#pragma once class CVector { public: float x, y, z; CVector(void) {} CVector(float x, float y, float z) : x(x), y(y), z(z) {} // CVector(rw::V3d const &v) : x(v.x), y(v.y), z(v.z) {} float Magnitude(void) const { return sqrt(x*x + y*y + z*z); } float MagnitudeSqr(void) const { return x*x + y*y + z*z; } float Magnitude2D(void) const { return sqrt(x*x + y*y); } void Normalise(void){ float sq = MagnitudeSqr(); if(sq > 0.0f){ float invsqrt = 1.0f/sqrt(sq); x *= invsqrt; y *= invsqrt; z *= invsqrt; }else x = 1.0f; } // rw::V3d ToRW(void){ // return rw::makeV3d(x, y, z); // } // void operator=(rw::V3d const &rhs){ // x = rhs.x; // y = rhs.y; // z = rhs.z; // } CVector operator-(const CVector &rhs) const { return CVector(x-rhs.x, y-rhs.y, z-rhs.z); } CVector operator+(const CVector &rhs) const { return CVector(x+rhs.x, y+rhs.y, z+rhs.z); } CVector operator*(float t) const { return CVector(x*t, y*t, z*t); } CVector operator/(float t) const { return CVector(x/t, y/t, z/t); } CVector &operator-=(const CVector &rhs) { this->x -= rhs.x; this->y -= rhs.y; this->z -= rhs.z; return *this; } CVector &operator+=(const CVector &rhs) { this->x += rhs.x; this->y += rhs.y; this->z += rhs.z; return *this; } CVector &operator*=(float t) { this->x *= t; this->y *= t; this->z *= t; return *this; } CVector &operator/=(float t) { this->x /= t; this->y /= t; this->z /= t; return *this; } bool IsZero(void) { return x == 0.0f && y == 0.0f && z == 0.0f; } }; inline float DotProduct(const CVector &v1, const CVector &v2) { return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; } inline CVector CrossProduct(const CVector &v1, const CVector &v2) { return CVector( v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x); }