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#include "Vector3.h"
#include <math.h>
Vector3 Vector3::operator+(const Vector3 & v) const { return Vector3(x+v.x, y+v.y, z+v.z); }
Vector3 Vector3::operator-(const Vector3 & v) const { return Vector3(x - v.x, y - v.y, z - v.z); }
Vector3 Vector3::operator*(const Vector3 & v) const { return Vector3(x*v.x, y*v.y, z*v.z); }
void Vector3::operator*=(float scale) { x *= scale; y *= scale; z *= scale; }
Vector3 Vector3::operator/(float scale) const { return Vector3(x/scale, y/scale, z/scale); }
void Vector3::operator/=(float scale) { x /= scale; y /= scale; z /= scale; }
void Vector3::operator=(const Vector3 & v) { x = v.x; y = v.y; z = v.z; }
void Vector3::Normalize() { float magnitude = Magnitude(); x /= magnitude; y /= magnitude; z /= magnitude; }
float Vector3::Magnitude() { return sqrtf(x*x + y*y + z*z); }
Vector3 operator*(float f, const Vector3 & v) { return Vector3(f*v.x, f*v.y, f*v.z); }
float Dot(const Vector3 & l, const Vector3 & r) { return l.x * r.x + l.y * r.y + l.z * r.z; }
Vector3 Cross(const Vector3 & l, const Vector3 & r) { return Vector3(l.y*r.z - l.z*r.y, l.z*r.x - l.x*r.z, l.x*r.y - l.y*r.x); }
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