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📄 mtxlib.cpp

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/* Copyright (C) Dante Treglia II and Mark A. DeLoura, 2000.  * All rights reserved worldwide. * * This software is provided "as is" without express or implied * warranties. You may freely copy and compile this source into * applications you distribute provided that the copyright text * below is included in the resulting source code, for example: * "Portions Copyright (C) Dante Treglia II and Mark A. DeLoura, 2000" *///==========================================================// C++ Matrix Library// Version: 2.5// Date: April 22, 2000// Authors: Dante Treglia II and Mark A. DeLoura// Thanks to: Miguel Gomez, Stan Melax, Pete Isensee, //   Gabor Nagy, Scott Bilas, James Boer, Eric Lengyel//==========================================================#include "mtxlib.h"#include <cmath>#include <cassert>////////////////////////////////////////////////////////////// vector2 class//// Constructor with initializing float valuesvector2::vector2(float inX, float inY) {  x = inX;  y = inY;}// Constructor with initializing vector2vector2::vector2(const vector2 &v) {  x = v.x;  y = v.y;}// Array indexingfloat &vector2::operator [] (unsigned int i) {  assert (i<2);    return *(&x+i);}// Array indexingconst float &vector2::operator [] (unsigned int i) const {  assert (i<2);  return *(&x+i);}// Assign vector2 &vector2::operator = (const vector2 &v) {  x = v.x;  y = v.y;  return *this;}// Add a vector2 to this onevector2 &vector2::operator += (const vector2 &v) {  x += v.x;  y += v.y;  return *this;}// Subtract a vector2 from this onevector2 &vector2::operator -= (const vector2 &v) {  x -= v.x;  y -= v.y;  return *this;}// Multiply the vector2 by a floatvector2 &vector2::operator *= (float f) {  x *= f;  y *= f;  return *this;}// Divide the vector2 by a floatvector2 &vector2::operator /= (float f) {  x /= f;  y /= f;  return *this;}// Are these two vector2's equal?bool operator == (const vector2 &a, const vector2 &b) {  return ((a.x == b.x) && (a.y == b.y));}// Are these two vector2's not equal?bool operator != (const vector2 &a, const vector2 &b) {  return ((a.x != b.x) || (a.y != b.y));}// Add two vector2'svector2 operator + (const vector2 &a, const vector2 &b) {  vector2 ret(a);  ret += b;  return ret;}// Subtract one vector2 from anothervector2 operator - (const vector2 &a, const vector2 &b) {  vector2 ret(a);  ret -= b;  return ret;}// Multiply vector2 by a floatvector2 operator * (const vector2 &v, float f) {  return vector2(f * v.x, f * v.y);}// Multiply vector2 by a floatvector2 operator * (float f, const vector2 &v) {  return vector2(f * v.x, f * v.y);}// Divide vector2 by a floatvector2 operator / (const vector2 &v, float f) {  return vector2(v.x / f, v.y / f);}// Negate a vector2vector2 operator - (const vector2 &a) {  return vector2(-a.x, -a.y);}// Set Valuesvoid vector2::set(float xIn, float yIn){  x = xIn;  y = yIn;}// Get length of a vector2float vector2::length() const {  return (float) sqrt(x*x + y*y);}// Get squared length of a vector2float vector2::lengthSqr() const {  return (x*x + y*y);}// Does vector2 equal (0, 0)?bool vector2::isZero() const {  return ((x == 0.0F) && (y == 0.0F));}// Normalize a vector2vector2 &vector2::normalize() {  float m = length();  if (m > 0.0F)     m = 1.0F / m;  else     m = 0.0F;  x *= m;  y *= m;  return *this;}////////////////////////////////////////////////////////////// vector3 class//// Constructor with initializing float valuesvector3::vector3(float inX, float inY, float inZ) {  x = inX;  y = inY;  z = inZ;}// Constructor with initializing vector3vector3::vector3(const vector3 &v) {  x = v.x;  y = v.y;  z = v.z;}// Constructor with initializing vector2vector3::vector3(const vector2 &v) {  x = v.x;  y = v.y;  z = 0.0F;}// Constructor with initializing vector4vector3::vector3(const vector4 &v) {  x = v.x;  y = v.y;  z = v.z;}// Array indexingfloat &vector3::operator [] (unsigned int i) {  assert (i<3);          return *(&x+i);}// Array indexingconst float &vector3::operator [] (unsigned int i) const {  assert (i<3);  return *(&x+i);}// Assignvector3 &vector3::operator = (const vector3 &v) {  x = v.x;  y = v.y;  z = v.z;  return *this;}// Assign from a vector2vector3 &vector3::operator = (const vector2 &v) {  x = v.x;  y = v.y;  z = 0.0F;  return *this;}// Add a vector3 to this onevector3 &vector3::operator += (const vector3 &v) {  x += v.x;  y += v.y;  z += v.z;  return *this;}// Subtract a vector3 from this onevector3 &vector3::operator -= (const vector3 &v) {  x -= v.x;  y -= v.y;  z -= v.z;  return *this;}// Multiply the vector3 by a floatvector3 &vector3::operator *= (float f) {  x *= f;  y *= f;  z *= f;  return *this;}// Divide the vector3 by a floatvector3 &vector3::operator /= (float f) {  x /= f;  y /= f;  z /= f;  return *this;}// Are these two vector3's equal?bool operator == (const vector3 &a, const vector3 &b) {  return ((a.x == b.x) && (a.y == b.y) && (a.z == b.z));}// Are these two vector3's not equal?bool operator != (const vector3 &a, const vector3 &b) {  return ((a.x != b.x) || (a.y != b.y) || (a.z != b.z));}// Add two vector3'svector3 operator + (const vector3 &a, const vector3 &b) {  vector3 ret(a);  ret += b;  return ret;}// Subtract one vector3 from anothervector3 operator - (const vector3 &a, const vector3 &b) {  vector3 ret(a);  ret -= b;  return ret;}// Multiply vector3 by a floatvector3 operator * (const vector3 &v, float f) {  return vector3(f * v.x, f * v.y, f * v.z);}// Multiply vector3 by a floatvector3 operator * (float f, const vector3 &v) {  return vector3(f * v.x, f * v.y, f * v.z);}// Divide vector3 by a floatvector3 operator / (const vector3 &v, float f) {  return vector3(v.x / f, v.y / f, v.z / f);}// Negate a vector3vector3 operator - (const vector3 &a) {  return vector3(-a.x, -a.y, -a.z);}// Set Valuesvoid vector3::set(float xIn, float yIn, float zIn){  x = xIn;  y = yIn;  z = zIn;}// Get length of a vector3float vector3::length() const {  return (float) sqrt(x*x + y*y + z*z);}// Get squared length of a vector3float vector3::lengthSqr() const {  return (x*x + y*y + z*z);}// Does vector3 equal (0, 0, 0)?bool vector3::isZero() const {  return ((x == 0.0F) && (y == 0.0F) && (z == 0.0F));}// Normalize a vector3vector3 &vector3::normalize() {  float m = length();  if (m > 0.0F)     m = 1.0F / m;  else     m = 0.0F;  x *= m;  y *= m;  z *= m;  return *this;}////////////////////////////////////////////////////////////// vector4 class//// Constructor with initializing float valuesvector4::vector4(float inX, float inY, float inZ, float inW) {  x = inX;  y = inY;  z = inZ;  w = inW;}// Constructor with initializing vector4vector4::vector4(const vector4 &v) {  x = v.x;  y = v.y;  z = v.z;  w = v.w;}// Constructor with initializing vector3vector4::vector4(const vector3 &v) {  x = v.x;  y = v.y;  z = v.z;  w = 0.0F;}// Constructor with initializing vector2vector4::vector4(const vector2 &v) {  x = v.x;  y = v.y;  z = 0.0F;  w = 0.0F;}// Array indexingfloat &vector4::operator [] (unsigned int i) {  assert (i<4);    return *(&x+i);}// Array indexingconst float &vector4::operator [] (unsigned int i) const {  assert (i<4);    return *(&x+i);}// Assignvector4 &vector4::operator = (const vector4 &v) {  x = v.x;  y = v.y;  z = v.z;  w = v.w;  return *this;}// Assign from a vector3vector4 &vector4::operator = (const vector3 &v) {  x = v.x;  y = v.y;  z = v.z;  w = 0.0F;  return *this;}// Assign from a vector2vector4 &vector4::operator = (const vector2 &v) {  x = v.x;  y = v.y;  z = 0.0F;  w = 0.0F;  return *this;}// Add a vector4 to this onevector4 &vector4::operator += (const vector4 &v) {  x += v.x;  y += v.y;  z += v.z;  w += v.w;  return *this;}// Subtract a vector4 from this onevector4 &vector4::operator -= (const vector4 &v) {  x -= v.x;  y -= v.y;  z -= v.z;  w -= v.w;  return *this;}// Multiply the vector4 by a floatvector4 &vector4::operator *= (float f) {  x *= f;  y *= f;  z *= f;  w *= f;  return *this;}// Divide the vector4 by a floatvector4 &vector4::operator /= (float f) {  x /= f;  y /= f;  z /= f;  w /= f;  return *this;}// Are these two vector4's equal?bool operator == (const vector4 &a, const vector4 &b) {  return ((a.x == b.x) && (a.y == b.y) &&          (a.z == b.z) && (a.w == b.w));}// Are these two vector4's not equal?bool operator != (const vector4 &a, const vector4 &b) {  return ((a.x != b.x) || (a.y != b.y) ||          (a.z != b.z) || (a.w != b.w));}// Add two vector4'svector4 operator + (const vector4 &a, const vector4 &b) {  vector4 ret(a);  ret += b;  return ret;}// Subtract one vector4 from anothervector4 operator - (const vector4 &a, const vector4 &b) {  vector4 ret(a);  ret -= b;  return ret;}// Multiply vector4 by a floatvector4 operator * (const vector4 &v, float f) {  return vector4(f * v.x, f * v.y, f * v.z, f * v.w);}// Multiply vector4 by a floatvector4 operator * (float f, const vector4 &v) {  return vector4(f * v.x, f * v.y, f * v.z, f * v.w);}// Divide vector4 by a floatvector4 operator / (const vector4 &v, float f) {  return vector4(v.x / f, v.y / f, v.z / f, v.w / f);}// Negate a vector4vector4 operator - (const vector4 &a) {  return vector4(-a.x, -a.y, -a.z, -a.w);}// Set Valuesvoid vector4::set(float xIn, float yIn, float zIn, float wIn){

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