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/*
SABRE Fighter Plane Simulator
Copyright (c) 1997 Dan Hammer
Portions Donated By Antti Barck
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 1, 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, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*******************************************************************
* Floating point equivalents of the vector classes *
*******************************************************************/
#ifndef __dvmath_h
#define __dvmath_h
/*
** Vector Definitions
*/
struct DVector;
class DVector
{
public:
float X, Y, Z;
void operator *= ( float scaler )
{
X *= scaler;
Y *= scaler;
Z *= scaler;
}
void operator /= ( float scaler )
{
X /= scaler;
Y /= scaler;
Z /= scaler;
}
void operator += ( const DVector &v )
{
X += v.X; Y += v.Y; Z += v.Z;
}
void operator -= ( const DVector &v )
{
X -= v.X; Y -= v.Y; Z -= v.Z;
}
friend int operator ==(const DVector &v1, const DVector &v2)
{ return (v1.X==v2.X && v1.Y==v2.Y && v1.Z==v2.Z); }
friend ostream &operator << (ostream &os,DVector &v)
{ return os << '<' << v.X << ' ' << v.Y << ' ' << v.Z << '>' ; }
friend istream &operator >> (istream &is,DVector &v);
void SetZero( void )
{
X = Y = Z = 0;
}
DVector Cross( const DVector &v ) const;
float Dot( const DVector &v ) const;
void Normalize( void );
float Magnitude( void ) const;
float MagnitudeSquared( void ) const;
DVector()
{
X = Y = Z = 0;
}
DVector( float x, float y, float z )
{
X = x;
Y = y;
Z = z;
}
DVector(const DVector &dv)
{
X = dv.X;
Y = dv.Y;
Z = dv.Z;
}
DVector(const R_3DPoint &);
DVector(const Vector &);
DVector & operator =(const DVector &v)
{ X = v.X; Y = v.Y; Z = v.Z; return *this; }
DVector & operator =(const R_3DPoint &);
DVector & operator =(const Vector &);
R_3DPoint to_R_3DPoint()
{ return R_3DPoint(X,Y,Z); }
Vector to_vector()
{ return Vector(X,Y,Z); }
};
inline DVector operator -( const DVector &v )
{
return DVector( -v.X, -v.Y, -v.Z );
}
inline DVector operator * ( const DVector &a, const float scaler)
{ DVector result(a); result *= scaler; return result; }
inline DVector operator + ( const DVector &a, const DVector &b )
{
return DVector( a.X + b.X, a.Y + b.Y, a.Z + b.Z );
}
inline DVector operator - ( const DVector &a, const DVector &b )
{
return DVector( a.X - b.X, a.Y - b.Y, a.Z - b.Z );
}
inline DVector DVector::Cross( const DVector &b ) const
{
DVector result;
result.X = (Y * b.Z) - (Z * b.Y);
result.Y = (Z * b.X) - (X * b.Z);
result.Z = (X * b.Y) - (Y * b.X);
return result;
}
inline float DVector::Dot( const DVector &b ) const
{
return ( (X * b.X) + (Y * b.Y) + (Z * b.Z) );
}
inline float DVector::Magnitude( void ) const
{
float f = (X*X) + (Y*Y) + (Z*Z);
if (f > 0)
return sqrt(f);
else
return 0;
}
inline float DVector::MagnitudeSquared( void ) const
{
return ( ( (X * X) + (Y * Y) + (Z * Z) ) );
}
inline void DVector::Normalize( void )
{
float magnitude = Magnitude();
if (magnitude > 0 )
{
X = X / magnitude;
Y = Y / magnitude;
Z = Z / magnitude;
}
else
X = Y = Z = 0;
}
inline DVector::DVector(const R_3DPoint &r3D)
{
#ifdef USING_FIXED
X = fix2f(r3D.x.value);
Y = fix2f(r3D.y.value);
Z = fix2f(r3D.z.value);
#else
X = r3D.x;
Y = r3D.y;
Z = r3D.z;
#endif
}
inline DVector &DVector::operator =(const R_3DPoint &r3D)
{
#ifdef USING_FIXED
X = fix2f(r3D.x.value);
Y = fix2f(r3D.y.value);
Z = fix2f(r3D.z.value);
#else
X = r3D.x;
Y = r3D.y;
Z = r3D.z;
#endif
return *this;
}
inline DVector::DVector(const Vector &v)
{
#ifdef USING_FIXED
X = fix2f(v.X.value);
Y = fix2f(v.Y.value);
Z = fix2f(v.Z.value);
#else
X = v.X;
Y = v.Y;
Z = v.Z;
#endif
}
inline DVector &DVector::operator =(const Vector &v)
{
#ifdef USING_FIXED
X = fix2f(v.X.value);
Y = fix2f(v.Y.value);
Z = fix2f(v.Z.value);
#else
X = v.X;
Y = v.Y;
Z = v.Z;
#endif
return *this;
}
#endif
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