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vector.h
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/***********************************************
* $author: javery
* $date : 28 Oct 01
* $descp : 4-space vector definitons/routines.
* $path : C:\Program Files\Microsoft Visual Studio\MyProjects\KaosDemoEngine\vector.h
* $ver : 0.0.0
***********************************************/
#ifndef __MATH_VECTOR_H__
#define __MATH_VECTOR_H__
#include "util_common_h.h"
#include <math.h>
/* C interface */
typedef struct
{
k_qword xComponent,
yComponent,
zComponent,
wComponent,
uComponent, // NOTE u,v ordered pairs represent texure space coords.
vComponent;
}Vect3_t,*pVect3_t,&Vect3_rt;
// Added 100602:0137 for GUI dev.
typedef struct Vect2_t
{
float xComponent,yComponent;
}*pVect2_t;
void MTV_Clear( Vect3_rt );
void MTV_Negate( Vect3_rt );
void MTV_Init( Vect3_rt , float , float , float );
float MTV_Lenght( Vect3_rt );
void MTV_Normalize( Vect3_rt );
// added 08 feb 02
Vect3_t MTV_Scale( Vect3_rt , float );
float MTV_DotProd( Vect3_rt , Vect3_rt );
Vect3_t MTV_CrossProd( Vect3_rt , Vect3_rt );
Vect3_t MTV_Add( Vect3_rt , Vect3_rt , Vect3_rt );
k_boolean MTV_Equality( Vect3_rt , Vect3_rt );
/* C++ interface */
template <typename v_DT> class CVect3_t
{
public:
CVect3_t( v_DT x, v_DT y, v_DT z)
{
Components[0] = x;
Components[1] = y;
Components[2] = z;
Components[3] = 1;
}
CVect3_t( v_DT* p_v)
{
Components[0] = p_v[0];
Components[1] = p_v[1];
Components[2] = p_v[2];
Components[3] = 1;
}
~CVect3_t( void )
{
}
void Clear( void )
{
Components[0] = 0;
Components[1] = 0;
Components[2] = 0;
Components[3] = 1;
}
void Negate( void )
{
Components[0] = -Components[0];
Components[1] = -Components[1];
Components[2] = -Components[2];
}
float Lenght( void )
{
float rad = SQUARED(Components[0]) + SQUARED(Components[1]) + SQUARED(Components[2]);
return (rad<0) ? (0xFFFFFFFF) : ( (float)sqrt(rad) );
}
void Normalize( void )
{
float lenght = this->Lenght();
Components[0] /= lenght;
Components[1] /= lenght;
Components[2] /= lenght;
}
void SetMembers( v_DT x, v_DT y, v_DT z)
{
Components[0] = x;
Components[1] = y;
Components[2] = z;
Components[3] = 1;
}
void SetMembers( v_DT* p_v )
{
Components[0] = p_v[0];
Components[1] = p_v[1];
Components[2] = p_v[2];
Components[3] = 1;
}
float operator * ( CVect3_t& vr )
{
float dp = (this->Components[0] * vr.Components[0]) +
(this->Components[1] * vr.Components[1]) +
(this->Components[2] * vr.Components[2]);
return dp;
}
CVect3_t operator % ( CVect3_t& vr)
{
return
CVect3_t<v_DT>( ( (this->Components[1]*vr.Components[2]) - (this->Components[2]*vr.Components[1]) ),
( (this->Components[0]*vr.Components[2]) - (this->Components[2]*vr.Components[0]) ),
( (this->Components[0]*vr.Components[1]) - (this->Components[1]*vr.Components[0]) ) );
}
CVect3_t operator + ( CVect3_t& vr )
{
return CVect3_t<v_DT>( (this->Components[0] + vr.Components[0]),
(this->Components[1] + vr.Components[1]),
(this->Components[2] + vr.Components[2]) );
}
k_boolean operator == ( CVect3_t& vr )
{
if( (this->Components[0] == vr.Components[0]) &&
(this->Components[1] == vr.Components[1]) &&
(this->Components[2] == vr.Components[2]) )
{
return k_true;
}
else
{
return k_false;
}
}
v_DT Components[ 4 ];
private:
};
#endif