#pragma once
class CVector : public RwV3d
{
public:
CVector(void) {}
CVector(float x, float y, float z)
{
this->x = x;
this->y = y;
this->z = z;
}
CVector(const RwV3d &v)
{
x = v.x;
y = v.y;
z = v.z;
}
// (0,1,0) means no rotation. So get right vector and its atan
float Heading(void) const { return Atan2(-x, y); }
float Magnitude(void) const { return Sqrt(x*x + y*y + z*z); }
float MagnitudeSqr(void) const { return x*x + y*y + z*z; }
float Magnitude2D(void) const { return Sqrt(x*x + y*y); }
float MagnitudeSqr2D(void) const { return x*x + y*y; }
void Normalise(void);
void Normalise2D(void) {
float sq = MagnitudeSqr2D();
float invsqrt = RecipSqrt(sq);
x *= invsqrt;
y *= invsqrt;
}
const CVector &operator+=(CVector const &right) {
x += right.x;
y += right.y;
z += right.z;
return *this;
}
const CVector &operator-=(CVector const &right) {
x -= right.x;
y -= right.y;
z -= right.z;
return *this;
}
const CVector &operator*=(float right) {
x *= right;
y *= right;
z *= right;
return *this;
}
const CVector &operator/=(float right) {
x /= right;
y /= right;
z /= right;
return *this;
}
CVector operator-() const {
return CVector(-x, -y, -z);
}
const bool operator==(CVector const &right) {
return x == right.x && y == right.y && z == right.z;
}
const bool operator!=(CVector const &right) {
return x != right.x || y != right.y || z != right.z;
}
bool IsZero(void) const { return x == 0.0f && y == 0.0f && z == 0.0f; }
};
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);
}
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);
}
inline CVector operator/(const CVector &left, float right)
{
return CVector(left.x / right, left.y / right, left.z / right);
}
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);
inline float
Distance(const CVector &v1, const CVector &v2)
{
return (v2 - v1).Magnitude();
}
inline float
Distance2D(const CVector &v1, const CVector &v2)
{
float x = v2.x - v1.x;
float y = v2.y - v1.y;
return Sqrt(x*x + y*y);
}
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);