/** * ========================================================================= * File : Vector3D.h * Project : 0 A.D. * Description : Provides an interface for a vector in R3 and * allows vector and scalar operations on it * ========================================================================= */ #ifndef INCLUDED_VECTOR3D #define INCLUDED_VECTOR3D class CVector3D { public: float X, Y, Z; public: CVector3D () : X(0.0f), Y(0.0f), Z(0.0f) {} CVector3D (float x, float y, float z) : X(x), Y(y), Z(z) {} 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; bool operator!= (const CVector3D &vector) const { return !operator==(vector); } //vector addition CVector3D operator + (const CVector3D &vector) const ; //vector addition/assignment CVector3D &operator += (const CVector3D &vector); //vector subtraction CVector3D operator - (const CVector3D &vector) const ; //vector subtraction/assignment CVector3D &operator -= (const CVector3D &vector); //scalar multiplication CVector3D operator * (float value) const ; //scalar multiplication/assignment CVector3D& operator *= (float value); // negation CVector3D operator-() const; public: void Set (float x, float y, float z); void Clear (); //Dot product float Dot (const CVector3D &vector) const; //Cross product CVector3D Cross (const CVector3D &vector) const; //Returns length of the vector float Length () const; float LengthSquared () const; void Normalize (); // Returns 3 element array of floats, e.g. for glVertex3fv const float* GetFloatArray() const { return &X; } }; #endif