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-rw-r--r--source/Vector3d.h40
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diff --git a/source/Vector3d.h b/source/Vector3d.h
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+++ b/source/Vector3d.h
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+#pragma once
+
+#include <math.h>
+
+class Vector3f;
+class Vector3d //tolua_export
+{ //tolua_export
+public: //tolua_export
+ // convert from float
+ Vector3d(const Vector3f & v ); //tolua_export
+ Vector3d(const Vector3f * v ); //tolua_export
+
+ Vector3d() : x(0), y(0), z(0) {} //tolua_export
+ Vector3d(double a_x, double a_y, double a_z) : x(a_x), y(a_y), z(a_z) {} //tolua_export
+
+ inline void Set(double a_x, double a_y, double a_z) { x = a_x, y = a_y, z = a_z; } //tolua_export
+ inline void Normalize() { double l = 1.0f / Length(); x *= l; y *= l; z *= l; } //tolua_export
+ inline Vector3d NormalizeCopy() { double l = 1.0f / Length(); return Vector3d( x * l, y * l, z * l ); } //tolua_export
+ inline void NormalizeCopy(Vector3d & a_V) { double l = 1.0f / Length(); a_V.Set(x*l, y*l, z*l ); } //tolua_export
+ inline double Length() const { return (double)sqrt( x * x + y * y + z * z ); } //tolua_export
+ inline double SqrLength() const { return x * x + y * y + z * z; } //tolua_export
+ inline double Dot( const Vector3d & a_V ) const { return x * a_V.x + y * a_V.y + z * a_V.z; } //tolua_export
+ inline Vector3d Cross( const Vector3d & v ) const { return Vector3d( y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x ); } //tolua_export
+
+ void operator += ( const Vector3d& a_V ) { x += a_V.x; y += a_V.y; z += a_V.z; }
+ void operator += ( Vector3d* a_V ) { x += a_V->x; y += a_V->y; z += a_V->z; }
+ void operator -= ( const Vector3d& a_V ) { x -= a_V.x; y -= a_V.y; z -= a_V.z; }
+ void operator -= ( Vector3d* a_V ) { x -= a_V->x; y -= a_V->y; z -= a_V->z; }
+ void operator *= ( double a_f ) { x *= a_f; y *= a_f; z *= a_f; }
+
+ Vector3d operator + ( const Vector3d& v2 ) const { return Vector3d( x + v2.x, y + v2.y, z + v2.z ); } //tolua_export
+ Vector3d operator + ( const Vector3d* v2 ) const { return Vector3d( x + v2->x, y + v2->y, z + v2->z ); } //tolua_export
+ Vector3d operator - ( const Vector3d& v2 ) const { return Vector3d( x - v2.x, y - v2.y, z - v2.z ); } //tolua_export
+ Vector3d operator - ( const Vector3d* v2 ) const { return Vector3d( x - v2->x, y - v2->y, z - v2->z ); } //tolua_export
+ Vector3d operator * ( const double f ) const { return Vector3d( x * f, y * f, z * f ); } //tolua_export
+ Vector3d operator * ( const Vector3d& v2 ) const { return Vector3d( x * v2.x, y * v2.y, z * v2.z ); } //tolua_export
+
+ double x, y, z; //tolua_export
+
+};//tolua_export \ No newline at end of file