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