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Vector3.hpp
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#pragma once
#ifndef __MATHS_VECTOR3_HPP__
#define __MATHS_VECTOR3_HPP__
namespace Math
{
class Vector3 : public DirectX::XMFLOAT3A
{
public:
//--------------------------------------------------------------------------
// Constructors
//
Vector3() : DirectX::XMFLOAT3A()
{
}
Vector3(float x, float y, float z) : DirectX::XMFLOAT3A(x, y, z)
{
}
explicit Vector3(const float* v) : DirectX::XMFLOAT3A(v)
{
}
explicit Vector3(DirectX::FXMVECTOR v)
{
DirectX::XMStoreFloat3A(this, v);
}
Vector3(const Vector3& v) : DirectX::XMFLOAT3A(v)
{
}
//--------------------------------------------------------------------------
// Assignment
//
Vector3& operator = (DirectX::FXMVECTOR v)
{
DirectX::XMStoreFloat3A(this, v);
return *this;
}
Vector3& operator = (const Vector3& v)
{
x = v.x;
y = v.y;
z = v.z;
return *this;
}
//--------------------------------------------------------------------------
// Conversion
//
operator DirectX::XMVECTOR () const
{
return DirectX::XMLoadFloat3A(this);
}
//--------------------------------------------------------------------------
// Comparison
//
bool operator == (const Vector3& v) const
{
return x == v.x && y == v.y && z == v.z;
}
bool operator != (const Vector3& v) const
{
return x != v.x || y != v.y || z != v.z;
}
bool operator < (const Vector3& v) const
{
return x < v.x && y < v.y && z < v.z;
}
bool operator <= (const Vector3& v) const
{
return x <= v.x && y <= v.y && z <= v.z;
}
bool operator > (const Vector3& v) const
{
return x > v.x && y > v.y && z > v.z;
}
bool operator >= (const Vector3& v) const
{
return x >= v.x && y >= v.y && z >= v.z;
}
//--------------------------------------------------------------------------
// Computation
//
float length() const;
float length_squared() const;
void normalise();
Vector3 normalise() const;
float dot(const Vector3& v) const;
Vector3 cross(const Vector3& v) const;
//--------------------------------------------------------------------------
// Arithmetic Operators
//
Vector3 operator + (const Vector3& v) const
{
return Vector3(DirectX::XMVectorAdd(*this, v));
}
Vector3 operator - (const Vector3& v) const
{
return Vector3(DirectX::XMVectorSubtract(*this, v));
}
Vector3 operator * (const Vector3& v) const
{
return Vector3(DirectX::XMVectorMultiply(*this, v));
}
Vector3 operator / (const Vector3& v) const
{
return Vector3(DirectX::XMVectorDivide(*this, v));
}
Vector3 operator - () const
{
return Vector3(-x, -y, -z);
}
Vector3 operator * (const float n) const
{
return Vector3(DirectX::XMVectorMultiply(*this, DirectX::XMVectorReplicate(n)));
}
friend Vector3 operator * (const float n, const Vector3& v)
{
return Vector3(DirectX::XMVectorMultiply(DirectX::XMVectorReplicate(n), v));
}
Vector3 operator / (const float n) const
{
return Vector3(DirectX::XMVectorDivide(*this, DirectX::XMVectorReplicate(n)));
}
Vector3& operator += (const Vector3& v)
{
return *this = DirectX::XMVectorAdd(*this, v);
}
Vector3& operator -= (const Vector3& v)
{
return *this = DirectX::XMVectorSubtract(*this, v);
}
Vector3& operator *= (const Vector3& v)
{
return *this = DirectX::XMVectorMultiply(*this, v);
}
Vector3& operator /= (const Vector3& v)
{
return *this = DirectX::XMVectorDivide(*this, v);
}
Vector3& operator *= (const float n)
{
return *this = DirectX::XMVectorMultiply(*this, DirectX::XMVectorReplicate(n));
}
Vector3& operator /= (const float n)
{
return *this = DirectX::XMVectorDivide(*this, DirectX::XMVectorReplicate(n));
}
//--------------------------------------------------------------------------
// Auxilliary Functions
//
static Vector3 lerp(const Vector3& a, const Vector3& b, float t);
static Vector3 minimise(const Vector3& a, const Vector3& b);
static Vector3 maximise(const Vector3& a, const Vector3& b);
//--------------------------------------------------------------------------
// Constants
//
static const Vector3 ZERO;
static const Vector3 UNIT_X;
static const Vector3 UNIT_Y;
static const Vector3 UNIT_Z;
};
} // namespace Math
#endif // __MATHS_VECTOR3_HPP__