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- #include "client/math/Vector.h"
- template<>
- Vector<3>::Vector(float x, float y, float z) {
- values[0] = x;
- values[1] = y;
- values[2] = z;
- }
- template<>
- Vector<2>::Vector(float x, float y) {
- values[0] = x;
- values[1] = y;
- }
- template<>
- Vector<3>& Vector<3>::setAngles(float lengthAngle, float widthAngle) {
- lengthAngle *= (M_PI / 180.0f);
- widthAngle *= (M_PI / 180.0f);
- values[0] = cosf(widthAngle) * sinf(lengthAngle);
- values[1] = sinf(widthAngle);
- values[2] = cosf(widthAngle) * cosf(lengthAngle);
- return *this;
- }
- template<>
- Vector<3>::Vector(float lengthAngle, float widthAngle) {
- setAngles(lengthAngle, widthAngle);
- }
- template<>
- Vector<3>& Vector<3>::set(float x, float y, float z) {
- values[0] = x;
- values[1] = y;
- values[2] = z;
- return *this;
- }
- template<>
- Vector<3> Vector<3>::cross(const Vector<3>& other) const {
- return Vector<3>(
- values[1] * other.values[2] - values[2] * other.values[1],
- values[2] * other.values[0] - values[0] * other.values[2],
- values[0] * other.values[1] - values[1] * other.values[0]);
- }
- Vector<3> operator*(const Matrix& m, const Vector<3>& v) {
- const float* d = m.getValues();
- Vector<3> result(
- v[0] * d[0] + v[1] * d[4] + v[2] * d[8] + d[12],
- v[0] * d[1] + v[1] * d[5] + v[2] * d[9] + d[13],
- v[0] * d[2] + v[1] * d[6] + v[2] * d[10] + d[14]);
- result *= 1.0f / (v[1] * d[3] + v[1] * d[7] + v[2] * d[11] + d[15]);
- return result;
- }
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