Files
Viano-Core/src/tools/vmap4_extractor/vec3d.h
T
Giacomo Pozzoni 9fdf598792 Cherry-pick some cmake commits (#24720)
* Build system: Support  new in cmake 3.17 Ninja Multi-Config generator

(cherry picked from commit 369b618d4f160816818681ed7e41063e2d9ba5b5)

* Build system: Fixed PCH with MSVC & Ninja generator

(cherry picked from commit d669f46b6d5190dabc686a35656e8b03f5ec325b)

* Core: Fix clang 10 warnings

(cherry picked from commit 7272508cb4b51ec5591b6f0e542ea29091db7546)

* Build system: Set -Wno-deprecated-copy only for clang 10

(cherry picked from commit 7fdeb259ba398d5d9343a5dcd1a89562dfcbe981)

* Core/Misc: GCC build and warning fixes

(cherry picked from commit 4d69cc1c567180b408ddbadb9edf26859cf4c006)

* Build system: Print found git version when warning about it being too old

(cherry picked from commit 1ae72db201189877c1b863fac140eb4b0a45c5bb)

* Build system: Removed hard requirement on BOOST_ROOT being set as environment variable, it can now be also passed as command line argument to cmake and fix compile warning with boost 1.73

(cherry picked from commit 161944b7643c62f9e7705c64e42d42e5d07f1959)

* Remove some code that was already removed from 335 and then cherry-picked into master

Co-authored-by: Shauren <shauren.trinity@gmail.com>
(cherry picked from commit 8c09b6e58b0e4f33b7a8e376a28709e693cf2914)
2020-06-11 20:24:00 +02:00

257 lines
4.6 KiB
C++

/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef VEC3D_H
#define VEC3D_H
#include <iostream>
#include <cmath>
class Vec3D
{
public:
float x,y,z;
Vec3D(float x0 = 0.0f, float y0 = 0.0f, float z0 = 0.0f) : x(x0), y(y0), z(z0) {}
Vec3D(Vec3D const& v) = default;
Vec3D& operator=(Vec3D const& v) = default;
Vec3D operator+ (const Vec3D &v) const
{
Vec3D r(x+v.x,y+v.y,z+v.z);
return r;
}
Vec3D operator- (const Vec3D &v) const
{
Vec3D r(x-v.x,y-v.y,z-v.z);
return r;
}
float operator* (const Vec3D &v) const
{
return x*v.x + y*v.y + z*v.z;
}
Vec3D operator* (float d) const
{
Vec3D r(x*d,y*d,z*d);
return r;
}
friend Vec3D operator* (float d, const Vec3D& v)
{
return v * d;
}
Vec3D operator% (const Vec3D &v) const
{
Vec3D r(y*v.z-z*v.y, z*v.x-x*v.z, x*v.y-y*v.x);
return r;
}
Vec3D& operator+= (const Vec3D &v)
{
x += v.x;
y += v.y;
z += v.z;
return *this;
}
Vec3D& operator-= (const Vec3D &v)
{
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
}
Vec3D& operator*= (float d)
{
x *= d;
y *= d;
z *= d;
return *this;
}
float lengthSquared() const
{
return x*x+y*y+z*z;
}
float length() const
{
return std::sqrt(x*x+y*y+z*z);
}
Vec3D& normalize()
{
this->operator*= (1.0f/length());
return *this;
}
Vec3D operator~ () const
{
Vec3D r(*this);
r.normalize();
return r;
}
friend std::istream& operator>>(std::istream& in, Vec3D& v)
{
in >> v.x >> v.y >> v.z;
return in;
}
friend std::ostream& operator<<(std::ostream& out, const Vec3D& v)
{
out << v.x << " " << v.y << " " << v.z;
return out;
}
operator float*()
{
return (float*)this;
}
};
class AaBox3D
{
public:
Vec3D min;
Vec3D max;
AaBox3D& operator+=(Vec3D const& offset)
{
min += offset;
max += offset;
return *this;
}
};
class Vec2D
{
public:
float x,y;
Vec2D(float x0 = 0.0f, float y0 = 0.0f) : x(x0), y(y0) {}
Vec2D(Vec2D const& v) = default;
Vec2D& operator=(Vec2D const& v) = default;
Vec2D operator+ (const Vec2D &v) const
{
Vec2D r(x+v.x,y+v.y);
return r;
}
Vec2D operator- (const Vec2D &v) const
{
Vec2D r(x-v.x,y-v.y);
return r;
}
float operator* (const Vec2D &v) const
{
return x*v.x + y*v.y;
}
Vec2D operator* (float d) const
{
Vec2D r(x*d,y*d);
return r;
}
friend Vec2D operator* (float d, const Vec2D& v)
{
return v * d;
}
Vec2D& operator+= (const Vec2D &v)
{
x += v.x;
y += v.y;
return *this;
}
Vec2D& operator-= (const Vec2D &v)
{
x -= v.x;
y -= v.y;
return *this;
}
Vec2D& operator*= (float d)
{
x *= d;
y *= d;
return *this;
}
float lengthSquared() const
{
return x*x+y*y;
}
float length() const
{
return std::sqrt(x*x+y*y);
}
Vec2D& normalize()
{
this->operator*= (1.0f/length());
return *this;
}
Vec2D operator~ () const
{
Vec2D r(*this);
r.normalize();
return r;
}
friend std::istream& operator>>(std::istream& in, Vec2D& v)
{
in >> v.x >> v.y;
return in;
}
operator float*()
{
return (float*)this;
}
};
inline void rotate(float x0, float y0, float *x, float *y, float angle)
{
float xa = *x - x0, ya = *y - y0;
*x = xa*cosf(angle) - ya*sinf(angle) + x0;
*y = xa*sinf(angle) + ya*cosf(angle) + y0;
}
struct Quaternion
{
float X, Y, Z, W;
};
#endif