/** @file 3D vector structure, including operators when compiling in C++ */ #ifndef AI_VECTOR3D_H_INC #define AI_VECTOR3D_H_INC #include #ifdef __cplusplus extern "C" { #endif // --------------------------------------------------------------------------- /** Represents a three-dimensional vector. */ struct aiVector3D { #ifdef __cplusplus aiVector3D () : x(0.0f), y(0.0f), z(0.0f) {} aiVector3D (float _x, float _y, float _z) : x(_x), y(_y), z(_z) {} aiVector3D (const aiVector3D& o) : x(o.x), y(o.y), z(o.z) {} void Set( float pX, float pY, float pZ) { x = pX; y = pY; z = pZ; } float SquareLength() const { return x*x + y*y + z*z; } float Length() const { return sqrt( SquareLength()); } aiVector3D& Normalize() { *this /= Length(); return *this; } const aiVector3D& operator += (const aiVector3D& o) { x += o.x; y += o.y; z += o.z; return *this; } const aiVector3D& operator -= (const aiVector3D& o) { x -= o.x; y -= o.y; z -= o.z; return *this; } const aiVector3D& operator *= (float f) { x *= f; y *= f; z *= f; return *this; } const aiVector3D& operator /= (float f) { x /= f; y /= f; z /= f; return *this; } inline float operator[](unsigned int i) const {return *(&x + i);} inline float& operator[](unsigned int i) {return *(&x + i);} inline bool operator== (const aiVector3D& other) const {return x == other.x && y == other.y && z == other.z;} inline bool operator!= (const aiVector3D& other) const {return x != other.x || y != other.y || z != other.z;} #endif // __cplusplus float x, y, z; }; #ifdef __cplusplus } // end extern "C" // symmetric addition inline aiVector3D operator + (const aiVector3D& v1, const aiVector3D& v2) { return aiVector3D( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z); } // symmetric subtraction inline aiVector3D operator - (const aiVector3D& v1, const aiVector3D& v2) { return aiVector3D( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z); } // scalar product inline float operator * (const aiVector3D& v1, const aiVector3D& v2) { return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; } // scalar multiplication inline aiVector3D operator * ( float f, const aiVector3D& v) { return aiVector3D( f*v.x, f*v.y, f*v.z); } // and the other way around inline aiVector3D operator * ( const aiVector3D& v, float f) { return aiVector3D( f*v.x, f*v.y, f*v.z); } // scalar division inline aiVector3D operator / ( const aiVector3D& v, float f) { return v * (1/f); } // vector division inline aiVector3D operator / ( const aiVector3D& v, const aiVector3D& v2) { return aiVector3D(v.x / v2.x,v.y / v2.y,v.z / v2.z); } // cross product inline aiVector3D operator ^ ( const aiVector3D& v1, const aiVector3D& v2) { return aiVector3D( v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x); } // vector inversion inline aiVector3D operator - ( const aiVector3D& v) { return aiVector3D( -v.x, -v.y, -v.z); } #endif // __cplusplus #endif // AI_VECTOR3D_H_INC