#include "common.h" #include "Vector.h" void CVector::Normalise() { float sq = MagnitudeSqr(); if(sq > 0.0f){ float invsqrt = 1.0f/sqrt(sq); // CMaths::RecipSqrt x *= invsqrt; y *= invsqrt; z *= invsqrt; }else x = 1.0f; } // operator + CVector operator + (CVector const &refLeft, CVector const &refRight) { return CVector(refLeft.x + refRight.x, refLeft.y + refRight.y, refLeft.z + refRight.z); } CVector operator + (CVector const &refLeft, float fRight) { return CVector(refLeft.x + fRight, refLeft.y + fRight, refLeft.z + fRight); } CVector operator + (float fLeft, CVector const &refRight) { return CVector(fLeft + refRight.x, fLeft + refRight.y, fLeft + refRight.z); } // operator - CVector operator - (CVector const &refLeft, CVector const &refRight) { return CVector(refLeft.x - refRight.x, refLeft.y - refRight.y, refLeft.z - refRight.z); } CVector operator - (CVector const &refLeft, float fRight) { return CVector(refLeft.x - fRight, refLeft.y - fRight, refLeft.z - fRight); } CVector operator - (float fLeft, CVector const &refRight) { return CVector(fLeft - refRight.x, fLeft - refRight.y, fLeft - refRight.z); } // operator * CVector operator * (CVector const &refLeft, CVector const &refRight) { return CVector(refLeft.x * refRight.x, refLeft.y * refRight.y, refLeft.z * refRight.z); } CVector operator * (CVector const &refLeft, float fRight) { return CVector(refLeft.x * fRight, refLeft.y * fRight, refLeft.z * fRight); } CVector operator * (float fLeft, CVector const &refRight) { return CVector(fLeft * refRight.x, fLeft * refRight.y, fLeft * refRight.z); } // operator / CVector operator / (CVector const &refLeft, CVector const &refRight) { return CVector(refLeft.x / refRight.x, refLeft.y / refRight.y, refLeft.z / refRight.z); } CVector operator / (CVector const &refLeft, float fRight) { return CVector(refLeft.x / fRight, refLeft.y / fRight, refLeft.z / fRight); } CVector operator / (float fLeft, CVector const &refRight) { return CVector(fLeft / refRight.x, fLeft / refRight.y, fLeft / refRight.z); }