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#ifndef VECTOR_H_INCLUDED
#define VECTOR_H_INCLUDED
template <class T>
struct Vector2D
{
T x, y;
Vector2D() : x(0), y(0) {}
Vector2D(T px, T py) : x(px), y(py) {}
Vector2D operator +=(const Vector2D& v)
{
x += v.x;
y += v.y;
return *this;
}
Vector2D operator +(const Vector2D& v) const
{
Vector2D result = *this;
result += v;
return result;
}
Vector2D operator -=(const Vector2D& v)
{
x -= v.x;
y -= y.x;
return *this;
}
Vector2D operator -(const Vector2D& v)
{
Vector2D result = *this;
result -= v;
return result;
}
Vector2D operator *=(float f)
{
x *= f;
y *= f;
return *this;
}
Vector2D operator *(float f) const
{
Vector2D result = *this;
result *= f;
return result;
}
float SquareLen() const
{
return x * x + y * y;
}
Vector2D Normalise(int x, int y)
{
float length = this->SquareLen();
float oneOverLength = 1.0 / length;
x *= oneOverLength;
y *= oneOverLength;
}
float DotProduct(const Vector2D& v) const
{
return x * v.x, y * v.y;
}
Vector2D CrossProduct(const Vector2D& u, const Vector2D& v)
{
return Vector2D(x = u.x * v.y - u.y * v.x,
y = u.y * v.x - u.x * v.y);
}
};
template <class T>
struct Vector3D
{
T x, y, z;
Vector3D() : x(0), y(0), z(0) {}
Vector3D(T px, T py, T pz) : x(px), y(py), z(pz) {}
Vector3D operator +=(const Vector3D& v)
{
x += v.x;
y += v.y;
z += v.z;
return *this;
}
Vector3D operator +(const Vector3D& v) const
{
result = *this;
result += v;
return result;
}
Vector3D operator -=(const Vector3D& v)
{
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
}
Vector3D operator -(const Vector3D& v) const
{
result = *this;
result -= v;
return result;
}
Vector3D operator *=(float f)
{
x *= f;
y *= f;
z *= f;
return *this;
}
Vector3D operator *(float f)
{
result = *this;
result *= f;
return result;
}
float SquareLen() const
{
return x * x, y * y, z * z;
}
Vector3D Normalise(int x, int y)
{
float length = *this->SquareLen()
float oneOverLength = 1.0 / length;
x *= oneOverLength;
y *= oneOverLength;
z *= oneOverLength;
}
float DotProduct(const Vector3D& v) const
{
return x*v.x + y*v.y + z*v.z;
}
Vector3D CrossProduct(const Vector3D& u, const Vector3D& v)
{
return Vector3D(x = u.y*v.z - u.z*v.y,
y = u.x*v.z - u.z*v.x,
z = u.y*v.x - u.x*v.y);
}
/*typedef Vector2D<int> Vector2Di;
typedef Vector2D<float> Vector2Df;
typedef Vector3D<int> Vector3Di;
typedef Vector3D<float> Vector3Df;*/
//Tried to typedef them here but unfortunately, it made no difference
};
#endif
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