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Vector.c++
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//
// Vector.c++
// Tech1
//
// Created by Justin Hust on 12/29/13.
// Copyright (c) 2013 __MyCompanyName__. All rights reserved.
//
#include <iostream>
#include <cassert>
#include <math.h>
#include "Vector.h"
// ----------------------------------------------
Vec3::Vec3(void) {
x = 0.0f;
y = 0.0f;
z = 0.0f;
}
// ----------------------------------------------
Vec3::Vec3(float x_, float y_, float z_) {
x = x_;
y = y_;
z = z_;
}
// ----------------------------------------------
Vec3::Vec3(float v[]) {
x = v[0];
y = v[1];
z = v[2];
}
// ----------------------------------------------
Vec3::Vec3(const Vec3 &v) {
x = v.x;
y = v.y;
z = v.z;
}
// ----------------------------------------------
Vec3 & Vec3::operator = (const Vec3 &v) {
x = v.x;
y = v.y;
z = v.z;
return *this;
}
// ----------------------------------------------
void Vec3::operator += (const Vec3 &v) {
x += v.x;
y += v.y;
z += v.z;
}
// ----------------------------------------------
void Vec3::operator -= (const Vec3 &v) {
x -= v.x;
y -= v.y;
z -= v.z;
}
// ----------------------------------------------
void Vec3::operator *= (float f) {
x *= f;
y *= f;
z *= f;
}
// ----------------------------------------------
void Vec3::operator /= (float f) {
x /= f;
y /= f;
z /= f;
}
// ----------------------------------------------
Vec3 Vec3::operator + (const Vec3 &v) const {
return Vec3( x + v.x, y + v.y, z + v.z );
}
// ----------------------------------------------
Vec3 Vec3::operator - (const Vec3 &v) const {
return Vec3( x - v.x, y - v.y, z - v.z );
}
// ----------------------------------------------
Vec3 Vec3::operator * (float f) const {
return Vec3( x * f, y * f, z * f );
}
// ----------------------------------------------
Vec3 Vec3::operator / (float f) const {
return Vec3( x / f, y / f, z / f );
}
// ----------------------------------------------
bool Vec3::operator == (const Vec3 &v) const {
return( (x == v.x) &&
(y == v.y) &&
(z == v.z) );
}
// ----------------------------------------------
bool Vec3::operator != (const Vec3 &v) const {
return( (x != v.x) ||
(y != v.y) ||
(z != v.z) );
}
// ----------------------------------------------
float Vec3::mag(void) const {
return sqrt( x*x + y*y + z*z );
}
// ----------------------------------------------
void Vec3::normalize(void) {
float len = this->mag();
x /= len;
y /= len;
z /= len;
}
// ----------------------------------------------
float Vec3::operator [] (unsigned int i) const {
assert(i >= 0);
assert(i <= 2);
if(i == 0)
return x;
else if(i == 1)
return y;
else
return z;
}