1
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forked from 0ad/0ad
0ad/source/maths/Vector3D.cpp
wraitii 369c2e8801 Further header & precompiled cleanup, fix no-PCH builds.
GUIObjectBase is made a IGUIObject* to avoid including those headers
un-necessarily. Subsequent diffs ought to clean up the various of
pointers for that with a similar type with reference semantics.

Also:
- Add standard C and C++ headers (mostly cstring for memcpy, string and
vector) where needed.
- Swap out some includes for forward declarations
- Clean up un-necessary boost includes in precompiled and other headers.
- Clean up precompiled headers, including fewer things.
- Move ACPI to the windows-specific folder as it's included there only
and mostly specific to that platform.

Thanks Stan for the testing.

Differential Revision: https://code.wildfiregames.com/D3129
This was SVN commit r24352.
2020-12-09 14:39:14 +00:00

97 lines
2.0 KiB
C++

/* Copyright (C) 2020 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 <http://www.gnu.org/licenses/>.
*/
/*
* Provides an interface for a vector in R3 and allows vector and
* scalar operations on it
*/
#include "precompiled.h"
#include "Vector3D.h"
#include "MathUtil.h"
#include "FixedVector3D.h"
#include <cmath>
#include <algorithm>
#include <limits>
CVector3D::CVector3D(const CFixedVector3D& v) :
X(v.X.ToFloat()), Y(v.Y.ToFloat()), Z(v.Z.ToFloat())
{
}
// static
CVector3D CVector3D::Max()
{
const float max_float = std::numeric_limits<float>::max();
return CVector3D(max_float, max_float, max_float);
}
// static
CVector3D CVector3D::Min()
{
const float max_float = std::numeric_limits<float>::max();
return CVector3D(-max_float, -max_float, -max_float);
}
int CVector3D::operator ! () const
{
if (X != 0.0f ||
Y != 0.0f ||
Z != 0.0f)
return 0;
return 1;
}
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)
{
return std::max({v.X, v.Y, v.Z});
}