1 | #ifndef _POINT_H_ |
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2 | #define _POINT_H_ |
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3 | |
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4 | #include "lwo.h" |
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5 | #include "Vector3.h" |
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6 | |
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7 | using namespace std; |
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8 | |
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9 | class Point3 { |
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10 | public: |
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11 | inline Point3() {} |
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12 | |
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13 | inline Point3(float nx, float ny, float nz) : x(nx), y(ny), z(nz) {} |
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14 | |
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15 | inline Point3& operator =(const Vector3& v) |
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16 | { |
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17 | x = v.x; |
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18 | y = v.y; |
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19 | z = v.z; |
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20 | return (*this); |
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21 | } |
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22 | |
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23 | inline Point3& operator *=(float t) |
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24 | { |
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25 | x *= t; |
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26 | y *= t; |
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27 | z *= t; |
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28 | return (*this); |
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29 | } |
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30 | |
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31 | inline Point3& operator /=(float t) |
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32 | { |
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33 | float f = 1.0F / t; |
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34 | x *= f; |
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35 | y *= f; |
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36 | z *= f; |
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37 | return (*this); |
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38 | } |
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39 | |
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40 | inline bool operator == ( const Point3& p ) const |
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41 | { |
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42 | return ( x == p.x && y == p.y && z == p.z ); |
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43 | } |
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44 | |
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45 | inline bool operator != ( const Point3& p ) const |
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46 | { |
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47 | return ( x != p.x || y != p.y || z != p.z ); |
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48 | } |
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49 | |
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50 | inline Point3 operator -(void) const |
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51 | { |
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52 | return (Point3(-x, -y, -z)); |
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53 | } |
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54 | |
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55 | // Sum of point and vector (direction) is a point |
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56 | inline Point3 operator +(const Vector3& v) const |
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57 | { |
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58 | return (Point3(x + v.x, y + v.y, z + v.z)); |
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59 | } |
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60 | |
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61 | // Difference of point and vector (direction) is a point |
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62 | inline Point3 operator -(const Vector3& v) const |
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63 | { |
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64 | return (Point3(x - v.x, y - v.y, z - v.z)); |
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65 | } |
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66 | |
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67 | // Difference between to points is a vector (direction) |
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68 | inline Vector3 operator -(const Point3& p) const |
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69 | { |
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70 | return (Vector3(x - p.x, y - p.y, z - p.z)); |
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71 | } |
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72 | |
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73 | inline Point3 operator *(float t) const |
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74 | { |
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75 | return (Point3(x * t, y * t, z * t)); |
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76 | } |
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77 | |
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78 | inline Point3 operator /(float t) const |
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79 | { |
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80 | float f = 1.0F / t; |
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81 | return (Point3(x * f, y * f, z * f)); |
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82 | } |
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83 | |
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84 | // Dot product |
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85 | inline float operator *(const Vector3& v) const |
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86 | { |
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87 | return (x * v.x + y * v.y + z * v.z); |
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88 | } |
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89 | |
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90 | float x, y, z; |
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91 | }; |
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92 | |
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93 | #endif // _POINT_H_ |
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94 | |
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