2010-07-19 12:34:11 +00:00
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _VEC3_H
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#define _VEC3_H
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#include <stdlib.h>
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#include <math.h>
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2013-02-26 04:49:24 +00:00
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#include "ChunkFile.h"
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2010-07-19 12:34:11 +00:00
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class Vec3
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{
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public:
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float x,y,z;
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Vec3() { }
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explicit Vec3(float f) {x=y=z=f;}
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explicit Vec3(const float *f) {x=f[0]; y=f[1]; z=f[2];}
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Vec3(const float _x, const float _y, const float _z) {
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x=_x; y=_y; z=_z;
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}
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void set(const float _x, const float _y, const float _z) {
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x=_x; y=_y; z=_z;
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}
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Vec3 operator + (const Vec3 &other) const {
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return Vec3(x+other.x, y+other.y, z+other.z);
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}
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void operator += (const Vec3 &other) {
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x+=other.x; y+=other.y; z+=other.z;
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}
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Vec3 operator -(const Vec3 &v) const {
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return Vec3(x-v.x,y-v.y,z-v.z);
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}
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void operator -= (const Vec3 &other)
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{
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x-=other.x; y-=other.y; z-=other.z;
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}
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Vec3 operator -() const {
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return Vec3(-x,-y,-z);
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}
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Vec3 operator * (const float f) const {
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return Vec3(x*f,y*f,z*f);
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}
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Vec3 operator / (const float f) const {
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float invf = (1.0f/f);
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return Vec3(x*invf,y*invf,z*invf);
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}
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void operator /= (const float f)
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{
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*this = *this / f;
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}
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float operator * (const Vec3 &other) const {
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return x*other.x + y*other.y + z*other.z;
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}
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void operator *= (const float f) {
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*this = *this * f;
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}
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Vec3 scaled_by(const Vec3 &other) const {
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return Vec3(x*other.x, y*other.y, z*other.z);
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}
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Vec3 operator %(const Vec3 &v) const {
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return Vec3(y*v.z-z*v.y, z*v.x-x*v.z, x*v.y-y*v.x);
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}
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float length2() const {
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return x*x+y*y+z*z;
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}
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float length() const {
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return sqrtf(length2());
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}
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float distance2_to(Vec3 &other)
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{
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return (other-(*this)).length2();
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}
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Vec3 normalized() const {
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return (*this) / length();
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}
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void normalize() {
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(*this) /= length();
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}
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float &operator [] (int i)
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{
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return *((&x) + i);
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}
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2010-08-01 16:14:35 +00:00
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float operator [] (const int i) const
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2010-07-19 12:34:11 +00:00
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{
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return *((&x) + i);
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}
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bool operator == (const Vec3 &other) const
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{
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if (x==other.x && y==other.y && z==other.z)
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return true;
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else
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return false;
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}
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void setZero()
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{
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memset((void *)this,0,sizeof(float)*3);
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}
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2013-02-26 04:49:24 +00:00
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void DoState(PointerWrap &p)
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{
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p.Do(x);
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p.Do(y);
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p.Do(z);
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}
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2010-07-19 12:34:11 +00:00
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};
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#endif
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