forked from 0ad/0ad
83 lines
2.3 KiB
C++
83 lines
2.3 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Provides an interface for a vector in R3 and allows vector and
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* scalar operations on it
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*/
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#ifndef INCLUDED_VECTOR3D
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#define INCLUDED_VECTOR3D
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class CVector3D
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{
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public:
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float X, Y, Z;
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public:
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CVector3D () : X(0.0f), Y(0.0f), Z(0.0f) {}
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CVector3D (float x, float y, float z) : X(x), Y(y), Z(z) {}
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int operator!() const;
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float& operator[](int index) { return *((&X)+index); }
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const float& operator[](int index) const { return *((&X)+index); }
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//vector equality (testing float equality, so please be careful if necessary)
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bool operator== (const CVector3D &vector) const;
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bool operator!= (const CVector3D &vector) const { return !operator==(vector); }
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//vector addition
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CVector3D operator + (const CVector3D &vector) const ;
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//vector addition/assignment
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CVector3D &operator += (const CVector3D &vector);
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//vector subtraction
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CVector3D operator - (const CVector3D &vector) const ;
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//vector subtraction/assignment
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CVector3D &operator -= (const CVector3D &vector);
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//scalar multiplication
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CVector3D operator * (float value) const ;
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//scalar multiplication/assignment
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CVector3D& operator *= (float value);
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// negation
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CVector3D operator-() const;
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public:
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void Set (float x, float y, float z);
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void Clear ();
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//Dot product
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float Dot (const CVector3D &vector) const;
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//Cross product
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CVector3D Cross (const CVector3D &vector) const;
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//Returns length of the vector
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float Length () const;
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float LengthSquared () const;
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void Normalize ();
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// Returns 3 element array of floats, e.g. for glVertex3fv
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const float* GetFloatArray() const { return &X; }
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};
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extern float MaxComponent(const CVector3D& v);
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#endif
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