#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)