/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
/*
* Provides an interface for a vector in R3 and allows vector and
* scalar operations on it
*/
#include "precompiled.h"
#include "Vector3D.h"
#include
#include
#include "MathUtil.h"
#include "FixedVector3D.h"
CVector3D::CVector3D(const CFixedVector3D& v) :
X(v.X.ToFloat()), Y(v.Y.ToFloat()), Z(v.Z.ToFloat())
{
}
int CVector3D::operator ! () const
{
if (X != 0.0f ||
Y != 0.0f ||
Z != 0.0f)
return 0;
return 1;
}
float CVector3D::LengthSquared () const
{
return ( SQR(X) + SQR(Y) + SQR(Z) );
}
float CVector3D::Length () const
{
return sqrtf ( LengthSquared() );
}
void CVector3D::Normalize ()
{
float scale = 1.0f/Length ();
X *= scale;
Y *= scale;
Z *= scale;
}
CVector3D CVector3D::Normalized () const
{
float scale = 1.0f/Length ();
return CVector3D(X * scale, Y * scale, Z * scale);
}
//-----------------------------------------------------------------------------
float MaxComponent(const CVector3D& v)
{
float max = -FLT_MAX;
for(int i = 0; i < 3; i++)
max = std::max(max, v[i]);
return max;
}