214 lines
4.1 KiB
C
214 lines
4.1 KiB
C
#ifndef __VECTOR3_H__
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#define __VECTOR3_H__
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#include "mathtypes.h"
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#include "math.h"
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//AF - added this to suppress warning for nonstandard [unnamed union]
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#pragma warning(push)
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#pragma warning(disable:4201)
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// there should be _NO_ constructor
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// there is now :o)
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struct Vector3
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{
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Vector3(){};
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Vector3(real _x,real _y,real _z)
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{
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x=_x;
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y=_y;
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z=_z;
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}
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union
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{
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real m_Vec[3];
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struct
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{
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real x, y, z;
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};
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};
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inline bool operator==( Vector3 const &other );
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inline Vector3 & operator+=( Vector3 const &other );
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inline Vector3 & operator-=( Vector3 const &other );
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inline Vector3 & operator/=( real val );
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inline Vector3 & operator*=( real val );
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inline real &operator[](int idx);
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inline real const &operator[](int idx) const;
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inline real GetLength( void ) const;
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inline real GetLengthSquared( void ) const;
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inline void Normalise( void );
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inline void Zero(void); //AF - hope mike don't mind me fiddling with his bits...
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friend inline real operator*( Vector3 const &a, Vector3 const &b ); // dot product
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friend inline Vector3 operator^( Vector3 const &a, Vector3 const &b ); // cross product
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friend inline Vector3 operator+( Vector3 const &a, Vector3 const &b );
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friend inline Vector3 operator-( Vector3 const &a, Vector3 const &b );
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friend inline Vector3 operator*( Vector3 const &a, real val );
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friend inline Vector3 operator/( Vector3 const &a, real val );
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friend inline Vector3 operator*( real val, Vector3 const &a );
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friend inline Vector3 operator/( real val, Vector3 const &a );
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};
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#pragma warning(pop)
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//AF - warning no longer suppressed
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inline bool Vector3::operator==( Vector3 const &other )
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{
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return (x==other.x && y==other.y && z==other.z);
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}
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inline Vector3 & Vector3::operator+=( Vector3 const &other )
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{
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x += other.x;
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y += other.y;
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z += other.z;
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return *this;
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}
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inline Vector3 & Vector3::operator-=( Vector3 const &other )
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{
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x -= other.x;
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y -= other.y;
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z -= other.z;
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return *this;
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}
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inline Vector3 & Vector3::operator/=( real val )
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{
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float temp = 1.f / val;
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x *= temp;
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y *= temp;
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z *= temp;
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return *this;
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}
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inline Vector3 & Vector3::operator*=( real val )
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{
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x *= val;
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y *= val;
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z *= val;
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return *this;
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}
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inline real Vector3::GetLength( void ) const
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{
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real sqmag = x * x + y * y + z * z;
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real mag = (real)sqrt( sqmag );
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return mag;
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}
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inline real Vector3::GetLengthSquared( void ) const
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{
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real sqmag = x * x + y * y + z * z;
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return sqmag;
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}
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inline void Vector3::Normalise( void )
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{
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real mag = GetLength();
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real oneomag = 1.f / mag;
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x *= oneomag;
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y *= oneomag;
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z *= oneomag;
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}
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inline void Vector3::Zero(void)
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{
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x=0;
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y=0;
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z=0;
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}
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inline real &Vector3::operator[](int idx)
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{
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return m_Vec[idx];
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}
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inline real const &Vector3::operator[](int idx) const
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{
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return m_Vec[idx];
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}
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inline real operator*( Vector3 const &a, Vector3 const &b ) // dot product, assumes
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{
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real tot = a.x * b.x + a.y * b.y + a.z * b.z;
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return tot;
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}
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inline Vector3 operator^( Vector3 const &a, Vector3 const &b ) // cross product
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{
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Vector3 temp;
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temp.x = a.y * b.z - a.z * b.y;
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temp.y = a.z * b.x - a.x * b.z;
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temp.z = a.x * b.y - a.y * b.x;
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return temp;
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}
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inline Vector3 operator+( Vector3 const &a, Vector3 const &b )
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{
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Vector3 temp;
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temp.x = a.x + b.x;
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temp.y = a.y + b.y;
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temp.z = a.z + b.z;
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return temp;
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}
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inline Vector3 operator-( Vector3 const &a, Vector3 const &b )
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{
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Vector3 temp;
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temp.x = a.x - b.x;
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temp.y = a.y - b.y;
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temp.z = a.z - b.z;
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return temp;
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}
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inline Vector3 operator*( Vector3 const &a, real val )
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{
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Vector3 temp;
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temp.x = a.x * val;
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temp.y = a.y * val;
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temp.z = a.z * val;
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return temp;
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}
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inline Vector3 operator/( Vector3 const &a, real val )
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{
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Vector3 temp;
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float oneoval = 1.f / val;
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temp.x = a.x * oneoval;
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temp.y = a.y * oneoval;
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temp.z = a.z * oneoval;
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return temp;
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}
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inline Vector3 operator*( real val, Vector3 const &a )
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{
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Vector3 temp;
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temp.x = a.x * val;
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temp.y = a.y * val;
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temp.z = a.z * val;
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return temp;
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}
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inline Vector3 operator/( real val, Vector3 const &a )
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{
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Vector3 temp;
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float oneoval = 1.f / val;
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temp.x = a.x * oneoval;
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temp.y = a.y * oneoval;
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temp.z = a.z * oneoval;
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return temp;
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}
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#endif |