/* Copyright (C) 2010 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* * Provides an interface for a vector in R3 and allows vector and * scalar operations on it */ #include "precompiled.h" #include "Vector3D.h" #include #include #include "MathUtil.h" #include "FixedVector3D.h" CVector3D::CVector3D(const CFixedVector3D& v) : X(v.X.ToFloat()), Y(v.Y.ToFloat()), Z(v.Z.ToFloat()) { } int CVector3D::operator ! () const { if (X != 0.0f || Y != 0.0f || Z != 0.0f) return 0; return 1; } float CVector3D::Dot (const CVector3D &vector) const { return ( X * vector.X + Y * vector.Y + Z * vector.Z ); } CVector3D CVector3D::Cross (const CVector3D &vector) const { CVector3D Temp; Temp.X = (Y * vector.Z) - (Z * vector.Y); Temp.Y = (Z * vector.X) - (X * vector.Z); Temp.Z = (X * vector.Y) - (Y * vector.X); return Temp; } float CVector3D::LengthSquared () const { return ( SQR(X) + SQR(Y) + SQR(Z) ); } float CVector3D::Length () const { return sqrtf ( LengthSquared() ); } void CVector3D::Normalize () { float scale = 1.0f/Length (); X *= scale; Y *= scale; Z *= scale; } CVector3D CVector3D::Normalized () const { float scale = 1.0f/Length (); return CVector3D(X * scale, Y * scale, Z * scale); } //----------------------------------------------------------------------------- float MaxComponent(const CVector3D& v) { float max = -FLT_MAX; for(int i = 0; i < 3; i++) max = std::max(max, v[i]); return max; }