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#ifndef __XGL_VECTOR_H__ |
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#define __XGL_VECTOR_H__ |
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#include <math.h> |
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#ifndef MAX |
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#define MAX(a, b) ((a) > (b) ? (a) : (b)) |
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#endif |
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#ifndef MIN |
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#define MIN(a, b) ((a) < (b) ? (a) : (b)) |
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#endif |
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class Vector |
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{ |
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public: |
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double x, y, z; |
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// CtorVector3DDtor |
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Vector() : x(0), y(0), z(0) |
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{ |
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} |
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Vector (float _c) : x(_c), y(_c), z(_c) |
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{ |
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} |
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Vector(float _x, float _y, float _z) : x(_x), y(_y), z(_z) |
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{ |
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} |
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Vector(const Vector &v) |
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{ |
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x = v.x; |
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y = v.y; |
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z = v.z; |
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} |
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// Operators |
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inline Vector operator += (Vector v) |
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{ |
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x += v.x; |
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y += v.y; |
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z += v.z; |
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return *this; |
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} |
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inline Vector operator + (Vector v) |
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{ |
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return Vector(x + v.x, y + v.y, z + v.z); |
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} |
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inline Vector operator - () |
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{ |
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return Vector(-x, -y, -z); |
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} |
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inline Vector operator -= (Vector v) |
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{ |
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x -= v.x; |
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y -= v.y; |
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z -= v.z; |
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return *this; |
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} |
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inline Vector operator - (Vector v) |
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{ |
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return Vector(x - v.x, y - v.y, z - v.z); |
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} |
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inline Vector operator *= (float f) |
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{ |
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x *= f; |
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y *= f; |
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z *= f; |
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return *this; |
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} |
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inline Vector operator /= (float f) |
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{ |
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x /= f; |
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y /= f; |
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z /= f; |
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return *this; |
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} |
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inline Vector operator * (float f) |
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{ |
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return Vector(x * f, y * f, z * f); |
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} |
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inline Vector operator / (float f) |
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{ |
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return Vector(x / f, y / f, z / f); |
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} |
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// Dot and cross product |
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inline float Dot(Vector v) |
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{ |
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return x*v.x + y*v.y + z*v.z; |
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} |
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inline Vector Cross(Vector v) |
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{ |
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Vector t; |
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// a x b = (ay*bz - az*by, az*bx - ax*bz, ax*by - ay*bx) |
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t.x = y * v.z - z * v.y; |
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t.y = z * v.x - x * v.z; |
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t.z = x * v.y - y * v.x; |
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return t; |
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} |
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// Some utilities |
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inline Vector Normalize() |
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{ |
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float r = sqrt(x*x + y*y + z*z); |
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x /= r; |
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y /= r; |
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z /= r; |
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return *this; |
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} |
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inline void Clamp(float min, float max) |
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{ |
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x = MIN(MAX(min, x), max); |
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y = MIN(MAX(min, y), max); |
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z = MIN(MAX(min, z), max); |
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} |
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}; |
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#endif /* __XGL_VECTOR_H__ */ |