I hereby relicense all my work on Sortix under the ISC license as below. All Sortix contributions by other people are already under this license, are not substantial enough to be copyrightable, or have been removed. All imported code from other projects is compatible with this license. All GPL licensed code from other projects had previously been removed. Copyright 2011-2016 Jonas 'Sortie' Termansen and contributors. 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.
152 lines
3 KiB
C++
152 lines
3 KiB
C++
/*
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* Copyright (c) 2013 Jonas 'Sortie' Termansen.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*
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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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