#ifndef Vector3_h
#define Vector3_h
#include <math.h>
namespace WebCore {
class Vector3 {
public:
Vector3()
: m_x(0.0)
, m_y(0.0)
, m_z(0.0)
{
}
Vector3(double x, double y, double z)
: m_x(x)
, m_y(y)
, m_z(z)
{
}
Vector3(const float p[3])
: m_x(p[0])
, m_y(p[1])
, m_z(p[2])
{
}
Vector3(const double p[3])
: m_x(p[0])
, m_y(p[1])
, m_z(p[2])
{
}
double abs() const
{
return sqrt(m_x * m_x + m_y * m_y + m_z * m_z);
}
bool isZero() const
{
return !m_x && !m_y && !m_z;
}
void normalize()
{
double absValue = abs();
if (!absValue)
return;
double k = 1.0 / absValue;
m_x *= k;
m_y *= k;
m_z *= k;
}
double x() const { return m_x; }
double y() const { return m_y; }
double z() const { return m_z; }
private:
double m_x;
double m_y;
double m_z;
};
inline Vector3 operator+(const Vector3& v1, const Vector3& v2)
{
return Vector3(v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z());
}
inline Vector3 operator-(const Vector3& v1, const Vector3& v2)
{
return Vector3(v1.x() - v2.x(), v1.y() - v2.y(), v1.z() - v2.z());
}
inline Vector3 operator*(double k, const Vector3& v)
{
return Vector3(k * v.x(), k * v.y(), k * v.z());
}
inline Vector3 operator*(const Vector3& v, double k)
{
return Vector3(k * v.x(), k * v.y(), k * v.z());
}
inline double dot(const Vector3& v1, const Vector3& v2)
{
return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z();
}
inline Vector3 cross(const Vector3& v1, const Vector3& v2)
{
double x3 = v1.y() * v2.z() - v1.z() * v2.y();
double y3 = v1.z() * v2.x() - v1.x() * v2.z();
double z3 = v1.x() * v2.y() - v1.y() * v2.x();
return Vector3(x3, y3, z3);
}
inline double distance(const Vector3& v1, const Vector3& v2)
{
return (v1 - v2).abs();
}
}
#endif // Vector3_h