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- // Copyright 2010 Dolphin Emulator Project
- // SPDX-License-Identifier: GPL-2.0-or-later
- #pragma once
- #include <cmath>
- #include <cstdlib>
- class Vec3
- {
- public:
- float x, y, z;
- Vec3() = default;
- explicit Vec3(float f) { x = y = z = f; }
- explicit Vec3(const float* f)
- {
- x = f[0];
- y = f[1];
- z = f[2];
- }
- Vec3(const float _x, const float _y, const float _z)
- {
- x = _x;
- y = _y;
- z = _z;
- }
- void set(const float _x, const float _y, const float _z)
- {
- x = _x;
- y = _y;
- z = _z;
- }
- Vec3 operator+(const Vec3& other) const { return Vec3(x + other.x, y + other.y, z + other.z); }
- void operator+=(const Vec3& other)
- {
- x += other.x;
- y += other.y;
- z += other.z;
- }
- Vec3 operator-(const Vec3& v) const { return Vec3(x - v.x, y - v.y, z - v.z); }
- void operator-=(const Vec3& other)
- {
- x -= other.x;
- y -= other.y;
- z -= other.z;
- }
- Vec3 operator-() const { return Vec3(-x, -y, -z); }
- Vec3 operator*(const float f) const { return Vec3(x * f, y * f, z * f); }
- Vec3 operator/(const float f) const
- {
- float invf = (1.0f / f);
- return Vec3(x * invf, y * invf, z * invf);
- }
- void operator/=(const float f) { *this = *this / f; }
- float operator*(const Vec3& other) const { return (x * other.x) + (y * other.y) + (z * other.z); }
- void operator*=(const float f) { *this = *this * f; }
- Vec3 ScaledBy(const Vec3& other) const { return Vec3(x * other.x, y * other.y, z * other.z); }
- Vec3 operator%(const Vec3& v) const
- {
- return Vec3((y * v.z) - (z * v.y), (z * v.x) - (x * v.z), (x * v.y) - (y * v.x));
- }
- float Length2() const { return (x * x) + (y * y) + (z * z); }
- float Length() const { return sqrtf(Length2()); }
- float Distance2To(Vec3& other) { return (other - (*this)).Length2(); }
- Vec3 Normalized() const { return (*this) / Length(); }
- void Normalize() { (*this) /= Length(); }
- float& operator[](int i) { return *((&x) + i); }
- float operator[](const int i) const { return *((&x) + i); }
- bool operator==(const Vec3& other) const { return x == other.x && y == other.y && z == other.z; }
- void SetZero()
- {
- x = 0.0f;
- y = 0.0f;
- z = 0.0f;
- }
- };
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