// p_vector.h - yet another vector class. // // Copyright 1997 by Jonathan P. Leech // Modifications Copyright 1997-1999 by David K. McAllister // // A simple 3D float vector class for internal use by the particle systems. #ifndef particle_vector_h #define particle_vector_h #if _MSC_VER >= 1900 // C++11 Compatible for Visual Studio 2015 and later. #include #else #include "math.h" #endif #ifndef M_PI #define M_PI 3.1415926535897932384626433f #endif #ifdef WIN32 #define drand48() (((float) rand())/((float) RAND_MAX)) #define srand48(x) srand(x) // This is because their stupid compiler thinks it's smart. #define inline __forceinline #endif class pVector { public: float x, y, z; inline pVector(float ax, float ay, float az) : x(ax), y(ay), z(az) { //x = ax; y = ay; z = az; } inline pVector() {} inline float length() const { return sqrtf(x*x+y*y+z*z); } inline float length2() const { return (x*x+y*y+z*z); } inline float normalize() { float onel = 1.0f / sqrtf(x*x+y*y+z*z); x *= onel; y *= onel; z *= onel; return onel; } inline float operator*(const pVector &a) const { return x*a.x + y*a.y + z*a.z; } inline pVector operator*(const float s) const { return pVector(x*s, y*s, z*s); } inline pVector operator/(const float s) const { float invs = 1.0f / s; return pVector(x*invs, y*invs, z*invs); } inline pVector operator+(const pVector& a) const { return pVector(x+a.x, y+a.y, z+a.z); } inline pVector operator-(const pVector& a) const { return pVector(x-a.x, y-a.y, z-a.z); } inline pVector operator-() { x = -x; y = -y; z = -z; return *this; } inline pVector& operator+=(const pVector& a) { x += a.x; y += a.y; z += a.z; return *this; } inline pVector& operator-=(const pVector& a) { x -= a.x; y -= a.y; z -= a.z; return *this; } inline pVector& operator*=(const float a) { x *= a; y *= a; z *= a; return *this; } inline pVector& operator/=(const float a) { float b = 1.0f / a; x *= b; y *= b; z *= b; return *this; } inline pVector& operator=(const pVector& a) { x = a.x; y = a.y; z = a.z; return *this; } inline pVector operator^(const pVector& b) const { return pVector( y*b.z-z*b.y, z*b.x-x*b.z, x*b.y-y*b.x); } }; #endif