#ifndef VEC_H #include "util.h" #include // STRUCTURE struct Vector { inline Vector(void) : x(0), y(0), z(0), w(0) {} inline Vector(float x, float y, float z) : x(x), y(y), z(z), w(0) {} inline void Normalize(void) { float length = Length(); // zero length if (length == 0.0f) { x = 0.0f; y = 0.0f; z = 0.0f; } else { float lengthInv = 1.0f / length; x *= lengthInv; y *= lengthInv; z *= lengthInv; } } inline float Length(void) { float result = sqrtf(x*x + y*y + z*z); // zero length if (result < EPSILON_E3) { result = 0.0f; } return result; } inline static float Dot(Vector v1, Vector v2) { float result; result = (v1.x * v2.x) + (v1.y * v2.y) + (v1.z * v2.z); return result; } inline static Vector Cross(Vector v1, Vector v2) { Vector result; result.x = (v1.y * v2.z) - (v1.z * v2.y); result.y = (v1.z * v2.x) - (v1.x * v2.z); result.z = (v1.x * v2.y) - (v1.y * v2.x); return result; } union { float e[4]; struct { float x, y, z, w; }; }; }; // OPERATORS // -v inline Vector operator-(Vector v) { Vector result; result.x = -v.x; result.y = -v.y; result.z = -v.z; return result; } // v1 + v2 inline Vector operator+(Vector v1, Vector v2) { Vector result; result.x = v1.x + v2.x; result.y = v1.y + v2.y; result.z = v1.z + v2.z; return result; } // v1 += v2 inline Vector &operator+=(Vector &v1, Vector v2) { v1 = v1 + v2; return v1; } // f * v inline Vector operator*(float f, Vector &v) { Vector result; result.x = v.x * f; result.y = v.y * f; result.z = v.z * f; return result; } // v / f inline Vector operator/(Vector v, float f) { Vector result; float inverse = 1.0f / f; result.x = v.x * inverse; result.y = v.y * inverse; result.z = v.z * inverse; return result; } // v /= f inline Vector &operator/=(Vector &v, float f) { v = v / f; return v; } #define VEC_H #endif