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#ifndef NEBU_Vector3_H
#define NEBU_Vector3_H
#ifdef DEBUG
#include "iostream.h"
#endif
#include "math.h"
class Vector3 {
public:
Vector3() { };
Vector3(float a, float b, float c) {
x = a; y = b; z = c;
};
Vector3(const float *v) {
x = v[0]; y = v[1]; z = v[2];
};
float x, y, z;
const Vector3 operator+ (const Vector3& v) const {
return Vector3(x + v.x, y + v.y, z + v.z);
};
const Vector3 operator- (const Vector3& v) const {
return Vector3(x - v.x, y - v.y, z - v.z);
};
float operator* (const Vector3& v) const {
return x * v.x + y * v.y + z * v.z;
};
const Vector3 operator* (float f) const {
return Vector3(x * f, y * f, z * f);
}
void operator*= (float f) {
x *= f; y *= f; z *= f;
}
void operator/= (float f) {
x /= f; y /= f; z /= f;
}
float Length() const {
return (float) sqrt(*this * *this);
}
float Length2() {
return *this * *this;
}
Vector3& Normalize() {
float length = Length();
if(length != 0)
*this /= length;
return *this;
}
Vector3 Cross(const Vector3& v) const {
return Vector3(y * v.z - z * v.y,
z * v.x - x * v.z,
x * v.y - y * v.z);
}
#ifdef DEBUG
friend ostream&
operator<<(ostream& os, const Vector3& v);
friend Vector3
operator*(float f, const Vector3& v);
#endif
};
inline Vector3 operator*(float f, const Vector3& v) {
return v * f;
}
#ifdef DEBUG
inline ostream& operator<<(ostream& os, const Vector3& v) {
os << "(" << v.x << ", " << v.y << ", " << v.z << ")";
return os;
}
#endif
#endif
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