re3/src/math/Vector.h

122 lines
2.7 KiB
C
Raw Normal View History

2019-05-15 14:52:37 +00:00
#pragma once
class CVector
{
public:
float x, y, z;
CVector(void) {}
CVector(float x, float y, float z) : x(x), y(y), z(z) {}
2019-05-29 00:52:30 +00:00
#ifdef RWCORE_H
2019-05-29 22:47:33 +00:00
CVector(const RwV3d &v) : x(v.x), y(v.y), z(v.z) {}
2019-05-29 00:52:30 +00:00
operator RwV3d (void) const {
RwV3d vecRw = { this->x, this->y, this->z };
return vecRw;
}
2019-05-29 22:47:33 +00:00
operator RwV3d *(void) {
return (RwV3d*)this;
2019-05-29 00:52:30 +00:00
}
#endif
2019-07-18 13:41:09 +00:00
// (0,1,0) means no rotation. So get right vector and its atan
2019-07-10 15:18:26 +00:00
float Heading(void) const { return Atan2(-x, y); }
float Magnitude(void) const { return Sqrt(x*x + y*y + z*z); }
2019-05-15 14:52:37 +00:00
float MagnitudeSqr(void) const { return x*x + y*y + z*z; }
2019-07-10 15:18:26 +00:00
float Magnitude2D(void) const { return Sqrt(x*x + y*y); }
2019-05-31 23:58:19 +00:00
float MagnitudeSqr2D(void) const { return x*x + y*y; }
void Normalise(void);
2020-04-15 05:03:53 +00:00
void Normalise2D(void) {
float sq = MagnitudeSqr2D();
float invsqrt = RecipSqrt(sq);
x *= invsqrt;
y *= invsqrt;
}
2019-05-29 22:47:33 +00:00
const CVector &operator+=(CVector const &right) {
2019-05-29 22:47:33 +00:00
x += right.x;
y += right.y;
z += right.z;
2019-05-29 00:52:30 +00:00
return *this;
2019-05-15 14:52:37 +00:00
}
2019-05-29 22:47:33 +00:00
const CVector &operator-=(CVector const &right) {
2019-05-29 22:47:33 +00:00
x -= right.x;
y -= right.y;
z -= right.z;
2019-05-15 14:52:37 +00:00
return *this;
}
2019-05-29 22:47:33 +00:00
const CVector &operator*=(float right) {
2019-05-29 22:47:33 +00:00
x *= right;
y *= right;
z *= right;
2019-05-15 14:52:37 +00:00
return *this;
}
2019-05-29 22:47:33 +00:00
const CVector &operator/=(float right) {
2019-05-29 22:47:33 +00:00
x /= right;
y /= right;
z /= right;
2019-05-15 14:52:37 +00:00
return *this;
}
2019-05-29 22:47:33 +00:00
CVector operator-() const {
2019-05-29 22:47:33 +00:00
return CVector(-x, -y, -z);
}
const bool operator==(CVector const &right) {
return x == right.x && y == right.y && z == right.z;
2019-05-15 14:52:37 +00:00
}
2019-05-29 22:47:33 +00:00
2020-04-30 09:31:49 +00:00
const bool operator!=(CVector const &right) {
return x != right.x || y != right.y || z != right.z;
}
2020-04-12 20:50:34 +00:00
bool IsZero(void) const { return x == 0.0f && y == 0.0f && z == 0.0f; }
2019-05-15 14:52:37 +00:00
};
2019-05-29 22:47:33 +00:00
inline CVector operator+(const CVector &left, const CVector &right)
{
return CVector(left.x + right.x, left.y + right.y, left.z + right.z);
}
inline CVector operator-(const CVector &left, const CVector &right)
{
return CVector(left.x - right.x, left.y - right.y, left.z - right.z);
}
2019-05-29 00:52:30 +00:00
2019-05-29 22:47:33 +00:00
inline CVector operator*(const CVector &left, float right)
{
return CVector(left.x * right, left.y * right, left.z * right);
}
inline CVector operator*(float left, const CVector &right)
{
return CVector(left * right.x, left * right.y, left * right.z);
}
2019-05-29 22:47:33 +00:00
inline CVector operator/(const CVector &left, float right)
{
return CVector(left.x / right, left.y / right, left.z / right);
}
2019-11-04 23:31:50 +00:00
inline float
DotProduct(const CVector &v1, const CVector &v2)
{
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
}
CVector CrossProduct(const CVector &v1, const CVector &v2);
2019-11-04 23:31:50 +00:00
inline float
Distance(const CVector &v1, const CVector &v2)
{
return (v2 - v1).Magnitude();
}
class CMatrix;
CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
CVector operator*(const CMatrix &mat, const CVector &vec);