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authorcedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-06-14 15:06:06 +0200
committercedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-06-14 15:06:06 +0200
commit92c59963f82f81aa3202657e7fdbb2592924ede3 (patch)
treeb7eb2474528a4998fa102e3ec9119b908cee08b4 /source/Vector3f.h
parentAdded HOOK_WEATHER_CHANGE. (diff)
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Diffstat (limited to 'source/Vector3f.h')
-rw-r--r--source/Vector3f.h92
1 files changed, 46 insertions, 46 deletions
diff --git a/source/Vector3f.h b/source/Vector3f.h
index ed1a6ef07..4c95e20de 100644
--- a/source/Vector3f.h
+++ b/source/Vector3f.h
@@ -1,47 +1,47 @@
-#pragma once
-
-#include <math.h>
-
-class Vector3i;
-class Vector3d;
-class Vector3f //tolua_export
-{ //tolua_export
-public: //tolua_export
- Vector3f( const Vector3d & v ); //tolua_export
- Vector3f( const Vector3d * v ); //tolua_export
- Vector3f( const Vector3i & v ); //tolua_export
- Vector3f( const Vector3i * v ); //tolua_export
-
-
- Vector3f() : x(0), y(0), z(0) {} //tolua_export
- Vector3f(float a_x, float a_y, float a_z) : x(a_x), y(a_y), z(a_z) {} //tolua_export
-
- inline void Set(float a_x, float a_y, float a_z) { x = a_x, y = a_y, z = a_z; } //tolua_export
- inline void Normalize() { float l = 1.0f / Length(); x *= l; y *= l; z *= l; } //tolua_export
- inline Vector3f NormalizeCopy() const { float l = 1.0f / Length(); return Vector3f( x * l, y * l, z * l ); }//tolua_export
- inline void NormalizeCopy(Vector3f & a_V) const { float l = 1.0f / Length(); a_V.Set(x*l, y*l, z*l ); } //tolua_export
- inline float Length() const { return (float)sqrtf( x * x + y * y + z * z ); } //tolua_export
- inline float SqrLength() const { return x * x + y * y + z * z; } //tolua_export
- inline float Dot( const Vector3f & a_V ) const { return x * a_V.x + y * a_V.y + z * a_V.z; } //tolua_export
- inline Vector3f Cross( const Vector3f & v ) const { return Vector3f( y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x ); } //tolua_export
-
- inline bool Equals( const Vector3f & v ) const { return (x == v.x && y == v.y && z == v.z ); } //tolua_export
-
- void operator += ( const Vector3f& a_V ) { x += a_V.x; y += a_V.y; z += a_V.z; }
- void operator += ( Vector3f* a_V ) { x += a_V->x; y += a_V->y; z += a_V->z; }
- void operator -= ( const Vector3f& a_V ) { x -= a_V.x; y -= a_V.y; z -= a_V.z; }
- void operator -= ( Vector3f* a_V ) { x -= a_V->x; y -= a_V->y; z -= a_V->z; }
- void operator *= ( float a_f ) { x *= a_f; y *= a_f; z *= a_f; }
- void operator *= ( Vector3f* a_V ) { x *= a_V->x; y *= a_V->y; z *= a_V->z; }
- void operator *= ( const Vector3f& a_V ) { x *= a_V.x; y *= a_V.y; z *= a_V.z; }
-
- Vector3f operator + ( const Vector3f& v2 ) const { return Vector3f( x + v2.x, y + v2.y, z + v2.z ); } //tolua_export
- Vector3f operator + ( const Vector3f* v2 ) const { return Vector3f( x + v2->x, y + v2->y, z + v2->z ); } //tolua_export
- Vector3f operator - ( const Vector3f& v2 ) const { return Vector3f( x - v2.x, y - v2.y, z - v2.z ); } //tolua_export
