ns/releases/3.05f/source/particles/p_vector.h

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// 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
#include <math.h>
#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