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156 lines
3.1 KiB
C++
156 lines
3.1 KiB
C++
/*******************************************************************************
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Copyright(C) Jonas 'Sortie' Termansen 2013.
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This file is part of trianglix.
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trianglix is free software: you can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License as published by the Free
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Software Foundation, either version 3 of the License, or (at your option)
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any later version.
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trianglix is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more
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details.
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You should have received a copy of the GNU Lesser General Public License
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along with trianglix. If not, see <http://www.gnu.org/licenses/>.
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vector.h
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Vector class.
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*******************************************************************************/
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#ifndef VECTOR_H
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#define VECTOR_H
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class Vector
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{
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public:
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float x;
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float y;
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float z;
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public:
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Vector(float x = 0.f, float y = 0.f, float z = 0.f) : x(x), y(y), z(z) { }
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Vector& operator=(const Vector& rhs)
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{
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if ( this != &rhs ) { x = rhs.x; y = rhs.y; z = rhs.z; }
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return *this;
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}
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Vector& operator+=(const Vector& rhs)
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{
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x += rhs.x;
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y += rhs.y;
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z += rhs.z;
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return *this;
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}
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Vector& operator-=(const Vector& rhs)
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{
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x -= rhs.x;
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y -= rhs.y;
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z -= rhs.z;
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return *this;
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}
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Vector& operator*=(float scalar)
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{
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x *= scalar;
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y *= scalar;
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z *= scalar;
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return *this;
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}
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Vector& operator/=(float scalar)
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{
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x /= scalar;
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y /= scalar;
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z /= scalar;
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return *this;
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}
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const Vector operator+(const Vector& other) const
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{
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Vector ret(*this); ret += other; return ret;
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}
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const Vector operator-(const Vector& other) const
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{
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Vector ret(*this); ret -= other; return ret;
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}
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const Vector operator*(float scalar) const
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{
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Vector ret(*this); ret *= scalar; return ret;
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}
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const Vector operator/(float scalar) const
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{
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Vector ret(*this); ret /= scalar; return ret;
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}
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bool operator==(const Vector& other) const
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{
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return x == other.x && y == other.y && z == other.z;
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}
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bool operator!=(const Vector& other) const
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{
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return !(*this == other);
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}
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float Dot(const Vector& other) const
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{
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return x * other.x + y * other.y + z * other.z;
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}
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const Vector Cross(const Vector& other) const
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{
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Vector ret(y * other.z - z * other.y,
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z * other.x - x * other.z,
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x * other.y - y * other.x);
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return ret;
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}
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float SquaredSize() const
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{
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return x*x + y*y + z*z;
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}
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float Size() const
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{
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return sqrtf(SquaredSize());
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}
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float DistanceTo(const Vector& other) const
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{
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return (other - *this).Size();
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}
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const Vector Normalize() const
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{
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float size = Size();
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if ( size == 0.0 ) { size = 1.0f; }
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return *this / size;
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}
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const Vector Rotate2D(float radians) const
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{
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float sinr = sinf(radians);
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float cosr = cosf(radians);
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float newx = x * cosr - y * sinr;
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float newy = x * sinr + y * cosr;
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return Vector(newx, newy);
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}
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const Vector Rotate2DAround(float radians, const Vector& off) const
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{
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return Vector(*this - off).Rotate2D(radians) + off;
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}
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};
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#endif
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