/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see .
*/
#ifndef VEC3D_H
#define VEC3D_H
#include
#include
class Vec3D
{
public:
float x, y, z;
Vec3D(float x0 = 0.0f, float y0 = 0.0f, float z0 = 0.0f) : x(x0), y(y0), z(z0) { }
Vec3D(Vec3D const& v) = default;
Vec3D& operator=(Vec3D const& v) = default;
Vec3D operator+(Vec3D const& v) const
{
Vec3D r(x + v.x, y + v.y, z + v.z);
return r;
}
Vec3D operator-(Vec3D const& v) const
{
Vec3D r(x - v.x, y - v.y, z - v.z);
return r;
}
float operator*(Vec3D const& v) const
{
return x * v.x + y * v.y + z * v.z;
}
Vec3D operator*(float d) const
{
Vec3D r(x * d, y * d, z * d);
return r;
}
friend Vec3D operator*(float d, Vec3D const& v)
{
return v * d;
}
Vec3D operator%(Vec3D const& v) const
{
Vec3D r(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
return r;
}
Vec3D& operator+=(Vec3D const& v)
{
x += v.x;
y += v.y;
z += v.z;
return *this;
}
Vec3D& operator-=(Vec3D const& v)
{
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
}
Vec3D& operator*=(float d)
{
x *= d;
y *= d;
z *= d;
return *this;
}
float lengthSquared() const
{
return x * x + y * y + z * z;
}
float length() const
{
return std::sqrt(lengthSquared());
}
Vec3D& normalize()
{
*this *= (1.0f / length());
return *this;
}
Vec3D operator~() const
{
Vec3D r(*this);
r.normalize();
return r;
}
friend std::istream& operator>>(std::istream& in, Vec3D& v)
{
in >> v.x >> v.y >> v.z;
return in;
}
friend std::ostream& operator<<(std::ostream& out, Vec3D const& v)
{
out << v.x << " " << v.y << " " << v.z;
return out;
}
operator float*()
{
return (float*)this;
}
};
class AaBox3D
{
public:
Vec3D min;
Vec3D max;
AaBox3D& operator+=(Vec3D const& offset)
{
min += offset;
max += offset;
return *this;
}
};
class Vec2D
{
public:
float x, y;
Vec2D(float x0 = 0.0f, float y0 = 0.0f) : x(x0), y(y0) { }
Vec2D(Vec2D const& v) = default;
Vec2D& operator=(Vec2D const& v) = default;
Vec2D operator+(Vec2D const& v) const
{
Vec2D r(x + v.x, y + v.y);
return r;
}
Vec2D operator-(Vec2D const& v) const
{
Vec2D r(x - v.x, y - v.y);
return r;
}
float operator*(Vec2D const& v) const
{
return x * v.x + y * v.y;
}
Vec2D operator*(float d) const
{
Vec2D r(x * d, y * d);
return r;
}
friend Vec2D operator*(float d, Vec2D const& v)
{
return v * d;
}
Vec2D& operator+=(Vec2D const& v)
{
x += v.x;
y += v.y;
return *this;
}
Vec2D& operator-=(Vec2D const& v)
{
x -= v.x;
y -= v.y;
return *this;
}
Vec2D& operator*=(float d)
{
x *= d;
y *= d;
return *this;
}
float lengthSquared() const
{
return x * x + y * y;
}
float length() const
{
return std::sqrt(lengthSquared());
}
Vec2D& normalize()
{
*this *= (1.0f / length());
return *this;
}
Vec2D operator~() const
{
Vec2D r(*this);
r.normalize();
return r;
}
friend std::istream& operator>>(std::istream& in, Vec2D& v)
{
in >> v.x >> v.y;
return in;
}
operator float*()
{
return (float*)this;
}
};
inline void rotate(float x0, float y0, float* x, float* y, float angle)
{
float xa = *x - x0;
float ya = *y - y0;
*x = xa*cosf(angle) - ya*sinf(angle) + x0;
*y = xa*sinf(angle) + ya*cosf(angle) + y0;
}
struct Quaternion
{
float X, Y, Z, W;
};
#endif