/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef BLADERUNNER_VECTOR_H #define BLADERUNNER_VECTOR_H #include "common/types.h" namespace BladeRunner { class Vector2 { public: float x; float y; Vector2() : x(0.0), y(0.0) {} Vector2(float ax, float ay) : x(ax), y(ay) {} }; class Vector3 { public: float x; float y; float z; Vector3() : x(0.0), y(0.0), z(0.0) {} Vector3(float ax, float ay, float az) : x(ax), y(ay), z(az) {} float length() { return sqrtf(x * x + y * y + z * z); } Vector3 normalize() { float len = length(); if (len == 0) { return Vector3(0.0f, 0.0f, 0.0f); } return Vector3(x / len, y / len, z / len); } static Vector3 cross(Vector3 a, Vector3 b) { return Vector3( a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x); } }; inline Vector3 operator+(Vector3 a, Vector3 b) { return Vector3(a.x + b.x, a.y + b.y, a.z + b.z); } inline Vector3 operator-(Vector3 a, Vector3 b) { return Vector3(a.x - b.x, a.y - b.y, a.z - b.z); } inline Vector3 operator*(float f, Vector3 v) { return Vector3(f * v.x, f * v.y, f * v.z); } class Vector4 { public: float x; float y; float z; float w; Vector4() : x(0.0), y(0.0), z(0.0), w(0.0) {} Vector4(float ax, float ay, float az, float aw) : x(ax), y(ay), z(az), w(aw) {} }; inline Vector4 operator+(Vector4 a, Vector4 b) { return Vector4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); } inline Vector4 operator-(Vector4 a, Vector4 b) { return Vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); } inline Vector4 operator*(float f, Vector4 v) { return Vector4(f * v.x, f * v.y, f * v.z, f * v.w); } inline Vector4 operator*(Vector4 v, float f) { return Vector4(f * v.x, f * v.y, f * v.z, f * v.w); } inline Vector4 operator/(Vector4 a, Vector4 b) { return Vector4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w); } } // End of namespace BladeRunner #endif