#include "Vector3.inline.cpp" #include #include "PackStream.h" const Vector3 paysages::basics::VECTOR_ZERO(0.0, 0.0, 0.0); const Vector3 paysages::basics::VECTOR_DOWN(0.0, -1.0, 0.0); const Vector3 paysages::basics::VECTOR_UP(0.0, 1.0, 0.0); const Vector3 paysages::basics::VECTOR_NORTH(0.0, 0.0, -1.0); const Vector3 paysages::basics::VECTOR_SOUTH(0.0, 0.0, 1.0); const Vector3 paysages::basics::VECTOR_WEST(-1.0, 0.0, 0.0); const Vector3 paysages::basics::VECTOR_EAST(1.0, 0.0, 0.0); Vector3::Vector3(const VectorSpherical &v): x(v.r * cos(v.phi) * cos(v.theta)), y(v.r * sin(v.theta)), z(-v.r * sin(v.phi) * cos(v.theta)) { } void Vector3::save(PackStream* stream) const { stream->write(&x); stream->write(&y); stream->write(&z); } void Vector3::load(PackStream* stream) { stream->read(&x); stream->read(&y); stream->read(&z); } static inline double _euclidGet2DAngle(double x, double y) { // TEMP Copy of old euclid.c double nx, ny, d, ret; if (x == 0.0) { if (y == 0.0) { return 0.0; } else if (y < 0.0) { return 3.0 * M_PI_2; } else { return M_PI_2; } } d = sqrt(x * x + y * y); nx = x / d; ny = y / d; ret = asin(ny); if (nx < 0.0) { ret = M_PI - ret; } return ret < 0.0 ? ret + 2.0 * M_PI : ret; } VectorSpherical Vector3::toSpherical() const { VectorSpherical result; result.phi = _euclidGet2DAngle(x, -z); result.theta = _euclidGet2DAngle(sqrt(x * x + z * z), y); if (y < 0.0) { result.theta -= 2.0 * M_PI; } result.r = getNorm(); return result; } Vector3 Vector3::midPointTo(const Vector3 &other) const { return Vector3((other.x + x) * 0.5, (other.y + y) * 0.5, (other.z + z) * 0.5); }