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/* 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)
{}
};
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
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