diff options
author | Fire-Head <Fire-Head@users.noreply.github.com> | 2019-05-29 03:52:30 +0300 |
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committer | Fire-Head <Fire-Head@users.noreply.github.com> | 2019-05-29 03:52:30 +0300 |
commit | 31e7428bdf788a465c2f72f75793cac88ec5d77a (patch) | |
tree | c05bad8c041335995af7ce47c15f9f2496c03a7e /src/math/Vector.h | |
parent | c5a058b615249a873a4cedea96a02594c3c8148c (diff) |
Particle, ParticleMgr done
Diffstat (limited to 'src/math/Vector.h')
-rw-r--r-- | src/math/Vector.h | 165 |
1 files changed, 123 insertions, 42 deletions
diff --git a/src/math/Vector.h b/src/math/Vector.h index fbc59832..e45906c8 100644 --- a/src/math/Vector.h +++ b/src/math/Vector.h @@ -6,67 +6,128 @@ public: float x, y, z; CVector(void) {} CVector(float x, float y, float z) : x(x), y(y), z(z) {} -// CVector(rw::V3d const &v) : x(v.x), y(v.y), z(v.z) {} +// CVector(CVector &refVector) : x(refVector.x), y(refVector.y), z(refVector.z) { } +// CVector(const CVector &refVector) : x(refVector.x), y(refVector.y), z(refVector.z) {} +// CVector(CVector2D &refVector, float _z = 0.0f) : x(refVector.x), y(refVector.y), z(_z) {} +#ifdef RWCORE_H + CVector(RwV3d const &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; + } + + operator RwV3d &(void) + { + return *((RwV3d *)this); + } +#endif 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); } - void Normalise(void){ - float sq = MagnitudeSqr(); - if(sq > 0.0f){ - float invsqrt = 1.0f/sqrt(sq); - x *= invsqrt; - y *= invsqrt; - z *= invsqrt; - }else - x = 1.0f; + void Normalise(void); + + + // operator = + inline CVector const& operator = (CVector const &refRight) + { + x = refRight.x; + y = refRight.y; + z = refRight.z; + return *this; + } + + inline CVector const& operator = (float fRight) + { + x = fRight; + y = fRight; + z = fRight; + return *this; } -// rw::V3d ToRW(void){ -// return rw::makeV3d(x, y, z); -// } -// void operator=(rw::V3d const &rhs){ -// x = rhs.x; -// y = rhs.y; -// z = rhs.z; -// } - CVector operator-(const CVector &rhs) const { - return CVector(x-rhs.x, y-rhs.y, z-rhs.z); + + // operator += + inline CVector const& operator += (CVector const &refRight) + { + x += refRight.x; + y += refRight.y; + z += refRight.z; + return *this; } - CVector operator+(const CVector &rhs) const { - return CVector(x+rhs.x, y+rhs.y, z+rhs.z); + + inline CVector const& operator += (float fRight) + { + x += fRight; + y += fRight; + z += fRight; + return *this; } - CVector operator*(float t) const { - return CVector(x*t, y*t, z*t); + + // operator -= + inline CVector const& operator -= (CVector const &refRight) + { + x -= refRight.x; + y -= refRight.y; + z -= refRight.z; + return *this; } - CVector operator/(float t) const { - return CVector(x/t, y/t, z/t); + + inline CVector const& operator -= (float fRight) + { + x -= fRight; + y -= fRight; + z -= fRight; + return *this; } - CVector &operator-=(const CVector &rhs) { - this->x -= rhs.x; - this->y -= rhs.y; - this->z -= rhs.z; + + // operator *= + inline CVector const& operator *= (CVector const &refRight) + { + x *= refRight.x; + y *= refRight.y; + z *= refRight.z; return *this; } - CVector &operator+=(const CVector &rhs) { - this->x += rhs.x; - this->y += rhs.y; - this->z += rhs.z; + + inline CVector const& operator *= (float fRight) + { + x *= fRight; + y *= fRight; + z *= fRight; return *this; } - CVector &operator*=(float t) { - this->x *= t; - this->y *= t; - this->z *= t; + + // operator /= + inline CVector const& operator /= (CVector const &refRight) + { + x /= refRight.x; + y /= refRight.y; + z /= refRight.z; return *this; } - CVector &operator/=(float t) { - this->x /= t; - this->y /= t; - this->z /= t; + + inline CVector const& operator /= (float fRight) + { + x /= fRight; + y /= fRight; + z /= fRight; return *this; } + + inline CVector operator - () const + { + return CVector(-x, -y, -z); + } + bool IsZero(void) { return x == 0.0f && y == 0.0f && z == 0.0f; } }; +//extern CVector operator*(CMatrix const& matrix, CVector const& vector); + inline float DotProduct(const CVector &v1, const CVector &v2) { @@ -81,3 +142,23 @@ CrossProduct(const CVector &v1, const CVector &v2) v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x); } + +// operator + +extern CVector operator + (CVector const &refLeft, CVector const &refRight); +extern CVector operator + (CVector const &refLeft, float fRight); +extern CVector operator + (float fLeft, CVector const &refRight); + +// operator - +extern CVector operator - (CVector const &refLeft, CVector const &refRight); +extern CVector operator - (CVector const &refLeft, float fRight); +extern CVector operator - (float fLeft, CVector const &refRight); + +// operator * +extern CVector operator * (CVector const &refLeft, CVector const &refRight); +extern CVector operator * (CVector const &refLeft, float fRight); +extern CVector operator * (float fLeft, CVector const &refRight); + +// operator / +extern CVector operator / (CVector const &refLeft, CVector const &refRight); +extern CVector operator / (CVector const &refLeft, float fRight); +extern CVector operator / (float fLeft, CVector const &refRight);
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