tge/lib/maxsdk40/ipoint3.h
2017-04-17 06:17:10 -06:00

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2.7 KiB
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/**********************************************************************
*<
FILE: ipoint3.h
DESCRIPTION: Class definitions for IPoint3
CREATED BY: Dan Silva
HISTORY:
*> Copyright (c) 1994, All Rights Reserved.
**********************************************************************/
#ifndef __IPOINT3__
#define __IPOINT3__
class ostream;
class IPoint3 {
public:
int x,y,z;
// Constructors
IPoint3(){}
IPoint3(int X, int Y, int Z) { x = X; y = Y; z = Z; }
IPoint3(const IPoint3& a) { x = a.x; y = a.y; z = a.z; }
IPoint3(int ai[3]) { x = ai[0]; y = ai[1]; z = ai[2]; }
// Access operators
int& operator[](int i) { return (&x)[i]; }
const int& operator[](int i) const { return (&x)[i]; }
// Conversion function
operator int*() { return(&x); }
// Unary operators
IPoint3 operator-() const { return(IPoint3(-x,-y,-z)); }
IPoint3 operator+() const { return *this; }
// Assignment operators
DllExport IPoint3& operator-=(const IPoint3&);
DllExport IPoint3& operator+=(const IPoint3&);
// Binary operators
DllExport IPoint3 operator-(const IPoint3&) const;
DllExport IPoint3 operator+(const IPoint3&) const;
DllExport int operator*(const IPoint3&) const; // DOT PRODUCT
DllExport int DotProd(const IPoint3&) const; // DOT PRODUCT
DllExport IPoint3 operator^(const IPoint3&) const; // CROSS PRODUCT
DllExport IPoint3 CrossProd(const IPoint3&) const; // CROSS PRODUCT
// Relational operators
int operator==(const IPoint3& p) const { return (x == p.x && y == p.y && z == p.z); }
int operator!=(const IPoint3& p) const { return ( (x != p.x) || (y != p.y) || (z != p.z) ); }
};
// friends, so you can write Length(A) instead of A.Length(), etc.
int DllExport MaxComponent(const IPoint3&); // the component with the maximum abs value
int DllExport MinComponent(const IPoint3&); // the component with the minimum abs value
ostream DllExport &operator<<(ostream&, const IPoint3&);
// Inlines:
inline float Length(const IPoint3& v) {
return (float)sqrt((double)(v.x*v.x+v.y*v.y+v.z*v.z));
}
inline IPoint3& IPoint3::operator-=(const IPoint3& a) {
x -= a.x; y -= a.y; z -= a.z;
return *this;
}
inline IPoint3& IPoint3::operator+=(const IPoint3& a) {
x += a.x; y += a.y; z += a.z;
return *this;
}
inline IPoint3 IPoint3::operator-(const IPoint3& b) const {
return(IPoint3(x-b.x,y-b.y,z-b.z));
}
inline IPoint3 IPoint3::operator+(const IPoint3& b) const {
return(IPoint3(x+b.x,y+b.y,z+b.z));
}
inline int IPoint3::operator*(const IPoint3& b) const {
return(x*b.x+y*b.y+z*b.z);
}
inline int IPoint3::DotProd(const IPoint3& b) const {
return(x*b.x+y*b.y+z*b.z);
}
#endif