#include #include "client/math/Vector.h" Vector::Vector() : x(0), y(0), z(0) { } Vector::Vector(float ix, float iy, float iz) : x(ix), y(iy), z(iz) { } float Vector::getX() const { return x; } float Vector::getY() const { return y; } float Vector::getZ() const { return z; } Vector& Vector::setX(float ix) { x = ix; return *this; } Vector& Vector::setY(float iy) { y = iy; return *this; } Vector& Vector::setZ(float iz) { z = iz; return *this; } Vector& Vector::set(const Vector& v) { return set(v.x, v.y, v.z); } Vector& Vector::set(float ix, float iy, float iz) { x = ix; y = iy; z = iz; return *this; } Vector& Vector::setInverse(const Vector& v) { x = -v.x; y = -v.y; z = -v.z; return *this; } Vector& Vector::setMul(const Vector& v, float f) { x = v.x * f; y = v.y * f; z = v.z * f; return *this; } Vector& Vector::setAngles(float lengthAngle, float widthAngle) { lengthAngle = lengthAngle * M_PI / 180.0f; widthAngle = widthAngle * M_PI / 180.0f; x = cosf(widthAngle) * sinf(lengthAngle); y = sinf(widthAngle); z = cosf(widthAngle) * cosf(lengthAngle); return *this; } Vector& Vector::add(const Vector& v) { x += v.x; y += v.y; z += v.z; return *this; } Vector& Vector::sub(const Vector& v) { x -= v.x; y -= v.y; z -= v.z; return *this; } Vector& Vector::mul(float f) { x *= f; y *= f; z *= f; return *this; } Vector& Vector::mul(const Matrix& m) { const float* d = m.getValues(); const float w = 1.0f; float nx = x * d[0] + y * d[4] + z * d[8] + w * d[12]; float ny = x * d[1] + y * d[5] + z * d[9] + w * d[13]; float nz = x * d[2] + y * d[6] + z * d[10] + w * d[14]; float nw = x * d[3] + y * d[7] + z * d[11] + w * d[15]; set(nx / nw, ny / nw, nz / nw); return *this; } Vector& Vector::addMul(const Vector& v, float f) { x += v.x * f; y += v.y * f; z += v.z * f; return *this; } Vector& Vector::cross(float ix, float iy, float iz) { return set(y * iz - z * iy, z * ix - x * iz, x * iy - y * ix); } Vector& Vector::cross(const Vector& v) { return set(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x); } Vector& Vector::normalize() { float f = 1.0f / sqrtf(squareLength()); x *= f; y *= f; z *= f; return *this; } float Vector::squareLength() const { return x * x + y * y + z * z; } float Vector::length() const { return sqrt(squareLength()); } float Vector::dot(const Vector& v) const { return x * v.x + y * v.y + z * v.z; } float Vector::dotInverse(const Vector& v) const { return x * (-v.x) + y * (-v.y) + z * (-v.z); } void Vector::toString(String& s) const { s.append("(x = ").append(x).append(", y = ").append(y).append(", z = ").append(z).append(")"); }