📄 unitvector.hpp
字号:
//===========================================================================//
// File: unitvec.hh //
// Contents: Interface specification for unit vector class //
//---------------------------------------------------------------------------//
// Copyright (C) Microsoft Corporation. All rights reserved. //
//===========================================================================//
#pragma once
#include "Stuff.hpp"
#include "Vector3D.hpp"
namespace Stuff {
//~~~~~~~~~~~~~~~~~~~~~~~~~~ UnitVector3D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class LinearMatrix4D;
class UnitVector3D:
public Vector3D
{
public:
//
// Constructors
//
UnitVector3D()
{}
UnitVector3D(
Scalar x,
Scalar y,
Scalar z
):
Vector3D(x,y,z)
{}
UnitVector3D(const UnitVector3D &v):
Vector3D(v)
{}
explicit UnitVector3D(const Vector3D &v)
{*this = v;}
static const UnitVector3D
Forward;
static const UnitVector3D
Backward;
static const UnitVector3D
Left;
static const UnitVector3D
Right;
static const UnitVector3D
Up;
static const UnitVector3D
Down;
//
// Assignment operators
//
UnitVector3D&
operator=(const UnitVector3D &vector)
{Check_Object(&vector); Vector3D::operator=(vector); return *this;}
UnitVector3D&
operator=(const Vector3D& v)
{Vector3D::Normalize(v); return *this;}
//
// Math operations
//
UnitVector3D&
Negate(const UnitVector3D &v)
{Check_Object(&v); Vector3D::Negate(v); return *this;}
Scalar
operator*(const Vector3D& v) const
{return Vector3D::operator*(v);}
//
// Transforms
//
UnitVector3D& Multiply(
const UnitVector3D &v,
const LinearMatrix4D &m
);
UnitVector3D&
operator*=(const LinearMatrix4D &m);
UnitVector3D&
MultiplyByInverse(
const UnitVector3D &v,
const LinearMatrix4D &m
)
{Vector3D::MultiplyByInverse(v,m); return *this;}
//
// Template support
//
UnitVector3D&
Lerp(
const UnitVector3D& v1,
const UnitVector3D& v2,
Scalar t
);
//
// Support functions
//
void
TestInstance() const;
static bool
TestClass();
private:
static const UnitVector3D identity;
UnitVector3D& Negate(const Vector3D &V);
UnitVector3D& Add(const Vector3D& V1,const Vector3D& V2);
UnitVector3D& operator+=(const Vector3D& V);
UnitVector3D& Subtract(const Vector3D& V1,const Vector3D& V2);
UnitVector3D& operator-=(const Vector3D& V);
UnitVector3D& Cross(const Vector3D& V1,const Vector3D& V2);
UnitVector3D& Multiply(const Vector3D& V,Scalar Scale);
UnitVector3D& operator*=(Scalar Value);
UnitVector3D& Multiply(const Vector3D& V1,const Vector3D& V2);
UnitVector3D& operator*=(const Vector3D &V);
UnitVector3D& Multiply(const Vector3D &Source, const AffineMatrix4D &M);
UnitVector3D& MultiplyByInverse(const Vector3D &Source, const LinearMatrix4D &M);
UnitVector3D& Divide(const Vector3D& V,Scalar Scale);
UnitVector3D& operator/=(Scalar Value);
UnitVector3D& Combine(const Vector3D& V1,Scalar t1,const Vector3D& V2,Scalar t2);
};
inline UnitVector3D&
UnitVector3D::Multiply(
const UnitVector3D &v,
const LinearMatrix4D &m
)
{Check_Object(&v); Vector3D::Multiply((Vector3D &) v, (AffineMatrix4D &) m); return *this;}
inline UnitVector3D&
UnitVector3D::operator*=(const LinearMatrix4D &m)
{UnitVector3D src(*this); return Multiply(src, m);}
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -