🏗️ Support for up to 6 linear axes (#19112)
Co-authored-by: Scott Lahteine <github@thinkyhead.com>
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@@ -44,12 +44,16 @@
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class matrix_3x3;
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struct vector_3 : xyz_float_t {
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vector_3(const_float_t _x, const_float_t _y, const_float_t _z) { set(_x, _y, _z); }
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vector_3(const xy_float_t &in) { set(in.x, in.y); }
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vector_3(const xyz_float_t &in) { set(in.x, in.y, in.z); }
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vector_3(const xyze_float_t &in) { set(in.x, in.y, in.z); }
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vector_3() { reset(); }
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struct vector_3 {
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union {
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struct { float x, y, z; };
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float pos[3];
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};
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vector_3(const_float_t _x, const_float_t _y, const_float_t _z) : x(_x), y(_y), z(_z) {}
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vector_3(const xy_float_t &in) { x = in.x; TERN_(HAS_Y_AXIS, y = in.y); }
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vector_3(const xyz_float_t &in) { x = in.x; TERN_(HAS_Y_AXIS, y = in.y); TERN_(HAS_Z_AXIS, z = in.z); }
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vector_3(const xyze_float_t &in) { x = in.x; TERN_(HAS_Y_AXIS, y = in.y); TERN_(HAS_Z_AXIS, z = in.z); }
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vector_3() { x = y = z = 0; }
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// Factory method
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static vector_3 cross(const vector_3 &a, const vector_3 &b);
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@@ -59,19 +63,26 @@ struct vector_3 : xyz_float_t {
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void apply_rotation(const matrix_3x3 &matrix);
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// Accessors
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float get_length() const;
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float magnitude() const;
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vector_3 get_normal() const;
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// Operators
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FORCE_INLINE vector_3 operator+(const vector_3 &v) const { vector_3 o = *this; o += v; return o; }
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FORCE_INLINE vector_3 operator-(const vector_3 &v) const { vector_3 o = *this; o -= v; return o; }
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FORCE_INLINE vector_3 operator*(const float &v) const { vector_3 o = *this; o *= v; return o; }
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float& operator[](const int n) { return pos[n]; }
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const float& operator[](const int n) const { return pos[n]; }
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vector_3& operator*=(const float &v) { x *= v; y *= v; z *= v; return *this; }
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vector_3 operator+(const vector_3 &v) { return vector_3(x + v.x, y + v.y, z + v.z); }
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vector_3 operator-(const vector_3 &v) { return vector_3(x - v.x, y - v.y, z - v.z); }
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vector_3 operator*(const float &v) { return vector_3(x * v, y * v, z * v); }
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operator xy_float_t() { return xy_float_t({ x, y }); }
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operator xyz_float_t() { return xyz_float_t({ x, y, z }); }
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void debug(PGM_P const title);
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};
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struct matrix_3x3 {
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abc_float_t vectors[3];
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vector_3 vectors[3];
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// Factory methods
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static matrix_3x3 create_from_rows(const vector_3 &row_0, const vector_3 &row_1, const vector_3 &row_2);
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@@ -83,6 +94,4 @@ struct matrix_3x3 {
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void debug(PGM_P const title);
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void apply_rotation_xyz(float &x, float &y, float &z);
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FORCE_INLINE void apply_rotation_xyz(xyz_pos_t &pos) { apply_rotation_xyz(pos.x, pos.y, pos.z); }
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};
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