dolphin/Source/Core/VideoBackends/Software/Vec3.h
2015-05-25 13:22:31 +02:00

171 lines
2.3 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <cmath>
#include <cstdlib>
#include "Common/ChunkFile.h"
class Vec3
{
public:
float x, y, z;
Vec3()
{
}
explicit Vec3(float f)
{
x = y = z = f;
}
explicit Vec3(const float *f)
{
x = f[0];
y = f[1];
z = f[2];
}
Vec3(const float _x, const float _y, const float _z)
{
x = _x;
y = _y;
z = _z;
}
void set(const float _x, const float _y, const float _z)
{
x = _x;
y = _y;
z = _z;
}
Vec3 operator+(const Vec3 &other) const
{
return Vec3(x + other.x, y + other.y, z + other.z);
}
void operator+=(const Vec3 &other)
{
x += other.x;
y += other.y;
z += other.z;
}
Vec3 operator-(const Vec3 &v) const
{
return Vec3(x - v.x, y - v.y, z - v.z);
}
void operator-=(const Vec3 &other)
{
x -= other.x;
y -= other.y;
z -= other.z;
}
Vec3 operator-() const
{
return Vec3(-x, -y, -z);
}
Vec3 operator*(const float f) const
{
return Vec3(x * f, y * f, z * f);
}
Vec3 operator/(const float f) const
{
float invf = (1.0f / f);
return Vec3(x * invf, y * invf, z * invf);
}
void operator/=(const float f)
{
*this = *this / f;
}
float operator*(const Vec3 &other) const
{
return (x * other.x) +
(y * other.y) +
(z * other.z);
}
void operator*=(const float f)
{
*this = *this * f;
}
Vec3 ScaledBy(const Vec3 &other) const
{
return Vec3(x * other.x, y * other.y, z * other.z);
}
Vec3 operator%(const Vec3 &v) const
{
return Vec3((y * v.z) - (z * v.y),
(z * v.x) - (x * v.z),
(x * v.y) - (y * v.x));
}
float Length2() const
{
return (x * x) + (y * y) + (z * z);
}
float Length() const
{
return sqrtf(Length2());
}
float Distance2To(Vec3 &other)
{
return (other - (*this)).Length2();
}
Vec3 Normalized() const
{
return (*this) / Length();
}
void Normalize()
{
(*this) /= Length();
}
float &operator[](int i)
{
return *((&x) + i);
}
float operator[](const int i) const
{
return *((&x) + i);
}
bool operator==(const Vec3 &other) const
{
if (x == other.x && y == other.y && z == other.z)
return true;
else
return false;
}
void SetZero()
{
memset((void*)this, 0, sizeof(float) * 3);
}
void DoState(PointerWrap &p)
{
p.Do(x);
p.Do(y);
p.Do(z);
}
};