re3-wiiu/src/math/Vector.h

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