#ifndef A3DVECTOR_H #define A3DVECTOR_H #include #include #include #include #include #include #include class A3DVector3d { public: double x; double y; double z; A3DVector3d() {} A3DVector3d(double dX, double dY, double dZ) : x(dX), y(dY), z(dZ) {} A3DVector3d(const A3DVector3dData& sV) : x(sV.m_dX), y(sV.m_dY), z(sV.m_dZ) {} inline void set(double dX, double dY, double dZ) { x = dX; y = dY; z = dZ; } A3DVector3d(const A3DVector3d& toCopy) : x(toCopy.x), y(toCopy.y), z(toCopy.z) {} inline double Length() const { return sqrt(x*x + y*y + z*z); } inline double LenghtSquared() const{ return x*x + y*y + z*z; } inline A3DStatus normalize() { double d = this->Length(); if(d == 0) return A3D_ERROR; x/=d; y/=d; z/=d; return A3D_SUCCESS; } inline double Distance(const A3DVector3d& sOther) const { return sqrt(this->SquareDistance(sOther)); } inline double SquareDistance(const A3DVector3d& sOther) const { double d=0,dd; dd = x; dd -= sOther.x; dd *= dd; d += dd; dd = y; dd -= sOther.y; dd *= dd; d += dd; dd = z; dd -= sOther.z; dd *= dd; d += dd; return d; } inline double Dot(const A3DVector3d& sOther) const { return x*sOther.x + y*sOther.y + z*sOther.z; } inline A3DVector3d Cross(const A3DVector3d& sOther) { return A3DVector3d(y*sOther.z - z*sOther.y, z*sOther.x - x*sOther.z, x*sOther.y - y*sOther.x); } // in-place vector algebra inline A3DVector3d& operator += ( const A3DVector3d& sOther ) { x+=sOther.x; y+=sOther.y; z+=sOther.z; return *this; } inline A3DVector3d& operator -= ( const A3DVector3d& sOther ) { x-=sOther.x; y-=sOther.y; z-=sOther.z; return *this; } inline A3DVector3d operator + ( const A3DVector3d& sOther ) const { return A3DVector3d(x+sOther.x, y+sOther.y, z+sOther.z); } inline A3DVector3d operator - ( const A3DVector3d& sOther ) const { return A3DVector3d(x-sOther.x, y-sOther.y, z-sOther.z); } inline A3DVector3d& operator *= ( double dValue ) { x*=dValue; y*=dValue; z*=dValue; return *this; } inline A3DVector3d& operator /= ( double dValue ) { x/=dValue; y/=dValue; z/=dValue; return *this; } inline A3DVector3d operator * ( double dValue ) const { return A3DVector3d(x*dValue, y*dValue, z*dValue); } inline A3DVector3d operator / ( double dValue ) const { return A3DVector3d(x/dValue, y/dValue, z/dValue); } }; #endif