| 1 | #ifndef _POINT_H_ |
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| 2 | #define _POINT_H_ |
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| 3 | |
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| 4 | #include "lwo.h" |
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| 5 | #include "Vector3.h" |
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| 6 | |
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| 7 | using namespace std; |
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| 8 | |
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| 9 | class Point3 { |
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| 10 | public: |
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| 11 | inline Point3() {} |
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| 12 | |
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| 13 | inline Point3(float nx, float ny, float nz) : x(nx), y(ny), z(nz) {} |
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| 14 | |
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| 15 | inline Point3& operator =(const Vector3& v) |
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| 16 | { |
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| 17 | x = v.x; |
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| 18 | y = v.y; |
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| 19 | z = v.z; |
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| 20 | return (*this); |
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| 21 | } |
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| 22 | |
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| 23 | inline Point3& operator *=(float t) |
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| 24 | { |
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| 25 | x *= t; |
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| 26 | y *= t; |
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| 27 | z *= t; |
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| 28 | return (*this); |
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| 29 | } |
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| 30 | |
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| 31 | inline Point3& operator /=(float t) |
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| 32 | { |
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| 33 | float f = 1.0F / t; |
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| 34 | x *= f; |
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| 35 | y *= f; |
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| 36 | z *= f; |
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| 37 | return (*this); |
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| 38 | } |
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| 39 | |
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| 40 | inline bool operator == ( const Point3& p ) const |
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| 41 | { |
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| 42 | return ( x == p.x && y == p.y && z == p.z ); |
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| 43 | } |
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| 44 | |
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| 45 | inline bool operator != ( const Point3& p ) const |
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| 46 | { |
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| 47 | return ( x != p.x || y != p.y || z != p.z ); |
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| 48 | } |
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| 49 | |
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| 50 | inline Point3 operator -(void) const |
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| 51 | { |
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| 52 | return (Point3(-x, -y, -z)); |
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| 53 | } |
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| 54 | |
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| 55 | // Sum of point and vector (direction) is a point |
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| 56 | inline Point3 operator +(const Vector3& v) const |
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| 57 | { |
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| 58 | return (Point3(x + v.x, y + v.y, z + v.z)); |
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| 59 | } |
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| 60 | |
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| 61 | // Difference of point and vector (direction) is a point |
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| 62 | inline Point3 operator -(const Vector3& v) const |
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| 63 | { |
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| 64 | return (Point3(x - v.x, y - v.y, z - v.z)); |
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| 65 | } |
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| 66 | |
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| 67 | // Difference between to points is a vector (direction) |
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| 68 | inline Vector3 operator -(const Point3& p) const |
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| 69 | { |
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| 70 | return (Vector3(x - p.x, y - p.y, z - p.z)); |
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| 71 | } |
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| 72 | |
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| 73 | inline Point3 operator *(float t) const |
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| 74 | { |
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| 75 | return (Point3(x * t, y * t, z * t)); |
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| 76 | } |
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| 77 | |
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| 78 | inline Point3 operator /(float t) const |
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| 79 | { |
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| 80 | float f = 1.0F / t; |
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| 81 | return (Point3(x * f, y * f, z * f)); |
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| 82 | } |
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| 83 | |
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| 84 | // Dot product |
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| 85 | inline float operator *(const Vector3& v) const |
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| 86 | { |
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| 87 | return (x * v.x + y * v.y + z * v.z); |
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| 88 | } |
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| 89 | |
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| 90 | float x, y, z; |
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| 91 | }; |
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| 92 | |
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| 93 | #endif // _POINT_H_ |
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| 94 | |
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