dolphin/Source/Core/VideoBackends/Software/Vec3.h

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// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <cmath>
#include <cstdlib>
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); }
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bool operator==(const Vec3& other) const { return x == other.x && y == other.y && z == other.z; }
void SetZero()
{
x = 0.0f;
y = 0.0f;
z = 0.0f;
}
};