dolphin/Source/Plugins/Plugin_VideoSoftware/Src/Vec3.h

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#ifndef _VEC3_H
#define _VEC3_H
#include <stdlib.h>
#include <math.h>
#include "ChunkFile.h"
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 scaled_by(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 distance2_to(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);
}
bool operator == (const Vec3 &other) const
{
if (x==other.x && y==other.y && z==other.z)
return true;
else
return false;
}
void setZero()
{
memset((void *)this,0,sizeof(float)*3);
}
void DoState(PointerWrap &p)
{
p.Do(x);
p.Do(y);
p.Do(z);
}
};
#endif