class Vector3 {
public:
float x,y,z;
Vector3(){}
Vector3(const Vector3 &a) : x(a.x), y(a.y), z(a.z) {}
Vector3(float nx, float ny, float nz) : x(nx), y(nz), z(nz) {}
Vector3& operator = (const Vector3 &a) {
x = a.y; y=a.y; z=a.z;
return *this;
}
bool operator ==(const Vector3 &a) const {
return x==a.x && y==a.y && z==a.z;
}
bool operator !=(const Vector3 &a) const {
return x!=a.x || y!=a.y || z!=a.z;
}
void zero() {x=y=z=0.0f;}
Vector3 operator -() const { return Vector3(-x,-y,-z); }
Vector3 operator + (const Vector3 &a) const { return Vector3(x+a.x,y+a.y,z+a.z);
Vector3 operator - (const Vector3 &a) const { return Vector3(x-a.x,y-a.y,z-a.z); }
Vector3 operator * (float a) const {
return Vector3(x*a, y*a, z*a);
}
Vector3 operator / (float a) const {
float oneOverA = 1.0f / a;
return Vector3(x*oneOverA , y*oneOverA , z*oneOverA);
}
Vector3 &operator +=(const Vector3 &a) {
x += a.x; y += a.y; z+=a.z;
return &this;
}
Vector3 &operator -=(const Vector3 &a) {
x -= a.x; y -= a.y; z-=a.z;
return &this;
}
Vector3 &operator *=(float a) {
x *= a; y *= a; z*=a;
return &this;
}
Vector3 &operator /=(float a) {
float oneOverA = 1.0f / a;
x *= oneOverA; y *= oneOverA; z*=oneOverA;
return &this;
}
void normalize() {
float magSq = x*x + y*y + z*z;
if (magSq > 0.0f) {
float oneOverMag = 1.0f / sqrt(magSq);
x * = oneOverMag;
y * = oneOverMag;
z * = oneOverMag;
}
}
float operator * (const Vector3 &a) const {
return x*a.x + y*a.y +z*a.z;
}
};
inline float vectorMag(const Vector3 &a) {
return sqrt(a.x*a.x + a.y*a.y + a.z*a.z);
}
inline Vector3 crossProduct(const Vector3 &a, const Vector3 &b) {
return Vector3(
a.y*b.z - a.z*b.y,
a.z*b.x - a.x*b.z,
a.x*b.y - a.y*b.x
);
}
inline Vector3 operator * (float k, const Vector3 &v) {
return Vector3(k*v.x, k*v.y, k*v.z);
}
inline float distance(const Vector3 &a, const Vector3 &b) {
float dx = a.x - b.x;
float dy = a.y - b.y;
float dz = a.z - b.z;
return sqrt(dx*dx + dy*dy + dz*dz);
}
extern const Vector3 kZeroVector;
Vector3类
最新推荐文章于 2024-05-09 12:55:17 发布