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vector3f.cpp
191 lines (110 loc) · 2.99 KB
/
vector3f.cpp
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#include "vector3f.h"
vector3f::vector3f() {
x = 0.0f;
y = 0.0f;
z = 0.0f;
}
vector3f::vector3f(float x_, float y_, float z_) {
x = x_;
y = y_;
z = z_;
}
void vector3f::set(float x_, float y_, float z_) {
x = x_;
y = y_;
z = z_;
}
float vector3f::length() {
return( (float)sqrt( x * x + y * y + z * z ) );
}
void vector3f::normalize() {
float fLength = length();
x = x / fLength;
y = y / fLength;
z = z / fLength;
}
// Static utility methods...
float vector3f::distance(const vector3f &v1, const vector3f &v2) {
float dx = v1.x - v2.x;
float dy = v1.y - v2.y;
float dz = v1.z - v2.z;
return (float)sqrt( dx * dx + dy * dy + dz * dz );
}
float vector3f::dotProduct(const vector3f &v1, const vector3f &v2) {
return( v1.x * v2.x + v1.y * v2.y + v1.z * v2.z );
}
vector3f vector3f::crossProduct(const vector3f &v1, const vector3f &v2) {
vector3f vCrossProduct;
vCrossProduct.x = v1.y * v2.z - v1.z * v2.y;
vCrossProduct.y = -v1.x * v2.z + v1.z * v2.x;
vCrossProduct.z = v1.x * v2.y - v1.y * v2.x;
return vCrossProduct;
}
// Operators...
vector3f vector3f::operator + ( const vector3f &other ) {
vector3f vResult(0.0f, 0.0f, 0.0f);
vResult.x = x + other.x;
vResult.y = y + other.y;
vResult.z = z + other.z;
return vResult;
}
vector3f vector3f::operator + ( void ) const {
return *this;
}
vector3f vector3f::operator - ( const vector3f &other ) {
vector3f vResult(0.0f, 0.0f, 0.0f);
vResult.x = x - other.x;
vResult.y = y - other.y;
vResult.z = z - other.z;
return vResult;
}
vector3f vector3f::operator - ( void ) const {
vector3f vResult(-x, -y, -z);
return vResult;
}
vector3f vector3f::operator * ( const vector3f &other ) {
vector3f vResult(0.0f, 0.0f, 0.0f);
vResult.x = x * other.x;
vResult.y = y * other.y;
vResult.z = z * other.z;
return vResult;
}
vector3f vector3f::operator * ( const float scalar ) {
vector3f vResult(0.0f, 0.0f, 0.0f);
vResult.x = x * scalar;
vResult.y = y * scalar;
vResult.z = z * scalar;
return vResult;
}
vector3f operator * ( const float scalar, const vector3f &other ) {
vector3f vResult(0.0f, 0.0f, 0.0f);
vResult.x = other.x * scalar;
vResult.y = other.y * scalar;
vResult.z = other.z * scalar;
return vResult;
}
vector3f vector3f::operator / ( const vector3f &other ) {
vector3f vResult(0.0f, 0.0f, 0.0f);
vResult.x = x / other.x;
vResult.y = y / other.y;
vResult.z = z / other.z;
return vResult;
}
vector3f& vector3f::operator = ( const vector3f &other ) {
x = other.x;
y = other.y;
z = other.z;
return *this;
}
vector3f& vector3f::operator += ( const vector3f &other ) {
x += other.x;
y += other.y;
z += other.z;
return *this;
}
vector3f& vector3f::operator -= ( const vector3f &other ) {
x -= other.x;
y -= other.y;
z -= other.z;
return *this;
}