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0ad/source/maths/Vector3D.cpp

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