gsphysics.cpp

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CPP
198
字号
// GsPhysics.cpp: implementation of the CGsPhysics class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "..\INCLUDE\GsPhysics.h"


/*

// ---------------------------------------------------------------
// inline SVector members
// ---------------------------------------------------------------
inline SVector::SVector()// : x( 0 ), y( 0 )
{
	x = 0;
	y = 0;
	z = 0;
}

inline SVector::SVector( float new_x, float new_y, float new_z )
{
	x = new_x;
	y = new_y;
	z = new_z;
}

inline SVector::SVector( SVector const & other )
{
	x = other.x;
	y = other.y;
	z = other.z;
}

inline SVector & SVector::operator+=( SVector const & right )
{
	x += right.x;
	y += right.y;
	z += right.z;
	return *this;
}

inline SVector & SVector::operator-=( SVector const & right )
{
	x -= right.x;
	y -= right.y;
	z -= right.z;
	return *this;
}

inline SVector & SVector::operator*=( float right )
{
	return *this;
}

inline SVector & SVector::operator/=( float right )
{
	return *this;
}

inline SVector & SVector::operator%=( float right )
{
	return *this;
}

inline SVector & SVector::operator<<=( int right )
{
	return *this;
}

inline SVector & SVector::operator>>=( int right )
{
	return *this;
}


// ---------------------------------------------------------------
// inline SVector free functions
// ---------------------------------------------------------------

inline bool operator==( SVector const & left, SVector const & right )
{
	return left.x == right.x && left.y == right.y && left.z == right.z;
}

inline bool operator!=( SVector const & left, SVector const & right )
{
	return !( left == right );
}

inline SVector operator-( SVector const & pofloat )
{
	return SVector( -pofloat.x, -pofloat.y, -pofloat.z );
}

inline SVector operator+( SVector const & left, SVector const & right )
{
	SVector result( left );
	result += right;
	return result;
}

inline SVector operator-( SVector const & left, SVector const & right )
{
	SVector result( left );
	result -= right;
	return result;
}

inline SVector operator*( SVector const & left, float right )
{
	SVector result( left );
	result *= right;
	return result;
}

inline SVector operator*( float left, SVector const & right )
{
	return right * left;
}

inline SVector operator/( SVector const & left, float right )
{
	SVector result( left );
	result /= right;
	return result;
}

inline SVector operator%( SVector const & left, float right )
{
	SVector result( left );
	result %= right;
	return result;
}

inline SVector operator<<( SVector const & left, int right )
{
	SVector result( left );
	result <<= right;
	return result;
}

inline SVector operator>>( SVector const & left, int right )
{
	SVector result( left );
	result >>= right;
	return result;
}

/////.......
inline double distance( SVector const & pofloat )
{
	return sqrt( pofloat.x * pofloat.x + pofloat.y * pofloat.y );
}


inline double angle( SVector const & pofloat )
{
	double result = atan2( pofloat.y, pofloat.x );
	if ( result < 0.0 )
		result += const_2_PI;
	return result;
}

inline std::streambuf & operator<<( std::streambuf & stream, SVector const & pofloat )
{
	put< float >( stream, pofloat.x );
	put< float >( stream, pofloat.y );
	put< float >( stream, pofloat.z );
	return stream;
}

inline std::streambuf & operator>>( std::streambuf & stream, SVector & pofloat )
{
	SVector result;
	result.x = get< float >( stream );
	result.y = get< float >( stream );
	result.z = get< float >( stream );
	pofloat = result;
	return stream;
}

*/

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

CGsPhysics::CGsPhysics()
{

}

CGsPhysics::~CGsPhysics()
{

}

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