2019-05-15 16:52:37 +02:00
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#pragma once
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class CVector
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{
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public:
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float x, y, z;
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CVector(void) {}
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CVector(float x, float y, float z) : x(x), y(y), z(z) {}
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// CVector(rw::V3d const &v) : x(v.x), y(v.y), z(v.z) {}
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float Magnitude(void) const { return sqrt(x*x + y*y + z*z); }
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float MagnitudeSqr(void) const { return x*x + y*y + z*z; }
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float Magnitude2D(void) const { return sqrt(x*x + y*y); }
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void Normalise(void){
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float sq = MagnitudeSqr();
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if(sq > 0.0f){
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float invsqrt = 1.0f/sqrt(sq);
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x *= invsqrt;
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y *= invsqrt;
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z *= invsqrt;
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}else
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x = 1.0f;
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}
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// rw::V3d ToRW(void){
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// return rw::makeV3d(x, y, z);
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// }
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// void operator=(rw::V3d const &rhs){
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// x = rhs.x;
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// y = rhs.y;
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// z = rhs.z;
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// }
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CVector operator-(const CVector &rhs) const {
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return CVector(x-rhs.x, y-rhs.y, z-rhs.z);
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}
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CVector operator+(const CVector &rhs) const {
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return CVector(x+rhs.x, y+rhs.y, z+rhs.z);
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}
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CVector operator*(float t) const {
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return CVector(x*t, y*t, z*t);
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}
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CVector operator/(float t) const {
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return CVector(x/t, y/t, z/t);
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}
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CVector &operator-=(const CVector &rhs) {
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this->x -= rhs.x;
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this->y -= rhs.y;
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this->z -= rhs.z;
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return *this;
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}
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CVector &operator+=(const CVector &rhs) {
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this->x += rhs.x;
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this->y += rhs.y;
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this->z += rhs.z;
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return *this;
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}
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CVector &operator*=(float t) {
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this->x *= t;
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this->y *= t;
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this->z *= t;
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return *this;
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}
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CVector &operator/=(float t) {
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this->x /= t;
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this->y /= t;
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this->z /= t;
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return *this;
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}
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2019-05-19 21:28:10 +02:00
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bool IsZero(void) { return x == 0.0f && y == 0.0f && z == 0.0f; }
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2019-05-15 16:52:37 +02:00
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};
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inline float
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DotProduct(const CVector &v1, const CVector &v2)
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{
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return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
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}
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inline CVector
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CrossProduct(const CVector &v1, const CVector &v2)
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{
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return CVector(
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v1.y*v2.z - v1.z*v2.y,
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v1.z*v2.x - v1.x*v2.z,
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v1.x*v2.y - v1.y*v2.x);
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}
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