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00013 #ifndef _FM_VECTOR3_H_
00014 #define _FM_VECTOR3_H_
00015
00016 class FMVector4;
00017
00026 class FCOLLADA_EXPORT
00027 ALIGN_STRUCT(16)
00028 FMVector3
00029 {
00030 public:
00031 float x;
00032 float y;
00033 float z;
00034 private:
00035 float w;
00036
00037 public:
00041 #ifndef _DEBUG
00042 inline FMVector3() {}
00043 #else
00044 inline FMVector3() { x = 123456789.0f; y = 123456789.0f; z = 123456789.0f; }
00045 #endif
00046
00051 inline FMVector3(float _x, float _y, float _z) { x = _x; y = _y; z = _z; }
00052
00055 inline FMVector3(const FMVector3& rhs) { x = rhs.x; y = rhs.y; z = rhs.z; }
00056
00060 FMVector3(const FMVector4& vect4);
00061
00068 FMVector3(const float* source, uint32 startIndex = 0);
00069 FMVector3(const double* source, uint32 startIndex = 0);
00073 inline float LengthSquared() const { return x * x + y * y + z * z; }
00074
00077 inline float Length() const { return sqrtf(x * x + y * y + z * z); }
00078
00080 inline void NormalizeIt() { float l = Length(); if (l > 0.0f) { x /= l; y /= l; z /= l; } else { x = y = 0; z = 1; }}
00081
00084 inline FMVector3 Normalize() const { float l = Length(); return (l > 0.0f) ? FMVector3(x / l, y / l, z / l) : FMVector3::XAxis; }
00085
00088 inline void Project(const FMVector3& unto) { (*this) = Projected(unto); }
00089
00093 inline FMVector3 Projected(const FMVector3& unto) const;
00094
00097 inline operator float*() { return &x; }
00098
00101 inline operator const float*() const { return &x; }
00102
00107 inline void Set(float x, float y, float z) { this->x = x; this->y = y, this->z = z; }
00108
00115 inline FMVector3& operator =(const float* v) { x = *v; y = *(v + 1); z = *(v + 2); return *this; }
00116
00120 inline FMVector3& operator =(const FMVector3& rhs) { x=rhs.x; y=rhs.y; z=rhs.z; return *this; }
00121
00126 inline void ComponentMinimum(const FMVector3& min) { if (x < min.x) x = min.x; if (y < min.y) y = min.y; if (z < min.z) z = min.z; }
00127
00130 inline float ComponentMinimum() const { return min(fabsf(x), min(fabsf(y), fabsf(z))); }
00131
00136 inline void ComponentMaximum(const FMVector3& max) { if (x > max.x) x = max.x; if (y > max.y) y = max.y; if (z > max.z) z = max.z; }
00137
00140 inline float ComponentMaximum() const { return max(fabsf(x), max(fabsf(y), fabsf(z))); }
00141
00149 inline void ComponentClamp(const FMVector3& min, const FMVector3& max) { ComponentMinimum(min); ComponentMaximum(max); }
00150
00153 inline float ComponentAverage() const { return (fabsf(x) + fabsf(y) + fabsf(z)) / 3.0f; }
00154
00155 public:
00156 static const FMVector3 XAxis;
00157 static const FMVector3 YAxis;
00158 static const FMVector3 ZAxis;
00159 static const FMVector3 Origin;
00160 static const FMVector3 Zero;
00161 static const FMVector3 One;
00162 };
00163
00168 inline FMVector3 operator +(const FMVector3& a, const FMVector3& b) { return FMVector3(a.x + b.x, a.y + b.y, a.z + b.z); }
00169
00174 inline FMVector3 operator -(const FMVector3& a, const FMVector3& b) { return FMVector3(a.x - b.x, a.y - b.y, a.z - b.z); }
00175
00180 inline FMVector3 operator +(const FMVector3& a) { return FMVector3(+a.x, +a.y, +a.z); }
00181
00186 inline FMVector3 operator -(const FMVector3& a) { return FMVector3(-a.x, -a.y, -a.z); }
00187
00192 inline float operator *(const FMVector3& a, const FMVector3& b) { return a.x * b.x + a.y * b.y + a.z * b.z; }
00193
00198 inline FMVector3 operator *(const FMVector3& a, float b) { return FMVector3(a.x * b, a.y * b, a.z * b); }
00199
00204 inline FMVector3 operator *(float a, const FMVector3& b) { return FMVector3(a * b.x, a * b.y, a * b.z); }
00205
00210 inline FMVector3 operator /(const FMVector3& a, float b) { return FMVector3(a.x / b, a.y / b, a.z / b); }
00211
00216 inline FMVector3 operator ^(const FMVector3& a, const FMVector3& b) { return FMVector3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x); }
00217
00222 inline FMVector3& operator +=(FMVector3& b, const FMVector3& a) { b.x += a.x; b.y += a.y; b.z += a.z; return b; }
00223
00228 inline FMVector3& operator -=(FMVector3& b, const FMVector3& a) { b.x -= a.x; b.y -= a.y; b.z -= a.z; return b; }
00229
00234 inline FMVector3& operator *=(FMVector3& b, float a) { b.x *= a; b.y *= a; b.z *= a; return b; }
00235
00240 inline FMVector3& operator /=(FMVector3& b, float a) { b.x /= a; b.y /= a; b.z /= a; return b; }
00241
00246 inline bool IsEquivalent(const FMVector3& p, const FMVector3& q) { return IsEquivalent(p.x, q.x) && IsEquivalent(p.y, q.y) && IsEquivalent(p.z, q.z); }
00247 inline bool operator == (const FMVector3& p, const FMVector3& q) { return IsEquivalent(p, q); }
00249
00250 inline FMVector3 FMVector3::Projected(const FMVector3& unto) const { return ((*this) * unto) / unto.LengthSquared() * unto; }
00251
00253 typedef fm::vector<FMVector3> FMVector3List;
00254
00255 #endif // _FM_VECTOR3_H_