1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
|
#pragma once
class CVector
{
public:
float x, y, z;
CVector(void) {}
CVector(float x, float y, float z) : x(x), y(y), z(z) {}
#ifdef RWCORE_H
CVector(const RwV3d &v) : x(v.x), y(v.y), z(v.z) {}
operator RwV3d (void) const {
RwV3d vecRw = { this->x, this->y, this->z };
return vecRw;
}
operator RwV3d *(void) {
return (RwV3d*)this;
}
#endif
// (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) const {
return x == right.x && y == right.y && z == right.z;
}
const bool operator!=(CVector const &right) const {
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);
|