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Vector.h
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Vector.h
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#pragma once
#ifndef VECTOR_H
#define VECTOR_H
#include <corecrt_math.h>
#define M_PI 3.14159265358979323846264338327950288419716939937510
class Vector2
{
public:
Vector2() : x(0.f), y(0.f)
{
}
Vector2(float _x, float _y) : x(_x), y(_y)
{
}
~Vector2()
{
}
float x;
float y;
};
class Vector3
{
public:
Vector3() : x(0.f), y(0.f), z(0.f)
{
}
Vector3(float _x, float _y, float _z) : x(_x), y(_y), z(_z)
{
}
~Vector3()
{
}
float x;
float y;
float z;
inline float Length()
{
float ls = x * x + y * y + z * z;
return sqrt(ls);
}
inline float Dot(Vector3 v)
{
return x * v.x + y * v.y + z * v.z;
}
inline float Distance(Vector3 v)
{
return float(sqrtf(powf(v.x - x, 2.0) + powf(v.y - y, 2.0) + powf(v.z - z, 2.0)));
}
void clamp()
{
if (this->x > 180.f)
this->x -= 360.f;
else if (this->x < -180.f)
this->x += 360.f;
if (this->z > 180.f)
this->z -= 360.f;
else if (this->z < -180.f)
this->z += 360.f;
if (this->x < -89.f)
this->x = -89.f;
if (this->x > 89.f)
this->x = 89.f;
while (this->z < -180.0f)
this->z += 360.0f;
while (this->z > 180.0f)
this->z -= 360.0f;
}
Vector3 operator+(Vector3 v)
{
return Vector3(x + v.x, y + v.y, z + v.z);
}
Vector3 operator-(Vector3 v)
{
return Vector3(x - v.x, y - v.y, z - v.z);
}
Vector3 operator*(float number) const
{
return Vector3(x * number, y * number, z * number);
}
};
class Vector4
{
public:
public:
float mData[4];
float w()
{
return mData[3];
}
float x()
{
return mData[0];
}
float y()
{
return mData[1];
}
float z()
{
return mData[2];
}
};
#endif#pragma once