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vec3d.h
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#ifndef VEC3D_H
#define VEC3D_H
#include <iostream>
#include <cmath>
#define PI 3.1415926535897932384626433832795
#define PIOVER180 (PI/180.0)
class Vec3D {
public:
float x,y,z;
Vec3D(float x0 = 0.0f, float y0 = 0.0f, float z0 = 0.0f) : x(x0), y(y0), z(z0) {}
Vec3D(const Vec3D& v) : x(v.x), y(v.y), z(v.z) {}
void reset() {
x = y = z = 0.0f;
}
Vec3D& operator= (const Vec3D &v) {
x = v.x;
y = v.y;
z = v.z;
return *this;
}
/*
float[3] operator= (const Vec3D &v) {
float f[3] = {v.x, v.y, v.z};
return f;
}
*/
Vec3D operator+ (const Vec3D &v) const
{
Vec3D r(x+v.x,y+v.y,z+v.z);
return r;
}
Vec3D operator- (const Vec3D &v) const
{
Vec3D r(x-v.x,y-v.y,z-v.z);
return r;
}
float operator* (const Vec3D &v) const
{
return x*v.x + y*v.y + z*v.z;
}
Vec3D operator* (float d) const
{
Vec3D r(x*d,y*d,z*d);
return r;
}
Vec3D operator/ (float d) const
{
Vec3D r(x/d,y/d,z/d);
return r;
}
friend Vec3D operator* (float d, const Vec3D& v)
{
return v * d;
}
// Cross Product
Vec3D operator% (const Vec3D &v) const
{
Vec3D r(y*v.z-z*v.y, z*v.x-x*v.z, x*v.y-y*v.x);
return r;
}
Vec3D& operator+= (const Vec3D &v)
{
x += v.x;
y += v.y;
z += v.z;
return *this;
}
Vec3D& operator-= (const Vec3D &v)
{
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
}
Vec3D& operator*= (float d)
{
x *= d;
y *= d;
z *= d;
return *this;
}
float lengthSquared() const
{
return x*x+y*y+z*z;
}
float length() const
{
return sqrtf(x*x+y*y+z*z);
}
Vec3D& normalize()
{
this->operator*= (1.0f/length());
return *this;
}
Vec3D operator~ () const
{
Vec3D r(*this);
r.normalize();
return r;
}
friend std::istream& operator>>(std::istream& in, Vec3D& v)
{
in >> v.x >> v.y >> v.z;
return in;
}
operator float*()
{
return (float*)this;
}
};
class Short4Vector {
public:
short x,y,z, w;
Short4Vector(short x0 = 0, short y0 = 0, short z0 = 0, short w0 = 0) : x(x0), y(y0), z(z0), w(w0) {}
friend std::istream& operator>>(std::istream& in, Short4Vector& v)
{
in >> v.x >> v.y >> v.z >> v.w;
return in;
}
};
class Vec2D {
public:
float x,y;
Vec2D(float x0 = 0.0f, float y0 = 0.0f) : x(x0), y(y0) {}
Vec2D(const Vec2D& v) : x(v.x), y(v.y) {}
Vec2D& operator= (const Vec2D &v) {
x = v.x;
y = v.y;
return *this;
}
Vec2D operator+ (const Vec2D &v) const
{
Vec2D r(x+v.x,y+v.y);
return r;
}
Vec2D operator- (const Vec2D &v) const
{
Vec2D r(x-v.x,y-v.y);
return r;
}
float operator* (const Vec2D &v) const
{
return x*v.x + y*v.y;
}
Vec2D operator* (float d) const
{
Vec2D r(x*d,y*d);
return r;
}
friend Vec2D operator* (float d, const Vec2D& v)
{
return v * d;
}
Vec2D& operator+= (const Vec2D &v)
{
x += v.x;
y += v.y;
return *this;
}
Vec2D& operator-= (const Vec2D &v)
{
x -= v.x;
y -= v.y;
return *this;
}
Vec2D& operator*= (float d)
{
x *= d;
y *= d;
return *this;
}
float lengthSquared() const
{
return x*x+y*y;
}
float length() const
{
return sqrtf(x*x+y*y);
}
Vec2D& normalize()
{
this->operator*= (1.0f/length());
return *this;
}
Vec2D operator~ () const
{
Vec2D r(*this);
r.normalize();
return r;
}
friend std::istream& operator>>(std::istream& in, Vec2D& v)
{
in >> v.x >> v.y;
return in;
}
operator float*()
{
return (float*)this;
}
};
inline void rotate(float x0, float y0, float *x, float *y, float angle)
{
float xa = *x - x0, ya = *y - y0;
*x = xa*cosf(angle) - ya*sinf(angle) + x0;
*y = xa*sinf(angle) + ya*cosf(angle) + y0;
}
#endif