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#pragma once
#define CHECK_VALID( _v ) 0
#define Assert( _exp ) ((void)0)
#define M_PI 3.14159265358979323846f
#define M_RADPI 57.295779513082f
#define M_PI_F ((float)(M_PI))
#define RAD2DEG( x ) ( (float)(x) * (float)(180.f / M_PI_F) )
#define DEG2RAD( x ) ( (float)(x) * (float)(M_PI_F / 180.f) )
class Vector
{
public:
float x, y, z;
Vector(void);
Vector(float x, float y, float z);
float& operator[](int) const;
Vector& operator=(const Vector&);
Vector& operator+=(const Vector&);
Vector& operator-=(const Vector&);
Vector& operator*=(const Vector&);
Vector& operator*=(const float&);
Vector& operator/=(const Vector&);
Vector& operator/=(const float&);
Vector operator+(const Vector&) const;
Vector operator-(const Vector&) const;
Vector operator*(const Vector&) const;
Vector operator*(const float&) const;
Vector operator/(const Vector&) const;
Vector operator/(const float&) const;
bool operator==(const Vector&) const;
bool operator!=(const Vector&) const;
float DistTo(const Vector&) const;
float Length() const;
float LengthSqr() const;
float Length2D() const;
float Length2DSqr() const;
Vector Cross(const Vector&) const;
float Dot(const Vector&) const;
float Normalize();
void Init(float, float, float);
void Zero();
bool IsZero(float);
//new
void VectorClear(Vector&);
void VectorCopy(const Vector&, Vector&);
};
inline Vector::Vector()
{
x = y = z = 0.f;
}
inline void Vector::Zero()
{
x = y = z = 0.0f;
}
inline Vector::Vector(float _x, float _y, float _z)
{
x = _x;
y = _y;
z = _z;
}
inline float& Vector::operator[](int i) const
{
return ((float*)this)[i];
}
inline Vector& Vector::operator=(const Vector& v)
{
x = v.x;
y = v.y;
z = v.z;
return *this;
}
inline Vector& Vector::operator+=(const Vector& v)
{
x += v.x;
y += v.y;
z += v.z;
return *this;
}
inline Vector& Vector::operator-=(const Vector& v)
{
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
}
inline Vector& Vector::operator*=(const Vector& v)
{
x *= v.x;
y *= v.y;
z *= v.z;
return *this;
}
inline Vector& Vector::operator*=(const float& f)
{
x *= f;
y *= f;
z *= f;
return *this;
}
inline Vector& Vector::operator/=(const Vector& v)
{
x /= v.x;
y /= v.y;
z /= v.z;
return *this;
}
inline Vector& Vector::operator/=(const float& f)
{
x /= f;
y /= f;
z /= f;
return *this;
}
inline Vector Vector::operator+(const Vector& v) const
{
return Vector(x + v.x, y + v.y, z + v.z);
}
inline Vector Vector::operator-(const Vector& v) const
{
return Vector(x - v.x, y - v.y, z - v.z);
}
inline Vector Vector::operator*(const Vector& v) const
{
return Vector(x * v.x, y * v.y, z * v.z);
}
inline Vector Vector::operator*(const float& f) const
{
return Vector(x * f, y * f, z * f);
}
inline Vector Vector::operator/(const Vector& v) const
{
return Vector(x / (v.x), y / (v.y), z / (v.z));
}
inline Vector Vector::operator/(const float& f) const
{
return Vector(x / (f), y / (f), z / (f));
}
inline bool Vector::operator==(const Vector& v) const
{
return v.x == x && v.y == y && v.z == z;
}
inline bool Vector::operator!=(const Vector& e) const
{
return e.x != x || e.y != y || e.z != z;
}
inline float Vector::DistTo(const Vector& v) const
{
return (*this - v).Length();
}
inline float Vector::Length() const
{
return sqrtf((x * x) + (y * y) + (z * z));
}
inline float Vector::LengthSqr() const
{
return (x * x) + (y * y) + (z * z);
}
inline float Vector::Length2D() const
{
return sqrtf((x * x) + (y * y));
}
inline float Vector::Length2DSqr() const
{
return (x * x) + (y * y);
}
inline Vector Vector::Cross(const Vector& e) const
{
return Vector((y * e.z) - (z * e.y), (z * e.x) - (x * e.z), (x * e.y) - (y * e.x));
}
inline float Vector::Dot(const Vector& e) const
{
return (x * e.x) + (y * e.y) + (z * e.z);
}
inline float Vector::Normalize()
{
float l = Length();
float m = 1.f / (l);
*this *= m;
return l;
}
inline void Vector::Init(float ix = 0.0f, float iy = 0.0f, float iz = 0.0f)
{
x = ix; y = iy; z = iz;
}
inline void Vector::VectorClear(Vector& a)
{
a.x = a.y = a.z = 0.0f;
}
inline bool Vector::IsZero(float tolerance = 0.01f)
{
return (x > -tolerance && x < tolerance &&
y > -tolerance && y < tolerance &&
z > -tolerance && z < tolerance);
}
__forceinline void Vector::VectorCopy(const Vector& src, Vector& dst)
{
dst.x = src.x;
dst.y = src.y;
dst.z = src.z;
}
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