68 {
return (
x *
V.y) - (
y *
V.x) - (
z *
V.z); }
70 {
return (
x*
V.x) + (
y*
V.y) + (
z*
V.z); }
76 inline bool bIsNull(
void){
return ((
x +
y +
z) == 0.0f); }
84 float dot = (*this) *
xE;
134#define vector_null Vector(0.0f, 0.0f, 0.0f)
135#define vector_up Vector(0.0f, -1.0f, 0.0f)
136#define vector_down Vector(0.0f, 1.0f, 0.0f)
137#define vector_left Vector(-1.0f, 0.0f, 0.0f)
138#define vector_right Vector(1.0f, 0.0f, 0.0f)
139#define vector_identity Vector(1.0f, 1.0f, 1.0f)
ComponentTypeID GetComponentTypeID_Static()
Vector & Rotate(float angle)
SDL_FPoint ToFPoint() const
void Clamp(const Vector &min, const Vector &max)
SDL_Point ToPoint() const
Vector Blend(Vector &_vDdest, float _ffactor)
Vector & Scale(const float _x, float _y, float _z)
float operator^(const Vector &V) const
static Vector FromImVec2(const ImVec2 &v)
friend ostream & operator<<(ostream &os, const Vector &v)
Vector & operator*=(float scalar)
Vector & operator/=(float scalar)
bool operator!=(const Vector &v)
bool operator<(const Vector &v)
Vector & Scale(const Vector &_v)
bool operator<=(const Vector &v)
Vector operator*(float scalar)
bool operator==(const Vector &v)
Vector operator+(const Vector &v)
Vector & operator-=(const Vector &v)
Vector & operator+=(const Vector &v)
bool operator>(const Vector &v)
float Angle(const Vector &xE)
Vector & operator/(float scalar)
Vector & operator=(const Vector &v)
bool operator>=(const Vector &v)
Vector & Set(float _x, float _y, float _z)
Vector(float _x, float _y=0.f, float _z=0.f)
Vector vNormal(Vector &_v1, bool bLeftSide=true)
float fDist(Vector &, Vector &)
float fDist2(Vector &_v1, Vector &_v2)
Vector vBlend(Vector &, Vector &, float)
float fAngle(Vector &_v1, Vector &_v2)