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#pragma once

#include <math.h>

class Vector3d;
class Vector3i	//tolua_export
{				//tolua_export
public:			//tolua_export
	Vector3i( const Vector3d & v );														//tolua_export

	Vector3i() : x(0), y(0), z(0) {}													//tolua_export
	Vector3i(int a_x, int a_y, int a_z) : x(a_x), y(a_y), z(a_z) {}						//tolua_export

	inline void Set(int a_x, int a_y, int a_z) { x = a_x, y = a_y, z = a_z; }			//tolua_export
	inline float Length() const { return sqrtf( (float)( x * x + y * y + z * z) ); }	//tolua_export
	inline int SqrLength() const { return x * x + y * y + z * z; }						//tolua_export

	inline bool Equals( const Vector3i & v ) const { return (x == v.x && y == v.y && z == v.z ); }		//tolua_export
	inline bool Equals( const Vector3i * v ) const { return (x == v->x && y == v->y && z == v->z ); }	//tolua_export

	void operator += ( const Vector3i& a_V ) { x += a_V.x; y += a_V.y; z += a_V.z; }
	void operator += ( Vector3i* a_V ) { x += a_V->x; y += a_V->y; z += a_V->z; }
	void operator -= ( const Vector3i& a_V ) { x -= a_V.x; y -= a_V.y; z -= a_V.z; }
	void operator -= ( Vector3i* a_V ) { x -= a_V->x; y -= a_V->y; z -= a_V->z; }
	void operator *= ( int a_f ) { x *= a_f; y *= a_f; z *= a_f; }

	friend Vector3i operator + ( const Vector3i& v1, const Vector3i& v2 ) { return Vector3i( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z ); }
	friend Vector3i operator + ( const Vector3i& v1, Vector3i* v2 ) { return Vector3i( v1.x + v2->x, v1.y + v2->y, v1.z + v2->z ); }
	friend Vector3i operator - ( const Vector3i& v1, const Vector3i& v2 ) { return Vector3i( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z ); }
	friend Vector3i operator - ( const Vector3i& v1, Vector3i* v2 ) { return Vector3i( v1.x - v2->x, v1.y - v2->y, v1.z - v2->z ); }
	friend Vector3i operator - ( const Vector3i* v1, Vector3i& v2 ) { return Vector3i( v1->x - v2.x, v1->y - v2.y, v1->z - v2.z ); }
	friend Vector3i operator * ( const Vector3i& v, const int f ) { return Vector3i( v.x * f, v.y * f, v.z * f ); }
	friend Vector3i operator * ( const Vector3i& v1, const Vector3i& v2 ) { return Vector3i( v1.x * v2.x, v1.y * v2.y, v1.z * v2.z ); }
	friend Vector3i operator * ( const int f, const Vector3i& v ) { return Vector3i( v.x * f, v.y * f, v.z * f ); }
	friend bool operator < ( const Vector3i& v1, const Vector3i& v2 ) { return (v1.x<v2.x)||(v1.x==v2.x && v1.y<v2.y)||(v1.x==v2.x && v1.y == v2.y && v1.z<v2.z); }

	int x, y, z;	//tolua_export
};	//tolua_export