1 | //////////////////////////////////////////////////////////////////////////////////////////
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2 | // VECTOR4D.cpp
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3 | // Function definitions for 4d vector class
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4 | // You may use this code however you wish, but if you do, please credit me and
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5 | // provide a link to my website in a readme file or similar
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6 | // Downloaded from: www.paulsprojects.net
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7 | // Created: 20th July 2002
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8 | // Modified: 15th August 2002 - prevent divide by zero in operator VECTOR3D()
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9 | // Modified: 8th November 2002 - Changed Constructor layout
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10 | // - Some speed Improvements
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11 | // - Corrected Lerp
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12 | //////////////////////////////////////////////////////////////////////////////////////////
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13 |
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14 | #include "Maths.h"
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15 |
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16 | void VECTOR4D::RotateX(double angle)
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17 | {
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18 | (*this)=GetRotatedX(angle);
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19 | }
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20 |
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21 | VECTOR4D VECTOR4D::GetRotatedX(double angle) const
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22 | {
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23 | VECTOR3D v3d(x, y, z);
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24 |
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25 | v3d.RotateX(angle);
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26 |
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27 | return VECTOR4D(v3d.x, v3d.y, v3d.z, w);
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28 | }
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29 |
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30 | void VECTOR4D::RotateY(double angle)
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31 | {
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32 | (*this)=GetRotatedY(angle);
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33 | }
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34 |
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35 | VECTOR4D VECTOR4D::GetRotatedY(double angle) const
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36 | {
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37 | VECTOR3D v3d(x, y, z);
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38 |
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39 | v3d.RotateY(angle);
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40 |
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41 | return VECTOR4D(v3d.x, v3d.y, v3d.z, w);
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42 | }
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43 |
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44 | void VECTOR4D::RotateZ(double angle)
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45 | {
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46 | (*this)=GetRotatedZ(angle);
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47 | }
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48 |
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49 | VECTOR4D VECTOR4D::GetRotatedZ(double angle) const
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50 | {
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51 | VECTOR3D v3d(x, y, z);
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52 |
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53 | v3d.RotateZ(angle);
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54 |
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55 | return VECTOR4D(v3d.x, v3d.y, v3d.z, w);
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56 | }
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57 |
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58 | void VECTOR4D::RotateAxis(double angle, const VECTOR3D & axis)
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59 | {
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60 | (*this)=GetRotatedAxis(angle, axis);
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61 | }
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62 |
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63 | VECTOR4D VECTOR4D::GetRotatedAxis(double angle, const VECTOR3D & axis) const
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64 | {
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65 | VECTOR3D v3d(x, y, z);
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66 |
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67 | v3d.RotateAxis(angle, axis);
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68 |
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69 | return VECTOR4D(v3d.x, v3d.y, v3d.z, w);
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70 | }
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71 |
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72 |
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73 | VECTOR4D operator*(float scaleFactor, const VECTOR4D & rhs)
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74 | {
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75 | return rhs*scaleFactor;
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76 | }
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77 |
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78 | bool VECTOR4D::operator==(const VECTOR4D & rhs) const
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79 | {
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80 | if(x==rhs.x && y==rhs.y && z==rhs.z && w==rhs.w)
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81 | return true;
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82 |
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83 | return false;
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84 | }
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85 |
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86 | VECTOR4D::operator VECTOR3D()
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87 | {
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88 | if(w==0.0f || w==1.0f)
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89 | return VECTOR3D(x, y, z);
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90 | else
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91 | return VECTOR3D(x/w, y/w, z/w);
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92 | }
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