sortix-mirror/trianglix/vector.h

152 lines
3.0 KiB
C++

/*
* Copyright (c) 2013 Jonas 'Sortie' Termansen.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*
* vector.h
* Vector class.
*/
#ifndef VECTOR_H
#define VECTOR_H
class Vector
{
public:
float x;
float y;
float z;
public:
Vector(float x = 0.f, float y = 0.f, float z = 0.f) : x(x), y(y), z(z) { }
Vector& operator=(const Vector& rhs)
{
if ( this != &rhs ) { x = rhs.x; y = rhs.y; z = rhs.z; }
return *this;
}
Vector& operator+=(const Vector& rhs)
{
x += rhs.x;
y += rhs.y;
z += rhs.z;
return *this;
}
Vector& operator-=(const Vector& rhs)
{
x -= rhs.x;
y -= rhs.y;
z -= rhs.z;
return *this;
}
Vector& operator*=(float scalar)
{
x *= scalar;
y *= scalar;
z *= scalar;
return *this;
}
Vector& operator/=(float scalar)
{
x /= scalar;
y /= scalar;
z /= scalar;
return *this;
}
const Vector operator+(const Vector& other) const
{
Vector ret(*this); ret += other; return ret;
}
const Vector operator-(const Vector& other) const
{
Vector ret(*this); ret -= other; return ret;
}
const Vector operator*(float scalar) const
{
Vector ret(*this); ret *= scalar; return ret;
}
const Vector operator/(float scalar) const
{
Vector ret(*this); ret /= scalar; return ret;
}
bool operator==(const Vector& other) const
{
return x == other.x && y == other.y && z == other.z;
}
bool operator!=(const Vector& other) const
{
return !(*this == other);
}
float Dot(const Vector& other) const
{
return x * other.x + y * other.y + z * other.z;
}
const Vector Cross(const Vector& other) const
{
Vector ret(y * other.z - z * other.y,
z * other.x - x * other.z,
x * other.y - y * other.x);
return ret;
}
float SquaredSize() const
{
return x*x + y*y + z*z;
}
float Size() const
{
return sqrtf(SquaredSize());
}
float DistanceTo(const Vector& other) const
{
return (other - *this).Size();
}
const Vector Normalize() const
{
float size = Size();
if ( size == 0.0 ) { size = 1.0f; }
return *this / size;
}
const Vector Rotate2D(float radians) const
{
float sinr = sinf(radians);
float cosr = cosf(radians);
float newx = x * cosr - y * sinr;
float newy = x * sinr + y * cosr;
return Vector(newx, newy);
}
const Vector Rotate2DAround(float radians, const Vector& off) const
{
return Vector(*this - off).Rotate2D(radians) + off;
}
};
#endif