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azerothcore-wotlk/src/tools/vmap4_extractor/vec3d.h

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#ifndef VEC3D_H
#define VEC3D_H
#include <iostream>
#include <cmath>
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(const Vec3D& v) : x(v.x), y(v.y), z(v.z) {}
Vec3D& operator= (const Vec3D& v)
{
x = v.x;
y = v.y;
z = v.z;
return *this;
}
Vec3D operator+ (const Vec3D& v) const
{
Vec3D r(x + v.x, y + v.y, z + v.z);
return r;
}
Vec3D operator- (const Vec3D& v) const
{
Vec3D r(x - v.x, y - v.y, z - v.z);
return r;
}
float operator* (const Vec3D& 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, const Vec3D& v)
{
return v * d;
}
Vec3D operator% (const Vec3D& 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+= (const Vec3D& v)
{
x += v.x;
y += v.y;
z += v.z;
return *this;
}
Vec3D& operator-= (const Vec3D& v)
{
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
}
Vec3D& operator*= (float d)
{
x *= d;
y *= d;
z *= d;
return *this;
}
[[nodiscard]] float lengthSquared() const
{
return x * x + y * y + z * z;
}
[[nodiscard]] float length() const
{
return sqrt(x * x + y * y + z * z);
}
Vec3D& normalize()
{
this->operator*= (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, const Vec3D& v)
{
out << v.x << " " << v.y << " " << v.z;
return out;
}
operator float* ()
{
return (float*)this;
}
};
class AaBox3D
{
public:
Vec3D min;
Vec3D max;
};
class Vec2D
{
public:
float x, y;
Vec2D(float x0 = 0.0f, float y0 = 0.0f) : x(x0), y(y0) {}
Vec2D(const Vec2D& v) : x(v.x), y(v.y) {}
Vec2D& operator= (const Vec2D& v)
{
x = v.x;
y = v.y;
return *this;
}
Vec2D operator+ (const Vec2D& v) const
{
Vec2D r(x + v.x, y + v.y);
return r;
}
Vec2D operator- (const Vec2D& v) const
{
Vec2D r(x - v.x, y - v.y);
return r;
}
float operator* (const Vec2D& 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, const Vec2D& v)
{
return v * d;
}
Vec2D& operator+= (const Vec2D& v)
{
x += v.x;
y += v.y;
return *this;
}
Vec2D& operator-= (const Vec2D& v)
{
x -= v.x;
y -= v.y;
return *this;
}
Vec2D& operator*= (float d)
{
x *= d;
y *= d;
return *this;
}
[[nodiscard]] float lengthSquared() const
{
return x * x + y * y;
}
[[nodiscard]] float length() const
{
return sqrt(x * x + y * y);
}
Vec2D& normalize()
{
this->operator*= (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, 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