WiiFlow_Lite/source/gui/vector.hpp

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2012-01-21 21:57:41 +01:00
#ifndef __VECTOR_HPP
#define __VECTOR_HPP
#include <gccore.h>
#include <math.h>
class Vector3D : public guVector
{
public:
Vector3D(void)
{
x = 0.f;
y = 0.f;
z = 0.f;
}
Vector3D(const guVector &v)
{
x = v.x;
y = v.y;
z = v.z;
}
Vector3D(float px, float py, float pz)
{
x = px;
y = py;
z = pz;
}
Vector3D(float px, float py)
{
x = px;
y = py;
z = 0.f;
}
float sqNorm(void) const
{
return x * x + y * y + z * z;
}
float norm(void) const
{
return sqrt(sqNorm());
}
Vector3D operator-(const Vector3D &v) const
{
return Vector3D(x - v.x, y - v.y, z - v.z);
}
Vector3D operator+(const Vector3D &v) const
{
return Vector3D(x + v.x, y + v.y, z + v.z);
}
bool operator!=(const Vector3D &v) const
{
return fabs(x - v.x) > 0.f || fabs(y - v.y) > 0.f || fabs(z - v.z) > 0.f;
}
bool operator==(const Vector3D &v) const
{
return fabs(x - v.x) == 0.f && fabs(y - v.y) == 0.f && fabs(z - v.z) == 0.f;
}
Vector3D &operator-=(const Vector3D &v)
{
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
}
Vector3D &operator+=(const Vector3D &v)
{
x += v.x;
y += v.y;
z += v.z;
return *this;
}
Vector3D &operator*=(const Vector3D &v)
{
x *= v.x;
y *= v.y;
z *= v.z;
return *this;
}
Vector3D operator/(float f) const
{
return f == 0.f ? *this : Vector3D(x / f, y / f, z / f);
}
Vector3D operator*(const Vector3D &v) const
{
return Vector3D(x * v.x, y * v.y, z * v.z);
}
Vector3D operator*(float f) const
{
return Vector3D(x * f, y * f, z * f);
}
Vector3D unit(void) const
{
return operator/(norm());
}
Vector3D operator-(void) const
{
return Vector3D(-x, -y, -z);
}
Vector3D rotateX(float angle) const
{
angle *= 0.01745329251994329577;
float c = cos(angle);
float s = sin(angle);
return Vector3D(x, y * c - z * s, z * c + y * s);
}
Vector3D rotateY(float angle) const
{
angle *= 0.01745329251994329577;
float c = cos(angle);
float s = sin(angle);
return Vector3D(x * c + z * s, y, z * c - x * s);
}
Vector3D rotateZ(float angle) const
{
angle *= 0.01745329251994329577;
float c = cos(angle);
float s = sin(angle);
return Vector3D(x * c - y * s, y * c + x * s, z);
}
Vector3D rotateX(float c, float s) const
{
return Vector3D(x, y * c - z * s, z * c + y * s);
}
Vector3D rotateY(float c, float s) const
{
return Vector3D(x * c + z * s, y, z * c - x * s);
}
Vector3D rotateZ(float c, float s) const
{
return Vector3D(x * c - y * s, y * c + x * s, z);
}
float dot(const Vector3D &v) const
{
return x * v.x + y * v.y + z * v.z;
}
Vector3D cross(const Vector3D &v) const
{
return Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
}
};
#endif // !defined(__VECTOR_HPP)