haxis/Source/UnrealProject/External/TeaVector3.hpp

149 lines
3.1 KiB
C++

#ifndef _HEADER_TEA_MATH_VECTOR3
#define _HEADER_TEA_MATH_VECTOR3
namespace TeaLib
{
namespace Math
{
template<typename T>
class Vector3
{
public:
Vector3() : x(0), y(0), z(0){};
Vector3(const T a_X, const T a_Y, const T a_Z) : x(a_X), y(a_Y), z(a_Z){};
Vector3& operator+=(const Vector3& rhs)
{
this->x += rhs.x;
this->y += rhs.y;
this->z += rhs.z;
return *this;
}
Vector3& operator-=(const Vector3& rhs)
{
this->x -= rhs.x;
this->y -= rhs.y;
this->z -= rhs.z;
return *this;
}
Vector3& operator*=(const float& rhs)
{
this->x *= rhs;
this->y *= rhs;
this->z *= rhs;
return *this;
}
Vector3& operator/=(const float& rhs)
{
this->x /= rhs;
this->y /= rhs;
this->z /= rhs;
return *this;
}
Vector3 operator+(const Vector3& rhs)
{
Vector3 retVal;
retVal.x = this->x + rhs.x;
retVal.y = this->y + rhs.y;
retVal.z = this->z + rhs.z;
return retVal;
}
Vector3 operator-(const Vector3& rhs)
{
Vector3 retVal;
retVal.x = this->x - rhs.x;
retVal.y = this->y - rhs.y;
retVal.z = this->z - rhs.z;
return retVal;
}
Vector3 operator*(const float& rhs)
{
Vector3 retVal;
retVal.x = this->x * rhs;
retVal.y = this->y * rhs;
retVal.z = this->z * rhs;
return retVal;
}
friend Vector3 operator*(const float& lhs, const Vector3& rhs)
{
Vector3 retVal;
retVal.x = rhs.x * lhs;
retVal.y = rhs.y * lhs;
retVal.z = rhs.z * lhs;
return retVal;
}
Vector3 operator/(const float& rhs)
{
Vector3 retVal;
retVal.x = this->x / rhs;
retVal.y = this->y / rhs;
retVal.z = this->z / rhs;
return retVal;
}
Vector3 operator-()
{
Vector3 retVal;
retVal.x = -this->x;
retVal.y = -this->y;
retVal.z = -this->z;
return retVal;
}
bool operator==(const Vector3& rhs)
{
return ((this->x == rhs.x) && (this->y == rhs.y) && (this->z == rhs.z));
}
float LengthSquared()
{
return ((x*x) + (y*y) + (z*z));
}
float Length()
{
return sqrtf(LengthSquared());
}
Vector3 Normalized()
{
return ((*this) / Length());
}
T x, y, z;
public:
static Vector3 Cross(Vector3& lhs, Vector3& rhs)
{
Vector3 retVal;
retVal.x = lhs.y * rhs.z - lhs.z * rhs.y;
retVal.y = lhs.z * rhs.x - lhs.x * rhs.z;
retVal.z = lhs.x * rhs.y - lhs.y * rhs.x;
return retVal;
}
static float Dot(Vector3& lhs, Vector3& rhs)
{
float retVal;
retVal = lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z;
return retVal;
}
static Vector3 Lerp(Vector3& a_Source, Vector3& a_Destination, float a_Scale)
{
Vector3 between = a_Destination - a_Source;
return a_Source + between * a_Scale;
}
};
typedef Vector3<float> Vector3f;
typedef Vector3<int> Vector3i;
typedef Vector3<unsigned int> Vector3u;
typedef Vector3<long> Vector3l;
};
};
#endif