#include <glfxvec.h>
Public Member Functions | |
| Vec3 (const float *v) | |
| Vec3 (const Vec3 &v) | |
| Vec3 (float x, float y, float z) | |
| Vec3 (float f) | |
| operator float * () | |
| operator const float * () const | |
| operator Vec2 () const | |
| operator Vec4 () const | |
| float & | operator[] (int n) | 
| Vec3 & | operator= (const Vec3 &v) | 
| Vec3 & | Normalize () | 
| float | Length () const | 
| bool | Equal (const Vec3 &v) const | 
| bool | NotEqual (const Vec3 &v) const | 
| Vec3 | MakePlanar (const Vec3 &v) const | 
| Vec3 & | operator *= (const Vec3 &v) | 
| Vec3 & | operator/= (const Vec3 &v) | 
| Vec3 & | operator+= (const Vec3 &v) | 
| Vec3 & | operator-= (const Vec3 &v) | 
Public Attributes | |
| float | x | 
| float | y | 
| float | z | 
Friends | |
| Vec3 | operator * (const Vec3 &a, const Vec3 &b) | 
| Vec3 | operator/ (const Vec3 &a, const Vec3 &b) | 
| Vec3 | operator+ (const Vec3 &a, const Vec3 &b) | 
| Vec3 | operator+ (const Vec3 &v) | 
| Vec3 | operator- (const Vec3 &a, const Vec3 &b) | 
| Vec3 | operator- (const Vec3 &v) | 
| bool | operator== (const Vec3 &a, const Vec3 &b) | 
| bool | operator!= (const Vec3 &a, const Vec3 &b) | 
| bool | operator< (const Vec3 &a, const Vec3 &b) | 
| Vec3 | Cross (const Vec3 &a, const Vec3 &b) | 
| float | Dot (const Vec3 &a, const Vec3 &b) | 
| Vec3 | Normalize (const Vec3 &v) | 
| Vec3 | Lerp (const Vec3 &a, const Vec3 &b, float f) | 
| Vec3 | RotateVectorX (const Vec3 &v, float angle) | 
| Vec3 | RotateVectorY (const Vec3 &v, float angle) | 
| Vec3 | RotateVectorZ (const Vec3 &v, float angle) | 
| float | Length (const Vec3 &a) | 
| GLFX::Vec3::Vec3 | ( | const float * | v | ) |  [inline] | 
        
Construct vector from array of floats.
| GLFX::Vec3::Vec3 | ( | const Vec3 & | v | ) |  [inline] | 
        
Construct vector from another one.
| GLFX::Vec3::Vec3 | ( | float | x, | |
| float | y, | |||
| float | z | |||
| ) |  [inline] | 
        
Construct vector from 3 floats.
| GLFX::Vec3::Vec3 | ( | float | f | ) |  [inline] | 
        
Construct vector from single float.
| GLFX::Vec3::operator float * | ( | ) |  [inline] | 
        
Convert to array of floats.
| GLFX::Vec3::operator const float * | ( | ) |  const [inline] | 
        
Convert to array of floats.
| GLFX::Vec3::operator Vec2 | ( | ) |  const [inline] | 
        
Convert to 2d vector.
| GLFX::Vec3::operator Vec4 | ( | ) |  const [inline] | 
        
Convert to 4d vector.
| float & GLFX::Vec3::operator[] | ( | int | n | ) |  [inline] | 
        
Get vector element.
| Vec3 & GLFX::Vec3::Normalize | ( | ) |  [inline] | 
        
Normalize vector. This method is not safe for zero-length vectors.
| float GLFX::Vec3::Length | ( | ) |  const [inline] | 
        
Compute vector length.
| bool GLFX::Vec3::Equal | ( | const Vec3 & | v | ) |  const [inline] | 
        
Test if (thick) vectors are equal.
| bool GLFX::Vec3::NotEqual | ( | const Vec3 & | v | ) |  const [inline] | 
        
Test if (thick) vectors are not equal.
Make vector planar. The dot-product of this vector and the produced vector will be 0.
Test if any of vector a element is less than any of vector b element.
| float Length | ( | const Vec3 & | a | ) |  [friend] | 
        
Compute vector length.
| float GLFX::Vec3::x | 
X-coordinate.
| float GLFX::Vec3::y | 
Y-coordinate.
| float GLFX::Vec3::z | 
Z-coordinate.