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155 lines (129 loc) · 2.78 KB
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#pragma once
#define _USE_MATH_DEFINES
#include <math.h>
//------------------------------------------------------------------------
// Vector3 Class and Vector3 functions
//------------------------------------------------------------------------
//Minimum tolerance before treating the value as 0
float const tol = 0.0001f;
class Vector3 {
public:
float x;
float y;
float z;
Vector3(void);
Vector3(float xi, float yi, float zi);
float Magnitude(void);
void Normalize(void);
void Reverse(void);
Vector3& operator+=(Vector3 u);
Vector3& operator-=(Vector3 u);
Vector3& operator*=(float s);
Vector3& operator/=(float s);
Vector3 operator-(void);
};
// Default Constructor
inline Vector3::Vector3(void)
{
x = 0;
y = 0;
z = 0;
}
// Constructor
inline Vector3::Vector3(float xi, float yi, float zi)
{
x = xi;
y = yi;
z = zi;
}
inline float Vector3::Magnitude(void)
{
return (float)sqrt(x * x + y * y + z * z);
}
inline void Vector3::Normalize(void)
{
float m = (float)sqrt(x * x + y * y + z * z);
if (m <= tol) m = 1;
x /= m;
y /= m;
z /= m;
if (fabs(x) < tol) x = 0.0f;
if (fabs(y) < tol) y = 0.0f;
if (fabs(z) < tol) z = 0.0f;
}
inline void Vector3::Reverse(void)
{
x = -x;
y = -y;
z = -z;
}
inline Vector3& Vector3::operator+=(Vector3 u)
{
x += u.x;
y += u.y;
z += u.z;
return *this;
}
inline Vector3& Vector3::operator-=(Vector3 u)
{
x -= u.x;
y -= u.y;
z -= u.z;
return *this;
}
inline Vector3& Vector3::operator*=(float s)
{
x *= s;
y *= s;
z *= s;
return *this;
}
inline Vector3& Vector3::operator/=(float s)
{
x /= s;
y /= s;
z /= s;
return *this;
}
inline Vector3 Vector3::operator-(void)
{
return Vector3(-x, -y, -z);
}
inline Vector3 operator+(Vector3 u, Vector3 v)
{
return Vector3(u.x + v.x, u.y + v.y, u.z + v.z);
}
inline Vector3 operator-(Vector3 u, Vector3 v)
{
return Vector3(u.x - v.x, u.y - v.y, u.z - v.z);
}
//Vector3 cross product
inline Vector3 operator^(Vector3 u, Vector3 v)
{
return Vector3(u.y * v.z - u.z * v.y,
-u.x * v.z + u.z * v.x,
u.x * v.y - u.y * v.x);
}
// Vector3 dot product
inline float operator*(Vector3 u, Vector3 v)
{
return (u.x * v.x + u.y * v.y + u.z * v.z);
}
inline Vector3 operator*(float s, Vector3 u)
{
return Vector3(u.x * s, u.y * s, u.z * s);
}
inline Vector3 operator*(Vector3 u, float s)
{
return Vector3(u.x * s, u.y * s, u.z * s);
}
inline Vector3 operator/(Vector3 u, float s)
{
return Vector3(u.x / s, u.y / s, u.z / s);
}
inline float TripleScalarProduct(Vector3 u, Vector3 v, Vector3 w)
{
return float((u.x * (v.y * w.z - v.z * w.y)) +
(u.y * (-v.x * w.z + v.z * w.x)) +
(u.z * (v.x * w.y - v.y * w.x)));
}