/* Copyright (C) 2019 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 */ #ifndef INCLUDED_VECTOR3D #define INCLUDED_VECTOR3D class CFixedVector3D; class CVector3D { public: float X, Y, Z; public: // Returns maximum/minimum possible position stored in the CVector3D. static CVector3D Max(); static CVector3D Min(); CVector3D() : X(0.0f), Y(0.0f), Z(0.0f) {} CVector3D(float x, float y, float z) : X(x), Y(y), Z(z) {} CVector3D(const CFixedVector3D& v); int operator!() const; float& operator[](int index) { return *((&X)+index); } const float& operator[](int index) const { return *((&X)+index); } // vector equality (testing float equality, so please be careful if necessary) bool operator==(const CVector3D &vector) const { return (X == vector.X && Y == vector.Y && Z == vector.Z); } bool operator!=(const CVector3D& vector) const { return !operator==(vector); } CVector3D operator+(const CVector3D& vector) const { return CVector3D(X + vector.X, Y + vector.Y, Z + vector.Z); } CVector3D& operator+=(const CVector3D& vector) { X += vector.X; Y += vector.Y; Z += vector.Z; return *this; } CVector3D operator-(const CVector3D& vector) const { return CVector3D(X - vector.X, Y - vector.Y, Z - vector.Z); } CVector3D& operator-=(const CVector3D& vector) { X -= vector.X; Y -= vector.Y; Z -= vector.Z; return *this; } CVector3D operator*(float value) const { return CVector3D(X * value, Y * value, Z * value); } CVector3D& operator*=(float value) { X *= value; Y *= value; Z *= value; return *this; } CVector3D operator-() const { return CVector3D(-X, -Y, -Z); } public: float Dot (const CVector3D &vector) const { return ( X * vector.X + Y * vector.Y + Z * vector.Z ); } 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 Length () const; float LengthSquared () const; void Normalize (); CVector3D Normalized () const; // Returns 3 element array of floats, e.g. for glVertex3fv const float* GetFloatArray() const { return &X; } }; extern float MaxComponent(const CVector3D& v); #endif