- Vector3f operator - ( const Vector3f* v2 ) const { return Vector3f( x - v2->x, y - v2->y, z - v2->z ); } //tolua_export
- Vector3f operator * ( const float f ) const { return Vector3f( x * f, y * f, z * f ); } //tolua_export
- Vector3f operator * ( const Vector3f& v2 ) const { return Vector3f( x * v2.x, y * v2.y, z * v2.z ); } //tolua_export
-
- float x, y, z; //tolua_export
-
+#pragma once
+
+#include <math.h>
+
+class Vector3i;
+class Vector3d;
+class Vector3f //tolua_export
+{ //tolua_export
+public: //tolua_export
+ Vector3f( const Vector3d & v ); //tolua_export
+ Vector3f( const Vector3d * v ); //tolua_export
+ Vector3f( const Vector3i & v ); //tolua_export
+ Vector3f( const Vector3i * v ); //tolua_export
+
+
+ Vector3f() : x(0), y(0), z(0) {} //tolua_export
+ Vector3f(float a_x, float a_y, float a_z) : x(a_x), y(a_y), z(a_z) {} //tolua_export
+
+ inline void Set(float a_x, float a_y, float a_z) { x = a_x, y = a_y, z = a_z; } //tolua_export
+ inline void Normalize() { float l = 1.0f / Length(); x *= l; y *= l; z *= l; } //tolua_export
+ inline Vector3f NormalizeCopy() const { float l = 1.0f / Length(); return Vector3f( x * l, y * l, z * l ); }//tolua_export
+ inline void NormalizeCopy(Vector3f & a_V) const { float l = 1.0f / Length(); a_V.Set(x*l, y*l, z*l ); } //tolua_export
+ inline float Length() const { return (float)sqrtf( x * x + y * y + z * z ); } //tolua_export
+ inline float SqrLength() const { return x * x + y * y + z * z; } //tolua_export
+ inline float Dot( const Vector3f & a_V ) const { return x * a_V.x + y * a_V.y + z * a_V.z; } //tolua_export
+ inline Vector3f Cross( const Vector3f & v ) const { return Vector3f( y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x ); } //tolua_export
+
+ inline bool Equals( const Vector3f & v ) const { return (x == v.x && y == v.y && z == v.z ); } //tolua_export
+
+ void operator += ( const Vector3f& a_V ) { x += a_V.x; y += a_V.y; z += a_V.z; }
+ void operator += ( Vector3f* a_V ) { x += a_V->x; y += a_V->y; z += a_V->z; }
+ void operator -= ( const Vector3f& a_V ) { x -= a_V.x; y -= a_V.y; z -= a_V.z; }
+ void operator -= ( Vector3f* a_V ) { x -= a_V->x; y -= a_V->y; z -= a_V->z; }
+ void operator *= ( float a_f ) { x *= a_f; y *= a_f; z *= a_f; }
+ void operator *= ( Vector3f* a_V ) { x *= a_V->x; y *= a_V->y; z *= a_V->z; }
+ void operator *= ( const Vector3f& a_V ) { x *= a_V.x; y *= a_V.y; z *= a_V.z; }
+
+ Vector3f operator + ( const Vector3f& v2 ) const { return Vector3f( x + v2.x, y + v2.y, z + v2.z ); } //tolua_export
+ Vector3f operator + ( const Vector3f* v2 ) const { return Vector3f( x + v2->x, y + v2->y, z + v2->z ); } //tolua_export
+ Vector3f operator - ( const Vector3f& v2 ) const { return Vector3f( x - v2.x, y - v2.y, z - v2.z ); } //tolua_export
+ Vector3f operator - ( const Vector3f* v2 ) const { return Vector3f( x - v2->x, y - v2->y, z - v2->z ); } //tolua_export
+ Vector3f operator * ( const float f ) const { return Vector3f( x * f, y * f, z * f ); } //tolua_export
+ Vector3f operator * ( const Vector3f& v2 ) const { return Vector3f( x * v2.x, y * v2.y, z * v2.z ); } //tolua_export
+
+ float x, y, z; //tolua_export
+
};//tolua_export \ No newline at end of file