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forked from 0ad/0ad
0ad/source/maths/Vector3D.cpp
Ykkrosh f5a2a141dc Fixed non-PCH compiles.
Removed a few global variables from Atlas.
Added call to srand(time).
Restored NotebookEvent in wxJS.
Fixed CPU-detection in Valgrind.

This was SVN commit r5318.
2007-09-02 23:38:58 +00:00

149 lines
2.6 KiB
C++

/**
* =========================================================================
* File : Vector3D.cpp
* Project : 0 A.D.
* Description : Provides an interface for a vector in R3 and
* allows vector and scalar operations on it
* =========================================================================
*/
#include "precompiled.h"
#include "Vector3D.h"
#include <math.h>
#include <float.h>
#include "MathUtil.h"
int CVector3D::operator ! () const
{
if (X != 0.0f ||
Y != 0.0f ||
Z != 0.0f)
return 0;
return 1;
}
bool CVector3D::operator== (const CVector3D &vector) const
{
return (X == vector.X && Y == vector.Y && Z == vector.Z);
}
//vector addition
CVector3D CVector3D::operator + (const CVector3D &vector) const
{
return CVector3D(X+vector.X, Y+vector.Y, Z+vector.Z);
}
//vector addition/assignment
CVector3D &CVector3D::operator += (const CVector3D &vector)
{
X += vector.X;
Y += vector.Y;
Z += vector.Z;
return *this;
}
//vector subtraction
CVector3D CVector3D::operator - (const CVector3D &vector) const
{
return CVector3D(X-vector.X, Y-vector.Y, Z-vector.Z);
}
//vector negation
CVector3D CVector3D::operator-() const
{
return CVector3D(-X, -Y, -Z);
}
//vector subtrcation/assignment
CVector3D &CVector3D::operator -= (const CVector3D &vector)
{
X -= vector.X;
Y -= vector.Y;
Z -= vector.Z;
return *this;
}
//scalar multiplication
CVector3D CVector3D::operator * (float value) const
{
return CVector3D(X*value, Y*value, Z*value);
}
//scalar multiplication/assignment
CVector3D& CVector3D::operator *= (float value)
{
X *= value;
Y *= value;
Z *= value;
return *this;
}
void CVector3D::Set (float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
void CVector3D::Clear ()
{
X = Y = Z = 0.0f;
}
//Dot product
float CVector3D::Dot (const CVector3D &vector) const
{
return ( X * vector.X +
Y * vector.Y +
Z * vector.Z );
}
//Cross product
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;
}
//-----------------------------------------------------------------------------
float MaxComponent(const CVector3D& v)
{
float max = -FLT_MAX;
for(int i = 0; i < 3; i++)
max = std::max(max, v[i]);
return max;
}