historical/toontown-classic.git/panda/include/lpoint3_src.I
2024-01-16 11:20:27 -06:00

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/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file lpoint3_src.I
* @author drose
* @date 1999-09-25
*/
/**
*
*/
INLINE_LINMATH FLOATNAME(LPoint3)::
FLOATNAME(LPoint3)(const FLOATNAME(LVecBase3) &copy) : FLOATNAME(LVecBase3)(copy) {
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LPoint3)::
FLOATNAME(LPoint3)(FLOATTYPE fill_value) :
FLOATNAME(LVecBase3)(fill_value)
{
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LPoint3)::
FLOATNAME(LPoint3)(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z) :
FLOATNAME(LVecBase3)(x, y, z)
{
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LPoint3)::
FLOATNAME(LPoint3)(const FLOATNAME(LVecBase2) &copy, FLOATTYPE z) :
FLOATNAME(LVecBase3)(copy, z)
{
}
/**
* Returns a zero-length point.
*/
INLINE_LINMATH const FLOATNAME(LPoint3) &FLOATNAME(LPoint3)::
zero() {
return (const FLOATNAME(LPoint3) &)FLOATNAME(LVecBase3)::zero();
}
/**
* Returns a unit X point.
*/
INLINE_LINMATH const FLOATNAME(LPoint3) &FLOATNAME(LPoint3)::
unit_x() {
return (const FLOATNAME(LPoint3) &)FLOATNAME(LVecBase3)::unit_x();
}
/**
* Returns a unit Y point.
*/
INLINE_LINMATH const FLOATNAME(LPoint3) &FLOATNAME(LPoint3)::
unit_y() {
return (const FLOATNAME(LPoint3) &)FLOATNAME(LVecBase3)::unit_y();
}
/**
* Returns a unit Z point.
*/
INLINE_LINMATH const FLOATNAME(LPoint3) &FLOATNAME(LPoint3)::
unit_z() {
return (const FLOATNAME(LPoint3) &)FLOATNAME(LVecBase3)::unit_z();
}
/**
* Returns a 2-component vector that shares just the first two components of
* this vector.
*/
INLINE_LINMATH FLOATNAME(LPoint2) FLOATNAME(LPoint3)::
get_xy() const {
return FLOATNAME(LPoint2)(_v(0), _v(1));
}
/**
* Returns a 2-component vector that shares just the first and last components
* of this vector.
*/
INLINE_LINMATH FLOATNAME(LPoint2) FLOATNAME(LPoint3)::
get_xz() const {
return FLOATNAME(LPoint2)(_v(0), _v(2));
}
/**
* Returns a 2-component vector that shares just the last two components of
* this vector.
*/
INLINE_LINMATH FLOATNAME(LPoint2) FLOATNAME(LPoint3)::
get_yz() const {
return FLOATNAME(LPoint2)(_v(1), _v(2));
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LPoint3) FLOATNAME(LPoint3)::
operator - () const {
return FLOATNAME(LVecBase3)::operator - ();
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LPoint3)::
operator + (const FLOATNAME(LVecBase3) &other) const {
return FLOATNAME(LVecBase3)::operator + (other);
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LPoint3) FLOATNAME(LPoint3)::
operator + (const FLOATNAME(LVector3) &other) const {
return FLOATNAME(LVecBase3)::operator + (other);
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LVecBase3) FLOATNAME(LPoint3)::
operator - (const FLOATNAME(LVecBase3) &other) const {
return FLOATNAME(LVecBase3)::operator - (other);
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LVector3) FLOATNAME(LPoint3)::
operator - (const FLOATNAME(LPoint3) &other) const {
return FLOATNAME(LVecBase3)::operator - (other);
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LPoint3) FLOATNAME(LPoint3)::
operator - (const FLOATNAME(LVector3) &other) const {
return FLOATNAME(LVecBase3)::operator - (other);
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LPoint3) FLOATNAME(LPoint3)::
cross(const FLOATNAME(LVecBase3) &other) const {
return FLOATNAME(LVecBase3)::cross(other);
}
#ifndef FLOATTYPE_IS_INT
/**
* Normalizes the vector and returns the normalized vector as a copy. If the
* vector was a zero-length vector, a zero length vector will be returned.
*/
INLINE_LINMATH FLOATNAME(LPoint3) FLOATNAME(LPoint3)::
normalized() const {
return FLOATNAME(LVecBase3)::normalized();
}
/**
* Returns a new vector representing the projection of this vector onto
* another one. The resulting vector will be a scalar multiple of onto.
*/
INLINE_LINMATH FLOATNAME(LPoint3) FLOATNAME(LPoint3)::
project(const FLOATNAME(LVecBase3) &onto) const {
return FLOATNAME(LVecBase3)::project(onto);
}
#endif // FLOATTYPE_IS_INT
/**
*
*/
INLINE_LINMATH FLOATNAME(LPoint3) FLOATNAME(LPoint3)::
operator * (FLOATTYPE scalar) const {
return FLOATNAME(LPoint3)(FLOATNAME(LVecBase3)::operator * (scalar));
}
/**
*
*/
INLINE_LINMATH FLOATNAME(LPoint3) FLOATNAME(LPoint3)::
operator / (FLOATTYPE scalar) const {
return FLOATNAME(LPoint3)(FLOATNAME(LVecBase3)::operator / (scalar));
}
/**
* Returns the origin of the indicated coordinate system. This is always 0,
* 0, 0 with all of our existing coordinate systems; it's hard to imagine it
* ever being different.
*/
INLINE_LINMATH const FLOATNAME(LPoint3) &FLOATNAME(LPoint3)::
origin(CoordinateSystem) {
return FLOATNAME(LPoint3)::zero();
}
/**
* Returns a point described by right, forward, up displacements from the
* origin, wherever that maps to in the given coordinate system.
*/
INLINE_LINMATH FLOATNAME(LPoint3) FLOATNAME(LPoint3)::
rfu(FLOATTYPE right_v, FLOATTYPE fwd_v, FLOATTYPE up_v,
CoordinateSystem cs) {
return origin(cs) +
FLOATNAME(LVector3)::rfu(right_v, fwd_v, up_v, cs);
}