/* Copyright (C) 2009 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* * Provides an interface for a vector in R3 and allows vector and * scalar operations on it */ #ifndef INCLUDED_VECTOR3D #define INCLUDED_VECTOR3D class CFixedVector3D; class CVector3D { public: float X, Y, Z; public: CVector3D () : X(0.0f), Y(0.0f), Z(0.0f) {} CVector3D (float x, float y, float z) : X(x), Y(y), Z(z) {} CVector3D (const CFixedVector3D& v); int operator!() const; float& operator[](int index) { return *((&X)+index); } const float& operator[](int index) const { return *((&X)+index); } //vector equality (testing float equality, so please be careful if necessary) bool operator== (const CVector3D &vector) const; bool operator!= (const CVector3D &vector) const { return !operator==(vector); } //vector addition CVector3D operator + (const CVector3D &vector) const ; //vector addition/assignment CVector3D &operator += (const CVector3D &vector); //vector subtraction CVector3D operator - (const CVector3D &vector) const ; //vector subtraction/assignment CVector3D &operator -= (const CVector3D &vector); //scalar multiplication CVector3D operator * (float value) const ; //scalar multiplication/assignment CVector3D& operator *= (float value); // negation CVector3D operator-() const; public: void Set (float x, float y, float z); void Clear (); //Dot product float Dot (const CVector3D &vector) const; //Cross product CVector3D Cross (const CVector3D &vector) const; //Returns length of the vector float Length () const; float LengthSquared () const; void Normalize (); // Returns 3 element array of floats, e.g. for glVertex3fv const float* GetFloatArray() const { return &X; } }; extern float MaxComponent(const CVector3D& v); #endif