2014-06-05 22:57:33 +02:00
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef BLADERUNNER_VECTOR_H
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#define BLADERUNNER_VECTOR_H
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#include "common/types.h"
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namespace BladeRunner {
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class Vector2
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{
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public:
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float x;
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float y;
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Vector2()
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: x(0.0), y(0.0)
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{}
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Vector2(float ax, float ay)
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: x(ax), y(ay)
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{}
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};
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class Vector3
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{
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public:
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float x;
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float y;
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float z;
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Vector3()
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: x(0.0), y(0.0), z(0.0)
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{}
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Vector3(float ax, float ay, float az)
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: x(ax), y(ay), z(az)
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{}
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2015-09-19 01:43:38 +02:00
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float length() { return sqrtf(x * x + y * y + z * z); }
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2016-09-26 23:38:35 +02:00
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Vector3 normalize() {
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float len = length();
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if (len == 0) {
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return Vector3(0.0f, 0.0f, 0.0f);
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}
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return Vector3(x / len, y / len, z / len);
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}
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static Vector3 cross(Vector3 a, Vector3 b) {
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return Vector3(
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a.y * b.z - a.z * b.y,
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a.z * b.x - a.x * b.z,
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a.x * b.y - a.y * b.x);
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}
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2014-06-05 22:57:33 +02:00
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};
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inline
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Vector3 operator+(Vector3 a, Vector3 b)
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{
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return Vector3(a.x + b.x, a.y + b.y, a.z + b.z);
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}
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inline
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Vector3 operator-(Vector3 a, Vector3 b)
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{
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return Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
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}
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inline
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Vector3 operator*(float f, Vector3 v)
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{
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return Vector3(f * v.x, f * v.y, f * v.z);
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}
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class Vector4
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{
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public:
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float x;
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float y;
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float z;
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float w;
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Vector4()
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: x(0.0), y(0.0), z(0.0), w(0.0)
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{}
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Vector4(float ax, float ay, float az, float aw)
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: x(ax), y(ay), z(az), w(aw)
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{}
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};
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inline
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Vector4 operator+(Vector4 a, Vector4 b)
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{
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return Vector4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
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}
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inline
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Vector4 operator-(Vector4 a, Vector4 b)
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{
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return Vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
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}
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inline
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Vector4 operator*(float f, Vector4 v)
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{
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return Vector4(f * v.x, f * v.y, f * v.z, f * v.w);
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}
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inline
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Vector4 operator*(Vector4 v, float f)
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{
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return Vector4(f * v.x, f * v.y, f * v.z, f * v.w);
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}
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inline
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Vector4 operator/(Vector4 a, Vector4 b)
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{
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return Vector4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w);
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}
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} // End of namespace BladeRunner
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#endif
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