forked from 0ad/0ad
154 lines
2.3 KiB
C++
154 lines
2.3 KiB
C++
//***********************************************************
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//
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// Name: Vector3D.Cpp
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// Last Update: 28/1/02
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// Author: Poya Manouchehri
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//
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// Description: Provides an interface for a vector in R3 and
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// allows vector and scalar operations on it
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//
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//***********************************************************
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#include "Vector3D.h"
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CVector3D::CVector3D (float x, float y, float z)
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{
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X = x;
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Y = y;
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Z = z;
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}
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int CVector3D::operator ! () const
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{
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if (X != 0.0f ||
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Y != 0.0f ||
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Z != 0.0f)
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return 0;
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return 1;
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}
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//vector addition
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CVector3D CVector3D::operator + (const CVector3D &vector) const
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{
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CVector3D Temp;
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Temp.X = X + vector.X;
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Temp.Y = Y + vector.Y;
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Temp.Z = Z + vector.Z;
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return Temp;
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}
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//vector addition/assignment
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CVector3D &CVector3D::operator += (const CVector3D &vector)
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{
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X += vector.X;
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Y += vector.Y;
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Z += vector.Z;
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return *this;
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}
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//vector subtraction
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CVector3D CVector3D::operator - (const CVector3D &vector) const
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{
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CVector3D Temp;
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Temp.X = X - vector.X;
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Temp.Y = Y - vector.Y;
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Temp.Z = Z - vector.Z;
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return Temp;
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}
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//vector negation
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CVector3D CVector3D::operator-() const
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{
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CVector3D Temp;
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Temp.X = -X;
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Temp.Y = -Y;
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Temp.Z = -Z;
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return Temp;
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}
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//vector subtrcation/assignment
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CVector3D &CVector3D::operator -= (const CVector3D &vector)
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{
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X -= vector.X;
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Y -= vector.Y;
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Z -= vector.Z;
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return *this;
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}
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//scalar multiplication
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CVector3D CVector3D::operator * (float value) const
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{
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CVector3D Temp;
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Temp.X = X * value;
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Temp.Y = Y * value;
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Temp.Z = Z * value;
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return Temp;
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}
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//scalar multiplication/assignment
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CVector3D& CVector3D::operator *= (float value)
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{
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X *= value;
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Y *= value;
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Z *= value;
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return *this;
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}
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void CVector3D::Set (float x, float y, float z)
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{
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X = x;
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Y = y;
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Z = z;
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}
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void CVector3D::Clear ()
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{
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X = Y = Z = 0.0f;
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}
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//Dot product
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float CVector3D::Dot (const CVector3D &vector) const
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{
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return ( X * vector.X +
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Y * vector.Y +
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Z * vector.Z );
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}
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//Cross product
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CVector3D CVector3D::Cross (const CVector3D &vector) const
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{
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CVector3D Temp;
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Temp.X = (Y * vector.Z) - (Z * vector.Y);
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Temp.Y = (Z * vector.X) - (X * vector.Z);
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Temp.Z = (X * vector.Y) - (Y * vector.X);
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return Temp;
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}
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float CVector3D::GetLength () const
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{
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return sqrtf ( SQR(X) + SQR(Y) + SQR(Z) );
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}
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void CVector3D::Normalize ()
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{
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float scale = 1.0f/GetLength ();
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X *= scale;
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Y *= scale;
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Z *= scale;
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}
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