Files
mcpe/source/client/common/Vec3.hpp
Brent a0f71c7b27 C++03 Support & Partial Xbox 360 Support (#37)
* WIP C++03 + Xbox 360 Support

* math.h & _USE_MATH_DEFINES on Level.hpp
Updated Xenon vcxproj file for new file structure.

* * Fix bad GUI scale setup.

* * Gui: Use ratios instead of hardcoded sub-1 floating point values, to make the mechanism more clear.

* Add Direct Connect Button and Screen (#30)

* Add Direct Connect Button and Screen

* Remove accidental extra build directories for wasm

* Add DirectConnectScreen.cpp to the CMake

* Use Hungarian coding style notation

* * Fix errors caused by #30

* * Improve the Chat Screen

* * Improve the DirectConnectScreen, among other things.

* * Update the game title once again.

* * Add build-wasm.bat.

* * Add info about compiling for wasm

* * Fix send to specific GUID actually broadcasting to everyone

* * Add command manager.

* * Add writeable configuration.

* * Allow dynamic screen size change on windows

* * Allow the same thing on the emscripten version.

* WIP C++03 + Xbox 360 Support

* Fixed a possible merging issue that broke RakNet?

* Additional Xbox 360 compatability fixes

---------

Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
Co-authored-by: ts <124226059+uniformization@users.noreply.github.com>
2023-08-07 15:48:52 +03:00

78 lines
1.4 KiB
C++

/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#pragma once
#include "Mth.hpp"
class Vec3
{
public:
float x, y, z;
public:
bool clipX(const Vec3& a2, float a3, Vec3& a4) const;
bool clipY(const Vec3& a2, float a3, Vec3& a4) const;
bool clipZ(const Vec3& a2, float a3, Vec3& a4) const;
Vec3 normalize();
// this constructor is nice to have, but it's probably inlined
Vec3();
Vec3(float x, float y, float z);
// these are likely inlined
float distanceTo(const Vec3& b) const;
float distanceToSqr(const Vec3& b) const;
// these are also likely inlined, but I'll declare them in the header
Vec3 operator+(const Vec3& b)
{
return Vec3(x + b.x, y + b.y, z + b.z);
}
Vec3 operator-(const Vec3& b)
{
return Vec3(x - b.x, y - b.y, z - b.z);
}
void operator+=(const Vec3& b)
{
x += b.x;
y += b.y;
z += b.z;
}
void operator-=(const Vec3& b)
{
(*this) += -b;
}
void operator*=(float f)
{
x *= f;
y *= f;
z *= f;
}
Vec3 operator-() const
{
return Vec3(-x, -y, -z);
}
Vec3 operator*(float f) const
{
return Vec3(f * x, f * y, f * z);
}
Vec3 translate(float tx, float ty, float tz) const
{
return Vec3(x + tx, y + ty, z + tz);
}
};