diff --git a/Utils/Libs/Maths/vector3.h b/Utils/Libs/Maths/vector3.h index f6e5473cf..43fba7b2b 100644 --- a/Utils/Libs/Maths/vector3.h +++ b/Utils/Libs/Maths/vector3.h @@ -13,7 +13,7 @@ struct Vector3 { Vector3(){}; - Vector3(real _x,real _y,real _z) + Vector3(float _x,float _y,float _z) { x=_x; y=_y; @@ -21,11 +21,11 @@ struct Vector3 } union { - real m_Vec[3]; + float m_Vec[3]; struct { - real x, y, z; + float x, y, z; }; }; @@ -33,27 +33,27 @@ struct Vector3 inline Vector3 & operator+=( Vector3 const &other ); inline Vector3 & operator-=( Vector3 const &other ); - inline Vector3 & operator/=( real val ); - inline Vector3 & operator*=( real val ); + inline Vector3 & operator/=( float val ); + inline Vector3 & operator*=( float val ); - inline real &operator[](int idx); - inline real const &operator[](int idx) const; + inline float &operator[](int idx); + inline float const &operator[](int idx) const; - inline real GetLength( void ) const; - inline real GetLengthSquared( void ) const; + inline float GetLength( void ) const; + inline float GetLengthSquared( void ) const; inline void Normalise( void ); inline void Zero(void); //AF - hope mike don't mind me fiddling with his bits... - friend inline real operator*( Vector3 const &a, Vector3 const &b ); // dot product + friend inline float operator*( Vector3 const &a, Vector3 const &b ); // dot product friend inline Vector3 operator^( Vector3 const &a, Vector3 const &b ); // cross product friend inline Vector3 operator+( Vector3 const &a, Vector3 const &b ); friend inline Vector3 operator-( Vector3 const &a, Vector3 const &b ); - friend inline Vector3 operator*( Vector3 const &a, real val ); - friend inline Vector3 operator/( Vector3 const &a, real val ); - friend inline Vector3 operator*( real val, Vector3 const &a ); - friend inline Vector3 operator/( real val, Vector3 const &a ); + friend inline Vector3 operator*( Vector3 const &a, float val ); + friend inline Vector3 operator/( Vector3 const &a, float val ); + friend inline Vector3 operator*( float val, Vector3 const &a ); + friend inline Vector3 operator/( float val, Vector3 const &a ); }; @@ -81,7 +81,7 @@ inline Vector3 & Vector3::operator-=( Vector3 const &other ) return *this; } -inline Vector3 & Vector3::operator/=( real val ) +inline Vector3 & Vector3::operator/=( float val ) { float temp = 1.f / val; x *= temp; @@ -90,7 +90,7 @@ inline Vector3 & Vector3::operator/=( real val ) return *this; } -inline Vector3 & Vector3::operator*=( real val ) +inline Vector3 & Vector3::operator*=( float val ) { x *= val; y *= val; @@ -98,23 +98,23 @@ inline Vector3 & Vector3::operator*=( real val ) return *this; } -inline real Vector3::GetLength( void ) const +inline float Vector3::GetLength( void ) const { - real sqmag = x * x + y * y + z * z; - real mag = (real)sqrt( sqmag ); + float sqmag = x * x + y * y + z * z; + float mag = (float)sqrt( sqmag ); return mag; } -inline real Vector3::GetLengthSquared( void ) const +inline float Vector3::GetLengthSquared( void ) const { - real sqmag = x * x + y * y + z * z; + float sqmag = x * x + y * y + z * z; return sqmag; } inline void Vector3::Normalise( void ) { - real mag = GetLength(); - real oneomag = 1.f / mag; + float mag = GetLength(); + float oneomag = 1.f / mag; x *= oneomag; y *= oneomag; z *= oneomag; @@ -127,21 +127,21 @@ inline void Vector3::Zero(void) z=0; } -inline real &Vector3::operator[](int idx) +inline float &Vector3::operator[](int idx) { return m_Vec[idx]; } -inline real const &Vector3::operator[](int idx) const +inline float const &Vector3::operator[](int idx) const { return m_Vec[idx]; } -inline real operator*( Vector3 const &a, Vector3 const &b ) // dot product, assumes +inline float operator*( Vector3 const &a, Vector3 const &b ) // dot product, assumes { - real tot = a.x * b.x + a.y * b.y + a.z * b.z; + float tot = a.x * b.x + a.y * b.y + a.z * b.z; return tot; } @@ -173,7 +173,7 @@ inline Vector3 operator-( Vector3 const &a, Vector3 const &b ) return temp; } -inline Vector3 operator*( Vector3 const &a, real val ) +inline Vector3 operator*( Vector3 const &a, float val ) { Vector3 temp; temp.x = a.x * val; @@ -182,7 +182,7 @@ inline Vector3 operator*( Vector3 const &a, real val ) return temp; } -inline Vector3 operator/( Vector3 const &a, real val ) +inline Vector3 operator/( Vector3 const &a, float val ) { Vector3 temp; float oneoval = 1.f / val; @@ -192,7 +192,7 @@ inline Vector3 operator/( Vector3 const &a, real val ) return temp; } -inline Vector3 operator*( real val, Vector3 const &a ) +inline Vector3 operator*( float val, Vector3 const &a ) { Vector3 temp; temp.x = a.x * val; @@ -201,7 +201,7 @@ inline Vector3 operator*( real val, Vector3 const &a ) return temp; } -inline Vector3 operator/( real val, Vector3 const &a ) +inline Vector3 operator/( float val, Vector3 const &a ) { Vector3 temp; float oneoval = 1.f / val;