(const ZFXVector &vcPoint);
      
      bool Intersects(const ZFXVector &vc0, const ZFXVector &vc1, 
                      const ZFXVector &vc2);
      bool Intersects(const ZFXPlane &plane, ZFXRay *pIntersection);
      bool Intersects(const ZFXAabb &aabb);
      bool Intersects(const ZFXObb &obb);

   }; // class
/*----------------------------------------------------------------*/

// Our basic orientedbox class
class __declspec(dllexport) ZFXObb {
   public:
      float     fA0,   fA1,  fA2; // half axis length
      ZFXVector vcA0, vcA1, vcA2; // box axis
      ZFXVector vcCenter;         // centerpoint

      //---------------------------------------

      ZFXObb(void) { /* nothing to do */ ; }

      inline void DeTransform(const ZFXObb &obb, 
                              const ZFXMatrix &m);

      bool Intersects(const ZFXRay &pRay, float *t);
      bool Intersects(const ZFXRay &pRay, float fL, float *t);
      bool Intersects(const ZFXObb &pObb);
      bool Intersects(const ZFXVector &v0, 
                      const ZFXVector &v1,
                      const ZFXVector &v2);

      int  Cull(const ZFXPlane *pPlanes, int nNumPlanes);      

   private:
      void ObbProj(const ZFXObb &Obb, const ZFXVector &vcV, 
                   float *pfMin, float *pfMax);
      void TriProj(const ZFXVector &v0, const ZFXVector &v1, 
                   const ZFXVector &v2, const ZFXVector &vcV, 
                   float *pfMin, float *pfMax);
   }; // class
/*----------------------------------------------------------------*/

// Our basic axisalignedbox class
class __declspec(dllexport) ZFXAabb {
   public:
      ZFXVector vcMin, vcMax; // box extreme points
      ZFXVector vcCenter;     // centerpoint

      //---------------------------------------

      ZFXAabb(void) { /* nothing to do */ ; }

      void Construct(const ZFXObb *pObb);                  // build from obb
      int  Cull(const ZFXPlane *pPlanes, int nNumPlanes);  
   }; // class
/*----------------------------------------------------------------*/


#endif // header name define

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