/* * 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