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mirror of https://github.com/Halofreak1990/XFXFramework synced 2024-12-26 13:49:34 +01:00
XFXFramework/include/Vector3.h
Halofreak1990 e7a47c8ed9 Revamped the List class so that it can (properly) handle pointers as well
Added 'ValueTypes' Single and Double
Added some components in the new System::Net namespace
Added the Console class, which can be used to output text to the screen
Updated a bunch of structs to include the IComparable and IEquatable interfaces, and inheritance from Object to allow better interoperability between container classes and other types
Replaced all exception handling code with a report to stdout.txt - this will, I hope, eventually be reversed, but as of yet, there is no support for exceptions.

BEWARE! Even though all libraries correctly compile, you cannot use any class/structure that inherits from a template class, because stupid G++ wants to include exception handling for each template.
2011-11-07 01:29:50 +00:00

118 lines
5.8 KiB
C++

/********************************************************
* Vector3.h *
* *
* XFX Vector3 definition file *
* Copyright © XFX Team. All Rights Reserved *
********************************************************/
#ifndef _XFX_VECTOR3_
#define _XFX_VECTOR3_
#include <System/Interfaces.h>
#include <System/Object.h>
using namespace System;
namespace XFX
{
struct Matrix;
struct Quaternion;
struct Vector2;
// Defines a vector with three components.
struct Vector3 : public IEquatable<Vector3>, virtual Object
{
public:
float X, Y, Z;
static const Vector3 Backward;
static const Vector3 Down;
static const Vector3 Forward;
static const Vector3 Left;
static const Vector3 One;
static const Vector3 Right;
static const Vector3 UnitX;
static const Vector3 UnitY;
static const Vector3 UnitZ;
static const Vector3 Up;
static const Vector3 Zero;
Vector3(float value);
Vector3(float x, float y, float z);
Vector3(Vector2 value, float z);
Vector3(const Vector3 &obj);
Vector3();
static Vector3 Add(Vector3 value1, Vector3 value2);
static void Add(Vector3 value1, Vector3 value2, out Vector3 result);
static Vector3 Baricentric(Vector3 value1, Vector3 value2, Vector3 value3, float amount1, float amount2);
static void Baricentric(Vector3 value1, Vector3 value2, Vector3 value3, float amount1, float amount2, out Vector3 result);
static Vector3 CatmullRom(Vector3 value1, Vector3 value2, Vector3 value3, Vector3 value4, float amount);
static void CatmullRom(Vector3 value1, Vector3 value2, Vector3 value3, Vector3 value4, float amount, out Vector3 result);
static Vector3 Clamp(Vector3 value1, Vector3 min, Vector3 max);
static void Clamp(Vector3 value1, Vector3 min, Vector3 max, out Vector3 result);
static Vector3 Cross(Vector3 vector1, Vector3 vector2);
static void Cross(Vector3 vector1, Vector3 vector2, out Vector3 result);
static float Distance(Vector3 value1, Vector3 value2);
static void Distance(Vector3 value1, Vector3 value2, out float result);
static float DistanceSquared(Vector3 value1, Vector3 value2);
static void DistanceSquared(Vector3 value1, Vector3 value2, out float result);
static Vector3 Divide(Vector3 value1, float value2);
static void Divide(Vector3 value1, float value2, out Vector3 result);
static Vector3 Divide(Vector3 value1, Vector3 value2);
static void Divide(Vector3 value1, Vector3 value2, out Vector3 result);
static float Dot(Vector3 value1, Vector3 value2);
static void Dot(Vector3 value1, Vector3 value2, out float result);
bool Equals(Vector3 other);
int GetHashCode();
static Vector3 Hermite(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount);
static void Hermite(Vector3 value1, Vector3 tangent1, Vector3 value2, Vector3 tangent2, float amount, out Vector3 result);
float Length();
float LengthSquared();
static Vector3 Lerp(Vector3 value1, Vector3 value2, float amount);
static void Lerp(Vector3 value1, Vector3 value2, float amount, out Vector3 result);
static Vector3 Max(Vector3 value1, Vector3 value2);
static void Max(Vector3 value1, Vector3 value2, out Vector3 result);
static Vector3 Min(Vector3 value1, Vector3 value2);
static void Min(Vector3 value1, Vector3 value2, out Vector3 result);
static Vector3 Multiply(Vector3 value1, float scaleFactor);
static void Multiply(Vector3 value1, float scaleFactor, out Vector3 result);
static Vector3 Multiply(Vector3 value1, Vector3 value2);
static void Multiply(Vector3 value1, Vector3 value2, out Vector3 result);
static Vector3 Negate(Vector3 value);
static void Negate(Vector3 value, out Vector3 result);
void Normalize();
static Vector3 Normalize(Vector3 value);
static void Normalize(Vector3 value, out Vector3 result);
static Vector3 Reflect(Vector3 vector, Vector3 normal);
static void Reflect(Vector3 vector, Vector3 normal, out Vector3 result);
static Vector3 SmoothStep(Vector3 value1, Vector3 value2, float amount);
static void SmoothStep(Vector3 value1, Vector3 value2, float amount, out Vector3 result);
static Vector3 Subtract(Vector3 value1, Vector3 value2);
static void Subtract(Vector3 value1, Vector3 value2, out Vector3 result);
static Vector3 Transform(Vector3 position, Matrix matrix);
static void Transform(Vector3 position, Matrix matrix, out Vector3 result);
static Vector3 Transform(Vector3 position, Quaternion rotation);
static void Transform(Vector3 position, Quaternion rotation, out Vector3 result);
static void Transform(Vector3 sourceArray[], int sourceIndex, Matrix matrix, Vector3 destinationArray[], int destinationIndex, int length);
static void Transform(Vector3 sourceArray[], int sourceIndex, Quaternion rotation, Vector3 destinationArray[], int destinationIndex, int length);
static void Transform(Vector3 sourceArray[], Matrix matrix, Vector3 destinationArray[]);
static void Transform(Vector3 sourceArray[], Quaternion rotation, Vector3 destinationArray[]);
static Vector3 TransformNormal(Vector3 normal, Matrix matrix);
static void TransformNormal(Vector3 normal, Matrix matrix, out Vector3 result);
static void TransformNormal(Vector3 sourceArray[], int sourceIndex, Matrix matrix, Vector3 destinationArray[], int destinationIndex, int length);
static void TransformNormal(Vector3 sourceArray[], Matrix matrix, Vector3 destinationArray[]);
Vector3 operator+(Vector3 other);
Vector3 operator/(float divider);
Vector3 operator/(Vector3 other);
bool operator==(const Vector3 other);
bool operator!=(const Vector3 other);
Vector3 operator*(float scaleFactor);
Vector3 operator*(Vector3 other);
Vector3 operator-(Vector3 other);
Vector3 operator-();
Vector3 operator=(const Vector3 other);
} ALIGNED16;
}
#endif //_XFX_VECTOR3_