2022-05-21 19:58:09 +02:00

212 lines
3.4 KiB
C++

#include "stdafx.h"
#include "Vector3.h"
namespace Math
{
Vector3::Vector3()
: X(0), Y(0), Z(0)
{
}
Vector3::Vector3(float X, float Y, float Z)
: X(X), Y(Y), Z(Z)
{
}
float& Vector3::operator[](int Index)
{
if (Index == 0)
return X;
else if (Index == 1)
return Y;
return Z;
}
Vector3 Vector3::operator+(const Vector3& Rhs) const
{
return Vector3(X + Rhs.X, Y + Rhs.Y, Z + Rhs.Z);
}
Vector3 Vector3::operator-(const Vector3& Rhs) const
{
return Vector3(X - Rhs.X, Y - Rhs.Y, Z - Rhs.Z);
}
Vector3 Vector3::operator*(const Vector3& Rhs) const
{
return Vector3(X * Rhs.X, Y * Rhs.Y, Z * Rhs.Z);
}
Vector3 Vector3::operator/(const Vector3& Rhs) const
{
return Vector3(X / Rhs.X, Y / Rhs.Y, Z / Rhs.Z);
}
Vector3& Vector3::operator+=(const Vector3& Rhs)
{
X += Rhs.X;
Y += Rhs.Y;
Z += Rhs.Z;
return *this;
}
Vector3& Vector3::operator-=(const Vector3& Rhs)
{
X -= Rhs.X;
Y -= Rhs.Y;
Z -= Rhs.Z;
return *this;
}
Vector3& Vector3::operator*=(const Vector3& Rhs)
{
X *= Rhs.X;
Y *= Rhs.Y;
Z *= Rhs.Z;
return *this;
}
Vector3& Vector3::operator/=(const Vector3& Rhs)
{
X /= Rhs.X;
Y /= Rhs.Y;
Z /= Rhs.Z;
return *this;
}
Vector3 Vector3::operator+(const float Rhs) const
{
return Vector3(X + Rhs, Y + Rhs, Z + Rhs);
}
Vector3 Vector3::operator-(const float Rhs) const
{
return Vector3(X - Rhs, Y - Rhs, Z - Rhs);
}
Vector3 Vector3::operator*(const float Rhs) const
{
return Vector3(X * Rhs, Y * Rhs, Z * Rhs);
}
Vector3 Vector3::operator/(const float Rhs) const
{
return Vector3(X / Rhs, Y / Rhs, Z / Rhs);
}
Vector3& Vector3::operator+=(const float Rhs)
{
X += Rhs;
Y += Rhs;
Z += Rhs;
return *this;
}
Vector3& Vector3::operator-=(const float Rhs)
{
X -= Rhs;
Y -= Rhs;
Z -= Rhs;
return *this;
}
Vector3& Vector3::operator*=(const float Rhs)
{
X *= Rhs;
Y *= Rhs;
Z *= Rhs;
return *this;
}
Vector3& Vector3::operator/=(const float Rhs)
{
X /= Rhs;
Y /= Rhs;
Z /= Rhs;
return *this;
}
bool Vector3::operator==(const Vector3& Rhs) const
{
return (std::abs(X - Rhs.X) < MathHelper::Epsilon) && (std::abs(Y - Rhs.Y) < MathHelper::Epsilon) && (std::abs(Z - Rhs.Z) < MathHelper::Epsilon);
}
bool Vector3::operator!=(const Vector3& Rhs) const
{
return !(*this == Rhs);
}
Vector3 Vector3::operator-() const
{
return Vector3(-X, -Y, -Z);
}
float Vector3::Length() const
{
return (float)std::sqrt(X * X + Y * Y + Z * Z);
}
float Vector3::LengthSq() const
{
return X * X + Y * Y + Z * Z;
}
void Vector3::Normalize()
{
auto Length = this->Length();
if (Length > 0.0f)
{
X /= Length;
Y /= Length;
Z /= Length;
}
}
Vector3 Vector3::GetNormalized() const
{
auto Length = this->Length();
return (Length > 0.0f) ? Vector3(X / Length, Y / Length, Z / Length) : Vector3(X, Y, Z);
}
Vector3 Vector3::Cross(const Vector3& Rhs) const
{
Vector3 Result;
Result.X = (this->Y * Rhs.Z) - (this->Z * Rhs.Y);
Result.Y = (this->Z * Rhs.X) - (this->X * Rhs.Z);
Result.Z = (this->X * Rhs.Y) - (this->Y * Rhs.X);
return Result;
}
float Vector3::Dot(const Vector3& Rhs)
{
return (this->X * Rhs.X) + (this->Y * Rhs.Y) + (this->Z * Rhs.Z);
}
Vector3 Vector3::Lerp(float Factor, const Vector3& Rhs) const
{
return (*this) + (Rhs - (*this)) * Factor;
}
Vector3 Vector3::Zero()
{
return Vector3();
}
Vector3 Vector3::One()
{
return Vector3(1, 1, 1);
}
}