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https://gitea.wildfiregames.com/0ad/0ad
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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
96 lines
2 KiB
C++
96 lines
2 KiB
C++
/* Copyright (C) 2020 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Provides an interface for a vector in R3 and allows vector and
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* scalar operations on it
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*/
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#include "precompiled.h"
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#include "Vector3D.h"
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#include "MathUtil.h"
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#include "FixedVector3D.h"
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#include <cmath>
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#include <algorithm>
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#include <limits>
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CVector3D::CVector3D(const CFixedVector3D& v) :
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X(v.X.ToFloat()), Y(v.Y.ToFloat()), Z(v.Z.ToFloat())
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{
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}
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// static
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CVector3D CVector3D::Max()
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{
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const float max_float = std::numeric_limits<float>::max();
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return CVector3D(max_float, max_float, max_float);
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}
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// static
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CVector3D CVector3D::Min()
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{
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const float max_float = std::numeric_limits<float>::max();
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return CVector3D(-max_float, -max_float, -max_float);
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}
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int CVector3D::operator ! () const
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{
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if (X != 0.0f ||
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Y != 0.0f ||
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Z != 0.0f)
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return 0;
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return 1;
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}
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float CVector3D::LengthSquared () const
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{
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return ( SQR(X) + SQR(Y) + SQR(Z) );
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}
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float CVector3D::Length () const
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{
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return sqrtf ( LengthSquared() );
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}
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void CVector3D::Normalize ()
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{
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float scale = 1.0f/Length ();
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X *= scale;
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Y *= scale;
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Z *= scale;
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}
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CVector3D CVector3D::Normalized () const
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{
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float scale = 1.0f/Length ();
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return CVector3D(X * scale, Y * scale, Z * scale);
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}
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//-----------------------------------------------------------------------------
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float MaxComponent(const CVector3D& v)
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{
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return std::max({v.X, v.Y, v.Z});
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}
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