Source code
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* Copyright (c) 2014 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
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* Vector3f.h
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*****************************************************************************/
#pragma once
#include <sol/Vector.h>
#include <sol/Vertex.h>
namespace SOL {
#define DIM_THREE (3)
class Vector3f : public Vector<float, DIM_THREE> {
public:
Vector3f()
:Vector<float, DIM_THREE>()
{
}
Vector3f(float x, float y, float z)
:Vector<float, DIM_THREE>()
{
float f[DIM_THREE];
f[0] = x;
f[1] = y;
f[2] = z;
set(f, 3);
}
Vector3f(const Vertex<3>& vertex)
:Vector<float, DIM_THREE>()
{
float f[DIM_THREE];
for (int i = 0; i<DIM_THREE; i++) {
f[i] = vertex.value[i];
}
set(f, 3);
}
static Vector3f crossProduct(const Vector<float, DIM_THREE>& v1, const Vector<float, DIM_THREE>& v2)
{
return Vector3f(
v1[1] * v2[2] - v1[2] * v2[1],
v1[2] * v2[0] - v1[0] * v2[2],
v1[0] * v2[1] - v1[1] * v2[0]);
}
static Vector3f crossProduct(const Vector3f& v1, const Vector3f& v2)
{
return Vector3f(
v1[1] * v2[2] - v1[2] * v2[1],
v1[2] * v2[0] - v1[0] * v2[2],
v1[0] * v2[1] - v1[1] * v2[0]);
}
Vector3f crossProduct(const Vector<float, DIM_THREE> &vec) const
{
return crossProduct(*this, vec);
}
};
}
Last modified: 5 May 2019
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