
Added the DDS Texture Loading for future use Added the gamepad class for future use Added first child method to the scenegraph Added RGB to intensity and lerp methods to the shared methods class Added the terrain node class with normals Fixed issue with submeshnode not passing the world transform to the actual meshes
34 lines
789 B
C++
34 lines
789 B
C++
#pragma once
|
|
#include "DirectXFramework.h"
|
|
#include "SharedMethods.h"
|
|
|
|
class Vector3D
|
|
{
|
|
public:
|
|
Vector3D(float x, float y, float z);
|
|
Vector3D(XMFLOAT3 vertexA, XMFLOAT3 vertexB);
|
|
Vector3D(const Vector3D& other);
|
|
|
|
~Vector3D();
|
|
|
|
XMFLOAT3 Get() const;
|
|
const void Normalize();
|
|
|
|
static float DotProduct(const Vector3D v1, const Vector3D v2);
|
|
static float Length(const Vector3D v1, const Vector3D v2);
|
|
static Vector3D CrossProduct(const Vector3D v1, const Vector3D v2);
|
|
|
|
Vector3D& operator= (const Vector3D& rhs);
|
|
const Vector3D operator+ (const Vector3D& rhs) const;
|
|
Vector3D& operator+= (const Vector3D& rhs);
|
|
const Vector3D operator/ (const float rhs) const;
|
|
const Vector3D operator/ (const int rhs) const;
|
|
|
|
|
|
private:
|
|
XMFLOAT3 _vector;
|
|
|
|
void Copy(const Vector3D& other);
|
|
};
|
|
|