$#include "Vector3.h" /// Three-dimensional vector. class Vector3 { public: /// Construct undefined. Vector3() { } /// Copy-construct from another vector. Vector3(const Vector3& vector) : x_(vector.x_), y_(vector.y_), z_(vector.z_) { } /// Construct from a two-dimensional vector and the Z coordinate. Vector3(const Vector2& vector, float z) : x_(vector.x_), y_(vector.y_), z_(z) { } /// Construct from coordinates. Vector3(float x, float y, float z) : x_(x), y_(y), z_(z) { } /// Test for equality with another vector without epsilon. bool operator == (const Vector3& rhs) const { return x_ == rhs.x_ && y_ == rhs.y_ && z_ == rhs.z_; } /// Add a vector. Vector3 operator + (const Vector3& rhs) const { return Vector3(x_ + rhs.x_, y_ + rhs.y_, z_ + rhs.z_); } /// Return negation. Vector3 operator - () const { return Vector3(-x_, -y_, -z_); } /// Subtract a vector. Vector3 operator - (const Vector3& rhs) const { return Vector3(x_ - rhs.x_, y_ - rhs.y_, z_ - rhs.z_); } /// Multiply with a scalar. Vector3 operator * (float rhs) const { return Vector3(x_ * rhs, y_ * rhs, z_ * rhs); } /// Multiply with a vector. Vector3 operator * (const Vector3& rhs) const { return Vector3(x_ * rhs.x_, y_ * rhs.y_, z_ * rhs.z_); } /// Divide by a scalar. Vector3 operator / (float rhs) const { return Vector3(x_ / rhs, y_ / rhs, z_ / rhs); } /// Divide by a vector. Vector3 operator / (const Vector3& rhs) const { return Vector3(x_ / rhs.x_, y_ / rhs.y_, z_ / rhs.z_); } Vector3 operator / (const Vector3& rhs) const; /// Normalize to unit length and return the previous length. float Normalize() { float len = Length(); if (len >= M_EPSILON) { float invLen = 1.0f / len; x_ *= invLen; y_ *= invLen; z_ *= invLen; } return len; } /// Return length. float Length() const { return sqrtf(x_ * x_ + y_ * y_ + z_ * z_); } /// Return squared length. float LengthSquared() const { return x_ * x_ + y_ * y_ + z_ * z_; } /// Calculate dot product. float DotProduct(const Vector3& rhs) const { return x_ * rhs.x_ + y_ * rhs.y_ + z_ * rhs.z_; } /// Calculate absolute dot product. float AbsDotProduct(const Vector3& rhs) const { return Urho3D::Abs(x_ * rhs.x_) + Urho3D::Abs(y_ * rhs.y_) + Urho3D::Abs(z_ * rhs.z_); } /// Calculate cross product. Vector3 CrossProduct(const Vector3& rhs) const { return Vector3( y_ * rhs.z_ - z_ * rhs.y_, z_ * rhs.x_ - x_ * rhs.z_, x_ * rhs.y_ - y_ * rhs.x_ ); } /// Return absolute vector. Vector3 Abs() const { return Vector3(Urho3D::Abs(x_), Urho3D::Abs(y_), Urho3D::Abs(z_)); } /// Linear interpolation with another vector. Vector3 Lerp(const Vector3& rhs, float t) const { return *this * (1.0f - t) + rhs * t; } /// Test for equality with another vector with epsilon. bool Equals(const Vector3& rhs) const { return Urho3D::Equals(x_, rhs.x_) && Urho3D::Equals(y_, rhs.y_) && Urho3D::Equals(z_, rhs.z_); } /// Return normalized to unit length. Vector3 Normalized() const { float len = Length(); if (len >= M_EPSILON) return *this * (1.0f / len); else return *this; } /// Return as string. String ToString() const; /// X coordinate. float x_ @ x; /// Y coordinate. float y_ @ y; /// Z coordinate. float z_ @ z; /// Zero vector. static const Vector3 ZERO; /// (-1,0,0) vector. static const Vector3 LEFT; /// (1,0,0) vector. static const Vector3 RIGHT; /// (0,1,0) vector. static const Vector3 UP; /// (0,-1,0) vector. static const Vector3 DOWN; /// (0,0,1) vector. static const Vector3 FORWARD; /// (0,0,-1) vector. static const Vector3 BACK; /// (1,1,1) vector. static const Vector3 ONE; };