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Vector.h
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executable file
·192 lines (149 loc) · 3.1 KB
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/* $Id: Vector.h,v 1.1.1.1 2005/05/01 15:18:55 ovidiom Exp $ */
#ifndef _VECTOR2F_H_
#define _VECTOR2F_H_
#include <cmath>
struct Vector2f
{
float x, z;
inline Vector2f()
{
x = z = 0.0f;
}
inline Vector2f(float x, float z)
{
this->x = x;
this->z = z;
}
inline Vector2f(float xz)
{
x = z = xz;
}
inline Vector2f(const float *xzArr)
{
x = xzArr[0];
z = xzArr[1];
}
inline operator const float *() const
{
return ((const float *)&x);
}
inline float &operator[](unsigned int idx)
{
return (*(((float *)&x) + idx));
}
inline void operator +=(float s)
{
x += s;
z += s;
}
inline void operator +=(const Vector2f &v)
{
x += v.x;
z += v.z;
}
inline void operator -=(float s)
{
x -= s;
z -= s;
}
inline void operator -=(const Vector2f &v)
{
x -= v.x;
z -= v.z;
}
inline void operator *=(float s)
{
x *= s;
z *= s;
}
inline void operator *=(const Vector2f &v)
{
x *= v.x;
z *= v.z;
}
inline void operator /=(float s)
{
float inv = 1.0f / s;
x *= inv;
z *= inv;
}
inline void operator /=(const Vector2f &v)
{
x /= v.x;
z /= v.z;
}
};
inline Vector2f operator +(const Vector2f &v, float s)
{
return (Vector2f(v.x + s, v.z + s));
}
inline Vector2f operator +(float s, const Vector2f &v)
{
return (Vector2f(s + v.x, s + v.z));
}
inline Vector2f operator +(const Vector2f &u, const Vector2f &v)
{
return (Vector2f(u.x + v.x, u.z + v.z));
}
inline Vector2f operator -(const Vector2f &v, float s)
{
return (Vector2f(v.x - s, v.z - s));
}
inline Vector2f operator -(float s, const Vector2f &v)
{
return (Vector2f(s - v.x, s - v.z));
}
inline Vector2f operator -(const Vector2f &u, const Vector2f &v)
{
return (Vector2f(u.x - v.x, u.z - v.z));
}
inline Vector2f operator *(const Vector2f &v, float s)
{
return (Vector2f(v.x * s, v.z * s));
}
inline Vector2f operator *(float s, const Vector2f &v)
{
return (Vector2f(s * v.x, s * v.z));
}
inline Vector2f operator *(const Vector2f &u, const Vector2f &v)
{
return (Vector2f(u.x * v.x, u.z * v.z));
}
inline Vector2f operator /(const Vector2f &v, float s)
{
float inv = 1.0f / s;
return (Vector2f(v.x * inv, v.z * inv));
}
inline Vector2f operator /(float s, const Vector2f &v)
{
return (Vector2f(s / v.x, s / v.z));
}
inline Vector2f operator /(const Vector2f &u, const Vector2f &v)
{
return (Vector2f(u.x / v.x, u.z / v.z));
}
inline Vector2f operator -(const Vector2f &v)
{
return (Vector2f(-v.x, -v.z));
}
inline float dot(const Vector2f &u, const Vector2f &v)
{
return (u.x * v.x + u.z * v.z);
}
/*
inline Vector2f cross(const Vector2f &u, const Vector2f &v)
{
return (Vector2f(u.y * v.z - v.y * u.z,
u.z * v.x - u.x * v.z,
u.x * v.y - u.y * v.x));
}
*/
inline float length(const Vector2f &v)
{
return ((float)sqrt(v.x * v.x + v.z * v.z));
}
inline Vector2f normalize(const Vector2f &v)
{
return (v / length(v));
}
#endif /* _VECTOR3F_H_ */