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📄 unitvector.hpp

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//===========================================================================//
// 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);}

}

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