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/* xoreos - A reimplementation of BioWare's Aurora engine | ||
* | ||
* xoreos is the legal property of its developers, whose names can be | ||
* found in the AUTHORS file distributed with this source | ||
* distribution. | ||
* | ||
* This program is free software; you can redistribute it and/or | ||
* modify it under the terms of the GNU General Public License | ||
* as published by the Free Software Foundation; either version 3 | ||
* of the License, or (at your option) any later version. | ||
* | ||
* This program is distributed in the hope that it will be useful, | ||
* but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | ||
* GNU General Public License for more details. | ||
* | ||
* You should have received a copy of the GNU General Public License | ||
* along with this program; if not, write to the Free Software | ||
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. | ||
* | ||
* | ||
* The Infinity, Aurora, Odyssey, Eclipse and Lycium engines, Copyright (c) BioWare corp. | ||
* The Electron engine, Copyright (c) Obsidian Entertainment and BioWare corp. | ||
*/ | ||
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/** @file common/vector3.h | ||
* A 3d vector. | ||
*/ | ||
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#ifndef COMMON_VECTOR3_H | ||
#define COMMON_VECTOR3_H | ||
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#include <cmath> | ||
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namespace Common { | ||
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class Vector3 { | ||
float _x, _y, _z; | ||
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public: | ||
Vector3() { | ||
} | ||
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Vector3(float x, float y, float z) : _x(x), _y(y), _z(z) { | ||
} | ||
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Vector3(const Vector3 &b) : _x(b._x), _y(b._y), _z(b._z) { | ||
} | ||
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const float &operator[] (int i) const { | ||
return (&_x)[i]; | ||
} | ||
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float &operator[] (int i) { | ||
return (&_x)[i]; | ||
} | ||
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Vector3 operator - (const Vector3 &v) const { | ||
return Vector3(_x - v._x, _y - v._y, _z - v._z); | ||
} | ||
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Vector3 operator + (const Vector3 &v) const { | ||
return Vector3(_x + v._x, _y + v._y, _z + v._z); | ||
} | ||
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Vector3 operator * (const float f) const { | ||
return Vector3(_x * f, _y * f, _z * f); | ||
} | ||
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Vector3 cross(const Vector3 & v) const { | ||
return Vector3(_y * v._z - _z * v._y, | ||
_z * v._x - _x * v._z, | ||
_x * v._y - _y * v._x); | ||
} | ||
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float dot(const Vector3 & v) const { | ||
return _x * v._x + _y * v._y + _z * v._z; | ||
} | ||
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float length() const { | ||
return sqrtf((*this).dot(*this)); | ||
} | ||
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Vector3 & norm() { | ||
(*this) = (*this) * (1 / length()); | ||
return *this; | ||
} | ||
}; | ||
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} | ||
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#endif // COMMON_VECTOR3_H |