www.pudn.com > ATimeToKill.rar > vector.h
#ifndef __VECTOR_H #define __VECTOR_H #include/* VECTOR.H CVector class OpenGL Game Programming by Kevin Hawkins and Dave Astle Some operators of the CVector class based on operators of the CVector class by Bas Kuenen. Copyright (c) 2000 Bas Kuenen. All Rights Reserved. homepage: baskuenen.cfxweb.net */ #define PI (3.14159265359f) #define DEG2RAD(a) (PI/180*(a)) #define RAD2DEG(a) (180/PI*(a)) typedef float scalar_t; class CVector { public: union { struct { scalar_t x; scalar_t y; scalar_t z; // x,y,z coordinates }; scalar_t v[3]; }; public: CVector(scalar_t a = 0, scalar_t b = 0, scalar_t c = 0) : x(a), y(b), z(c) {} CVector(const CVector &vec) : x(vec.x), y(vec.y), z(vec.z) {} // vector index scalar_t &operator[](const long idx) { return *((&x)+idx); } // vector assignment const CVector &operator=(const CVector &vec) { x = vec.x; y = vec.y; z = vec.z; return *this; } // vecector equality const bool operator==(const CVector &vec) const { return ((x == vec.x) && (y == vec.y) && (z == vec.z)); } // vecector inequality const bool operator!=(const CVector &vec) const { return !(*this == vec); } // vector add const CVector operator+(const CVector &vec) const { return CVector(x + vec.x, y + vec.y, z + vec.z); } // vector add (opposite of negation) const CVector operator+() const { return CVector(*this); } // vector increment const CVector& operator+=(const CVector& vec) { x += vec.x; y += vec.y; z += vec.z; return *this; } // vector subtraction const CVector operator-(const CVector& vec) const { return CVector(x - vec.x, y - vec.y, z - vec.z); } // vector negation const CVector operator-() const { return CVector(-x, -y, -z); } // vector decrement const CVector &operator-=(const CVector& vec) { x -= vec.x; y -= vec.y; z -= vec.z; return *this; } // scalar self-multiply const CVector &operator*=(const scalar_t &s) { x *= s; y *= s; z *= s; return *this; } // scalar self-divecide const CVector &operator/=(const scalar_t &s) { const float recip = 1/s; // for speed, one divecision x *= recip; y *= recip; z *= recip; return *this; } // post multiply by scalar const CVector operator*(const scalar_t &s) const { return CVector(x*s, y*s, z*s); } // pre multiply by scalar friend inline const CVector operator*(const scalar_t &s, const CVector &vec) { return vec*s; } const CVector operator*(const CVector& vec) const { return CVector(x*vec.x, y*vec.y, z*vec.z); } // post multiply by scalar /*friend inline const CVector operator*(const CVector &vec, const scalar_t &s) { return CVector(vec.x*s, vec.y*s, vec.z*s); }*/ // divide by scalar const CVector operator/(scalar_t s) const { s = 1/s; return CVector(s*x, s*y, s*z); } // cross product const CVector CrossProduct(const CVector &vec) const { return CVector(y*vec.z - z*vec.y, z*vec.x - x*vec.z, x*vec.y - y*vec.x); } // cross product const CVector operator^(const CVector &vec) const { return CVector(y*vec.z - z*vec.y, z*vec.x - x*vec.z, x*vec.y - y*vec.x); } // dot product const scalar_t DotProduct(const CVector &vec) const { return x*vec.x + y*vec.x + z*vec.z; } // dot product const scalar_t operator%(const CVector &vec) const { return x*vec.x + y*vec.x + z*vec.z; } // length of vector const scalar_t Length() const { return (scalar_t)sqrt((double)(x*x + y*y + z*z)); } // return the unit vector const CVector UnitVector() const { return (*this) / Length(); } // normalize this vector void Normalize() { (*this) /= Length(); } const scalar_t operator!() const { return sqrtf(x*x + y*y + z*z); } // return vector with specified length const CVector operator | (const scalar_t length) const { return *this * (length / !(*this)); } // set length of vector equal to length const CVector& operator |= (const float length) { return *this = *this | length; } // return angle between two vectors const float inline Angle(const CVector& normal) const { return acosf(*this % normal); } // reflect this vector off surface with normal vector const CVector inline Reflection(const CVector& normal) const { const CVector vec(*this | 1); // normalize this vector return (vec - normal * 2.0 * (vec % normal)) * !*this; } // rotate angle degrees about a normal const CVector inline Rotate(const float angle, const CVector& normal) const { const float cosine = cosf(angle); const float sine = sinf(angle); return CVector(*this * cosine + ((normal * *this) * (1.0f - cosine)) * normal + (*this ^ normal) * sine); } }; #endif