171 lines
2.3 KiB
C++
171 lines
2.3 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include <cmath>
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#include <cstdlib>
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#include "Common/ChunkFile.h"
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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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{
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}
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explicit Vec3(float f)
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{
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x = y = z = f;
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}
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explicit Vec3(const float *f)
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{
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x = f[0];
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y = f[1];
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z = f[2];
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}
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Vec3(const float _x, const float _y, const float _z)
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{
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x = _x;
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y = _y;
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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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{
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x = _x;
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y = _y;
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z = _z;
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}
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Vec3 operator+(const Vec3 &other) const
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{
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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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{
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x += other.x;
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y += other.y;
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z += other.z;
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}
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Vec3 operator-(const Vec3 &v) const
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{
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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;
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y -= other.y;
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z -= other.z;
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}
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Vec3 operator-() const
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{
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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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{
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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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{
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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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{
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return (x * other.x) +
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(y * other.y) +
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(z * other.z);
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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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Vec3 ScaledBy(const Vec3 &other) const
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{
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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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{
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return Vec3((y * v.z) - (z * v.y),
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(z * v.x) - (x * v.z),
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(x * v.y) - (y * v.x));
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}
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float Length2() const
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{
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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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{
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return sqrtf(Length2());
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}
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float Distance2To(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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{
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return (*this) / Length();
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}
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void Normalize()
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{
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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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float operator[](const int i) const
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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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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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};
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