mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
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169 lines
2.9 KiB
C++
169 lines
2.9 KiB
C++
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#ifndef __VECTOR_HPP
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#define __VECTOR_HPP
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#include <gccore.h>
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#include <math.h>
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class Vector3D : public guVector
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{
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public:
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Vector3D(void)
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{
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x = 0.f;
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y = 0.f;
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z = 0.f;
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}
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Vector3D(const guVector &v)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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}
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Vector3D(float px, float py, float pz)
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{
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x = px;
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y = py;
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z = pz;
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}
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Vector3D(float px, float py)
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{
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x = px;
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y = py;
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z = 0.f;
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}
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float sqNorm(void) const
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{
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return x * x + y * y + z * z;
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}
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float norm(void) const
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{
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return sqrt(sqNorm());
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}
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Vector3D operator-(const Vector3D &v) const
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{
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return Vector3D(x - v.x, y - v.y, z - v.z);
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}
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Vector3D operator+(const Vector3D &v) const
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{
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return Vector3D(x + v.x, y + v.y, z + v.z);
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}
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bool operator!=(const Vector3D &v) const
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{
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return fabs(x - v.x) > 0.f || fabs(y - v.y) > 0.f || fabs(z - v.z) > 0.f;
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}
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bool operator==(const Vector3D &v) const
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{
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return fabs(x - v.x) == 0.f && fabs(y - v.y) == 0.f && fabs(z - v.z) == 0.f;
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}
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Vector3D &operator-=(const Vector3D &v)
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{
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x -= v.x;
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y -= v.y;
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z -= v.z;
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return *this;
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}
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Vector3D &operator+=(const Vector3D &v)
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{
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x += v.x;
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y += v.y;
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z += v.z;
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return *this;
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}
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Vector3D &operator*=(const Vector3D &v)
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{
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x *= v.x;
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y *= v.y;
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z *= v.z;
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return *this;
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}
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Vector3D operator/(float f) const
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{
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return f == 0.f ? *this : Vector3D(x / f, y / f, z / f);
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}
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Vector3D operator*(const Vector3D &v) const
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{
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return Vector3D(x * v.x, y * v.y, z * v.z);
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}
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Vector3D operator*(float f) const
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{
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return Vector3D(x * f, y * f, z * f);
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}
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Vector3D unit(void) const
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{
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return operator/(norm());
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}
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Vector3D operator-(void) const
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{
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return Vector3D(-x, -y, -z);
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}
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Vector3D rotateX(float angle) const
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{
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angle *= 0.01745329251994329577;
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float c = cos(angle);
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float s = sin(angle);
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return Vector3D(x, y * c - z * s, z * c + y * s);
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}
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Vector3D rotateY(float angle) const
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{
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angle *= 0.01745329251994329577;
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float c = cos(angle);
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float s = sin(angle);
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return Vector3D(x * c + z * s, y, z * c - x * s);
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}
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Vector3D rotateZ(float angle) const
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{
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angle *= 0.01745329251994329577;
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float c = cos(angle);
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float s = sin(angle);
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return Vector3D(x * c - y * s, y * c + x * s, z);
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}
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Vector3D rotateX(float c, float s) const
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{
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return Vector3D(x, y * c - z * s, z * c + y * s);
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}
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Vector3D rotateY(float c, float s) const
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{
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return Vector3D(x * c + z * s, y, z * c - x * s);
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}
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Vector3D rotateZ(float c, float s) const
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{
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return Vector3D(x * c - y * s, y * c + x * s, z);
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}
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float dot(const Vector3D &v) const
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{
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return x * v.x + y * v.y + z * v.z;
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}
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Vector3D cross(const Vector3D &v) const
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{
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return Vector3D(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
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}
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};
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#endif // !defined(__VECTOR_HPP)
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