📄 vector3d.h
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class Vector3d
{
public:
Vector3d()
{}
;
Vector3d(float X, float Y, float Z)
{
Coords[0] = X;
Coords[1] = Y;
Coords[2] = Z;
}
Vector3d(Vector3d const &other)
{
*this = other;
}
~Vector3d()
{}
;
float Coords[3];
Vector3d const &operator=(Vector3d const &other);
Vector3d const &operator+=(Vector3d const &other);
Vector3d const &operator-=(Vector3d const &other);
bool const operator==(Vector3d const &other);
bool const operator!=(Vector3d const &other);
int iTag; // for whatever :D
}
;
Vector3d const &Vector3d::operator=(Vector3d const &other)
{
Coords[0] = other.Coords[0];
Coords[1] = other.Coords[1];
Coords[2] = other.Coords[2];
return *this;
}
Vector3d const &Vector3d::operator+=(Vector3d const &other)
{
Coords[0] = Coords[0] + other.Coords[0];
Coords[1] = Coords[1] + other.Coords[1];
Coords[2] = Coords[2] + other.Coords[2];
return *this;
}
Vector3d const &Vector3d::operator-=(Vector3d const &other)
{
Coords[0] = Coords[0] - other.Coords[0];
Coords[1] = Coords[1] - other.Coords[1];
Coords[2] = Coords[2] - other.Coords[2];
return *this;
}
bool const Vector3d::operator==(Vector3d const &other)
{
if (Coords[0] == other.Coords[0] && Coords[1] == other.Coords[1] && Coords[2] == other.Coords[2])
return true;
return false;
}
bool const Vector3d::operator!=(Vector3d const &other)
{
if (Coords[0] != other.Coords[0] || Coords[1] != other.Coords[1] || Coords[2] != other.Coords[2])
return true;
return false;
}
Vector3d operator+ (Vector3d const &v, Vector3d const &other)
{
return Vector3d (v.Coords[0] + other.Coords[0],
v.Coords[1] + other.Coords[1],
v.Coords[2] + other.Coords[2]);
}
inline Vector3d operator- (Vector3d const &v, Vector3d const &other)
{
return Vector3d (v.Coords[0] - other.Coords[0],
v.Coords[1] - other.Coords[1],
v.Coords[2] - other.Coords[2]);
}
inline Vector3d operator- (Vector3d const &v)
{
return Vector3d (-v.Coords[0],
-v.Coords[1],
-v.Coords[2]);
}
inline Vector3d operator* (Vector3d const &v, Vector3d const &other)
{
return Vector3d (v.Coords[1] * other.Coords[2] - v.Coords[2] * other.Coords[1],
v.Coords[2] * other.Coords[0] - v.Coords[0] * other.Coords[2],
v.Coords[0] * other.Coords[1] - v.Coords[1] * other.Coords[0]);
}
inline Vector3d operator* (Vector3d const &v, float const &Value)
{
return Vector3d (v.Coords[0] * (float)Value,
v.Coords[1] * (float)Value,
v.Coords[2] * (float)Value);
}
inline Vector3d operator/ (Vector3d const &v, float const &Value)
{
return Vector3d (v.Coords[0] / Value,
v.Coords[1] / Value,
v.Coords[2] / Value);
}
Vector3d v3dZero( 0.0, 0.0, 0.0 );
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