#ifndef _LC_MATH_H_ #define _LC_MATH_H_ #include class lcVector3; class lcVector4; class lcMatrix33; class lcMatrix44; class lcVector3 { public: lcVector3() { } lcVector3(const float _x, const float _y, const float _z) : x(_x), y(_y), z(_z) { } lcVector3(const lcVector3& a) : x(a.x), y(a.y), z(a.z) { } operator const float*() const { return (const float*)this; } float& operator[](int i) const { return ((float*)this)[i]; } void Normalize(); void Dot(); float Length() const; float x, y, z; }; class lcVector4 { public: lcVector4() { } lcVector4(const float _x, const float _y, const float _z, const float _w) : x(_x), y(_y), z(_z), w(_w) { } operator const float*() const { return (const float*)this; } float& operator[](int i) const { return ((float*)this)[i]; } float x, y, z, w; }; inline lcVector3 operator+(const lcVector3& a, const lcVector3& b) { return lcVector3(a.x + b.x, a.y + b.y, a.z + b.z); } inline lcVector3 operator-(const lcVector3& a, const lcVector3& b) { return lcVector3(a.x - b.x, a.y - b.y, a.z - b.z); } inline lcVector3 operator*(const lcVector3& a, const lcVector3& b) { return lcVector3(a.x * b.x, a.y * b.y, a.z * b.z); } inline lcVector3 operator/(const lcVector3& a, const lcVector3& b) { return lcVector3(a.x / b.x, a.y / b.y, a.z / b.z); } inline lcVector3 operator*(const lcVector3& a, float b) { return lcVector3(a.x * b, a.y * b, a.z * b); } inline lcVector3 operator/(const lcVector3& a, float b) { return lcVector3(a.x / b, a.y / b, a.z / b); } inline lcVector3 operator-(const lcVector3& a) { return lcVector3(-a.x, -a.y, -a.z); } inline lcVector3& operator+=(lcVector3& a, const lcVector3& b) { a.x += b.x; a.y += b.y; a.z += b.z; return a; } inline lcVector3& operator-=(lcVector3& a, const lcVector3& b) { a.x -= b.x; a.y -= b.y; a.z -= b.z; return a; } inline lcVector3& operator*=(lcVector3& a, const lcVector3& b) { a.x *= b.x; a.y *= b.y; a.z *= b.z; return a; } inline lcVector3& operator/=(lcVector3& a, const lcVector3& b) { a.x /= b.x; a.y /= b.y; a.z /= b.z; return a; } inline lcVector3& operator*=(lcVector3& a, float b) { a.x *= b; a.y *= b; a.z *= b; return a; } inline lcVector3& operator/=(lcVector3& a, float b) { a.x /= b; a.y /= b; a.z /= b; return a; } inline void lcVector3::Normalize() { float InvLength = 1.0f / Length(); x *= InvLength; y *= InvLength; z *= InvLength; } inline float lcVector3::Length() const { return sqrtf(x * x + y * y + z * z); } inline lcVector3 lcNormalize(const lcVector3& a) { lcVector3 Ret(a); Ret.Normalize(); return Ret; } inline float lcDot(const lcVector3& a, const lcVector3& b) { return a.x * b.x + a.y * b.y + a.z * b.z; } inline lcVector3 lcCross(const lcVector3& a, const lcVector3& b) { return lcVector3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x); } #endif // _LC_MATH_H_