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Vec3.h
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#pragma once
#include <vector>
#include <GL/glut.h>
class Vec3f
{
public:
float x = 0.0,y = 0.0,z = 0.0;
float w = 1.0;
Vec3f() = default;
Vec3f( float x,float y, float z )
:
x( x ),
y( y ),
z( z )
{}
Vec3f(float x, float y, float z, float w)
:
x(x),
y(y),
z(z),
w(w)
{}
explicit operator Vec3f() const
{
return{ x,y,z };
}
float dot(const Vec3f& rhs) const
{
return x * rhs.x + y * rhs.y + z * rhs.z;
}
float length(Vec3f& v)
{
return sqrtf(dot(v));
}
Vec3f Normalize(Vec3f& v)
{
float l = length(v);
return { v.x / l, v.y / l, v.z / l };
}
/*Vec4 operator-() const
{
return Vec4( -x,-y );
}*/
Vec3f cross(const Vec3f& rhs) const
{
return Vec3f(
y * rhs.z - z * rhs.y,
z * rhs.x - x * rhs.z,
x * rhs.y - y * rhs.x
);
}
/*Vec3& max()
{
if (x < 0)
x = 0;
if (y < 0)
y = 0;
if (z < 0)
z = 0;
return *this;
}*/
Vec3f& operator=( const Vec3f &rhs )
{
x = rhs.x;
y = rhs.y;
z = rhs.z;
w = rhs.w;
return *this;
}
Vec3f& operator+=( const Vec3f &rhs )
{
x += rhs.x;
y += rhs.y;
z += rhs.z;
return *this;
}
Vec3f& operator-=( const Vec3f &rhs )
{
x -= rhs.x;
y -= rhs.y;
z -= rhs.z;
return *this;
}
Vec3f operator+( const Vec3f &rhs ) const
{
return Vec3f( *this ) += rhs;
}
Vec3f operator-( const Vec3f &rhs ) const
{
return Vec3f( *this ) -= rhs;
}
Vec3f& operator*=( const float &rhs )
{
x *= rhs;
y *= rhs;
z *= rhs;
return *this;
}
Vec3f operator*( const float &rhs ) const //multiply const with vector
{
return Vec3f( *this ) *= rhs;
}
Vec3f& operator*=(const Vec3f& rhs) //for light color
{
{
x *= rhs.x;
y *= rhs.y;
z *= rhs.z;
return *this;
}
}
Vec3f operator*(const Vec3f& rhs) const
{
return Vec3f(*this) *= rhs;
}
Vec3f& operator/=( const float &rhs )
{
x /= rhs;
y /= rhs;
z /= rhs;
w /= rhs;
return *this;
}
Vec3f operator/( const float &rhs ) const
{
return Vec3f( *this ) /= rhs;
}
//bool operator==( const Vec4 &rhs ) const
//{
// return x == rhs.x && y == rhs.y;
//}
//bool operator!=( const Vec4 &rhs ) const
//{
// return !(*this == rhs);
//}
};