📄 point.h
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#pragma once
#include "lwo.h"
#include "Vector3.h"
using namespace std;
class Point3 {
public:
inline Point3() {}
inline Point3(float nx, float ny, float nz) : x(nx), y(ny), z(nz) {}
inline Point3& operator =(const Vector3& v)
{
x = v.x;
y = v.y;
z = v.z;
return (*this);
}
inline Point3& operator *=(float t)
{
x *= t;
y *= t;
z *= t;
return (*this);
}
inline Point3& operator /=(float t)
{
float f = 1.0F / t;
x *= f;
y *= f;
z *= f;
return (*this);
}
inline bool operator == ( const Point3& p ) const
{
return ( x == p.x && y == p.y && z == p.z );
}
inline bool operator != ( const Point3& p ) const
{
return ( x != p.x || y != p.y || z != p.z );
}
inline Point3 operator -(void) const
{
return (Point3(-x, -y, -z));
}
// Sum of point and vector (direction) is a point
inline Point3 operator +(const Vector3& v) const
{
return (Point3(x + v.x, y + v.y, z + v.z));
}
// Difference of point and vector (direction) is a point
inline Point3 operator -(const Vector3& v) const
{
return (Point3(x - v.x, y - v.y, z - v.z));
}
// Difference between to points is a vector (direction)
inline Vector3 operator -(const Point3& p) const
{
return (Vector3(x - p.x, y - p.y, z - p.z));
}
inline Point3 operator *(float t) const
{
return (Point3(x * t, y * t, z * t));
}
inline Point3 operator /(float t) const
{
float f = 1.0F / t;
return (Point3(x * f, y * f, z * f));
}
// Dot product
inline float operator *(const Vector3& v) const
{
return (x * v.x + y * v.y + z * v.z);
}
float x, y, z;
};
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