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