mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-12-27 20:31:54 +01:00
169 lines
2.9 KiB
C++
169 lines
2.9 KiB
C++
|
|
||
|
#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)
|