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MyMath.h
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54 lines (41 loc) · 1.48 KB
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#pragma once
#include <cmath>
struct Vec2i;
struct Vec3f;
struct Vec3i;
struct vec4float;
struct Vec2i {
Vec2i(int x, int y) : x(x), y(y) {};
Vec2i() : x(0), y(0) {};
int x, y;
Vec2i operator+ (Vec2i r) { return Vec2i(x + r.x, y + r.y); };
Vec2i operator- (Vec2i r) { return Vec2i(x - r.x, y - r.y); };
Vec2i operator* (float r) { return Vec2i(x*r, y*r); };
};
struct Vec3i {
Vec3i(int x, int y, int z) : x(x), y(y), z(z) {};
Vec3i() : x(0), y(0), z(0) {};
//Vec3i(Vec3f vec) : x(vec.x), y(vec.y), z(vec.z) {};
int x, y, z;
//Vec3f operator+ (Vec3f r) { return Vec3f(x + r.x, y + r.y, z + r.z); };
Vec3i operator- (Vec3i r) { return Vec3i(x - r.x, y - r.y, z - r.z); };
};
struct Vec3f {
Vec3f() : x(0), y(0), z(0) {};
Vec3f(float x, float y, float z) : x(x), y(y), z(z) {};
Vec3f(Vec3i vec) { x = vec.x; y = vec.y, z = vec.z; };
void norm() { //íîðìàëèçóåò âåêòîð, ò.å. äåëàåì åãî äëèíó ðàâíîé åäèíèöå
float vecLen = sqrt(x*x + y*y + z*z);
float invLen = 1 / vecLen;
x = invLen*x;
y = invLen*y;
z = invLen*z;
};
float x, y, z;
Vec3f operator+ (Vec3f r) { return Vec3f(x + r.x, y + r.y, z + r.z); };
Vec3f operator- (Vec3f r) { return Vec3f(x - r.x, y - r.y, z - r.z); };
Vec3f operator^ (Vec3f r) { return Vec3f(y*r.z - r.y*z, x*r.z - r.x*z, x*r.y - r.x*y); }; // âåêòîðíîå ïðîèçâåäåíèå
Vec3f operator* (float r) { return Vec3f(x*r, y*r, z*r); }; //âåêòîð íà ÷èñëî
float operator* (Vec3f r) { return x*r.x + y*r.y + z*r.z; }; //ñêàëÿð
};
Vec3i ToVec3i(Vec3f vec);