re3/src/math/Vector.h

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C
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#pragma once
class CVector
{
public:
float x, y, z;
CVector(void) {}
CVector(float x, float y, float z) : x(x), y(y), z(z) {}
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// CVector(CVector &refVector) : x(refVector.x), y(refVector.y), z(refVector.z) { }
// CVector(const CVector &refVector) : x(refVector.x), y(refVector.y), z(refVector.z) {}
// CVector(CVector2D &refVector, float _z = 0.0f) : x(refVector.x), y(refVector.y), z(_z) {}
#ifdef RWCORE_H
CVector(RwV3d const &v) : x(v.x), y(v.y), z(v.z) {}
operator RwV3d (void) const {
RwV3d vecRw = { this->x, this->y, this->z };
return vecRw;
}
operator RwV3d *(void)
{
return (RwV3d *)this;
}
operator RwV3d &(void)
{
return *((RwV3d *)this);
}
#endif
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float Magnitude(void) const { return sqrt(x*x + y*y + z*z); }
float MagnitudeSqr(void) const { return x*x + y*y + z*z; }
float Magnitude2D(void) const { return sqrt(x*x + y*y); }
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void Normalise(void);
// operator =
inline CVector const& operator = (CVector const &refRight)
{
x = refRight.x;
y = refRight.y;
z = refRight.z;
return *this;
}
inline CVector const& operator = (float fRight)
{
x = fRight;
y = fRight;
z = fRight;
return *this;
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}
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// operator +=
inline CVector const& operator += (CVector const &refRight)
{
x += refRight.x;
y += refRight.y;
z += refRight.z;
return *this;
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}
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inline CVector const& operator += (float fRight)
{
x += fRight;
y += fRight;
z += fRight;
return *this;
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}
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// operator -=
inline CVector const& operator -= (CVector const &refRight)
{
x -= refRight.x;
y -= refRight.y;
z -= refRight.z;
return *this;
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}
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inline CVector const& operator -= (float fRight)
{
x -= fRight;
y -= fRight;
z -= fRight;
return *this;
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}
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// operator *=
inline CVector const& operator *= (CVector const &refRight)
{
x *= refRight.x;
y *= refRight.y;
z *= refRight.z;
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return *this;
}
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inline CVector const& operator *= (float fRight)
{
x *= fRight;
y *= fRight;
z *= fRight;
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return *this;
}
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// operator /=
inline CVector const& operator /= (CVector const &refRight)
{
x /= refRight.x;
y /= refRight.y;
z /= refRight.z;
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return *this;
}
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inline CVector const& operator /= (float fRight)
{
x /= fRight;
y /= fRight;
z /= fRight;
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return *this;
}
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inline CVector operator - () const
{
return CVector(-x, -y, -z);
}
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bool IsZero(void) { return x == 0.0f && y == 0.0f && z == 0.0f; }
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};
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//extern CVector operator*(CMatrix const& matrix, CVector const& vector);
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inline float
DotProduct(const CVector &v1, const CVector &v2)
{
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
}
inline CVector
CrossProduct(const CVector &v1, const CVector &v2)
{
return CVector(
v1.y*v2.z - v1.z*v2.y,
v1.z*v2.x - v1.x*v2.z,
v1.x*v2.y - v1.y*v2.x);
}
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// operator +
extern CVector operator + (CVector const &refLeft, CVector const &refRight);
extern CVector operator + (CVector const &refLeft, float fRight);
extern CVector operator + (float fLeft, CVector const &refRight);
// operator -
extern CVector operator - (CVector const &refLeft, CVector const &refRight);
extern CVector operator - (CVector const &refLeft, float fRight);
extern CVector operator - (float fLeft, CVector const &refRight);
// operator *
extern CVector operator * (CVector const &refLeft, CVector const &refRight);
extern CVector operator * (CVector const &refLeft, float fRight);
extern CVector operator * (float fLeft, CVector const &refRight);
// operator /
extern CVector operator / (CVector const &refLeft, CVector const &refRight);
extern CVector operator / (CVector const &refLeft, float fRight);
extern CVector operator / (float fLeft, CVector const &refRight);