UwUHax/vector.h
2021-08-27 18:58:23 +07:00

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#pragma once
class Vector
{
public:
Vector();
Vector(float x, float y, float z);
Vector& operator +=(const Vector&);
Vector& operator -=(const Vector&);
Vector& operator *=(const float);
float& operator [](int index);
Vector operator+(const Vector& v) const;
Vector operator-(const Vector& v) const;
Vector operator*(float fl) const;
Vector& operator = (const Vector&);
bool IsZero(float tolerance = FLT_EPSILON);
void Zero();
float Length2D();
float Length2DSqr();
float Length();
float Normalize();
float NormalizeInPlace();
float length_sqr();
float Dot(const Vector&);
float x;
float y;
float z;
};
inline bool Vector::IsZero(float tolerance)
{
return (x > -tolerance && x < tolerance && y > -tolerance && y < tolerance && z > -tolerance && z < tolerance);
}
inline Vector& Vector::operator += (const Vector &in)
{
x += in.x;
y += in.y;
z += in.z;
return *this;
}
inline Vector& Vector::operator -= (const Vector &in)
{
x -= in.x;
y -= in.y;
z -= in.z;
return *this;
}
inline Vector& Vector::operator *= (const float in)
{
x *= in;
y *= in;
z *= in;
return *this;
}
inline float& Vector::operator [] (int index)
{
return ((&x)[index]);
}
inline Vector Vector::operator+(const Vector& v) const
{
Vector res;
res.x = x + v.x;
res.y = y + v.y;
res.z = z + v.z;
return res;
}
inline Vector Vector::operator-(const Vector& v) const
{
Vector res;
res.x = x - v.x;
res.y = y - v.y;
res.z = z - v.z;
return res;
}
inline Vector Vector::operator*(float fl) const
{
Vector res;
res.x = x * fl;
res.y = y * fl;
res.z = z * fl;
return res;
}
inline Vector& Vector::operator = (const Vector &in)
{
x = in.x;
y = in.y;
z = in.z;
return *this;
}
inline Vector::Vector()
{
x = y = z = 0.f;
}
inline void Vector::Zero()
{
x = y = z = 0.f;
}
inline Vector::Vector(float _x, float _y, float _z)
{
x = _x;
y = _y;
z = _z;
}
inline float Vector::Length2D()
{
float root = 0.f;
float sqst = x * x + y * y;
__asm
{
sqrtss xmm0, sqst
movss root, xmm0
}
return root;
}
inline float Vector::Length2DSqr()
{
return x * x + y * y;
}
inline float Vector::Dot(const Vector &in)
{
return (x * in.x + y * in.y + z * in.z);
}
inline float Vector::length_sqr()
{
return x * x + y * y + z * z;
}
inline float Vector::Length()
{
float root = 0.f;
float sqsr = x * x + y * y + z * z;
__asm
{
sqrtss xmm0, sqsr
movss root, xmm0
}
return root;
}
inline float Vector::Normalize()
{
float flLength = Length();
float flLengthNormal = 1.f / (FLT_EPSILON + flLength);
x = x * flLengthNormal;
y = y * flLengthNormal;
z = z * flLengthNormal;
return flLength;
}
inline float Vector::NormalizeInPlace()
{
return Normalize();
}
class VectorAligned : public Vector
{
public:
VectorAligned()
{
x = y = z = 0;
}
VectorAligned(const Vector &in)
{
x = in.x;
y = in.y;
z = in.z;
}
float w;
};
FORCEINLINE void VectorSubtract(const Vector& a, const Vector& b, Vector& c)
{
c.x = a.x - b.x;
c.y = a.y - b.y;
c.z = a.z - b.z;
}
FORCEINLINE void VectorAdd(const Vector& a, const Vector& b, Vector& c)
{
c.x = a.x + b.x;
c.y = a.y + b.y;
c.z = a.z + b.z;
}