int main() { cout << "---------------------------Matrix 3--------------------------------" << endl; Matrix3 TranslationXY; TranslationXY = Mat3.m_TranslationXY(2, 2); cout << TranslationXY; cout << endl; cout << "--------------------------MATRIX 4 --------------------------------" << endl; Matrix4 RotationX; RotationX = Mat4.m_RotationX(3); cout << RotationX; cout << endl; Matrix4 RotationY; RotationY = Mat4.m_RotationY(2); cout << RotationY; cout << endl; Matrix4 RotationZ; RotationZ = Mat4.m_RotationZ(2); cout << RotationZ; cout << endl; Matrix4 TranslationXYZ; TranslationXYZ = Mat4.m_TranslationXYZ(2, 2, 2); cout << TranslationXYZ; cout << endl; Matrix4 mat; mat = Mat4.m_OrthoProjection(2,2,2,2,2,2); cout << mat; cout << endl; Matrix4 Identity; mat = Mat4.m_CreateIdentity(); cout << Identity; cout <<endl; cout << "---------------------------COMMON MATH--------------------------------" << endl; cout << ComMath.Pow2(2, 2)<< endl; cout << ComMath.m_RadianConvert(360)<< endl; cout << ComMath.m_degreeConvert(6) << endl; Vect3.x = 2; Vect3.y = 2; Vect3.z =2; Vect33.x = 4; Vect33.y = 4; Vect33.z = 4; cout << ComMath.m_Lerp(Vect3, Vect33, 2) << endl; cout << "---------------------------VECTOR 3--------------------------------" << endl; Vect3.x = 2; Vect3.y =2; Vect3.z =2; cout << Vect3.Magnitude()<<endl; Vect3.x = 2; Vect3.y =2; Vect3.z =2; cout << Vect33.Normalise(Vect3)<<endl; Vect3.x = 2; Vect3.y =2; Vect3.z = 2; cout << Vect33.GetNormal(Vect3) << endl; Vect3.x = 2; Vect3.y = 2; Vect3.z =2; cout <<Vect33.DotProduct(Vect3) << endl; Vect3.x = 4; Vect3.y = 4; Vect3.z = 4; Vect33.x =4; Vect33.y = 4; Vect3.z = 4; cout << Vect3.EulerAngle(Vect3, Vect33)<<endl; Vect3.x = 2; Vect3.y = 2; Vect3.z = 2; Vect33.x = 2; Vect33.y =2; Vect33.z = 2; cout << Vect3.CrossProduct(Vect3, Vect33)<<endl; Matrix3 Transform; Transform = Mat3; Vect3.x =2; Vect3.y = 2; Vect3.z = 2; cout << Vect3.m_TransformVector3(Mat3)<<endl; Matrix3 tempM; tempM = Mat3; Vect3.x = 2; Vect3.y = 2; Vect3.z = 2; cout << Vect3.Scale(Mat3); cout << endl; cout << "---------------------------VECTOR 4--------------------------------" << endl; Vect4.x = 2; Vect4.y =2; Vect4.z =2; Vect4.w = 2; cout << Vect4.m_Magnitude()<<endl; Vect4.x = 2; Vect4.y =2; Vect4.z =2; Vect4.w = 2; cout << Vect4.m_GetNormal(Vect4)<<endl; Vect4.x = 2; Vect4.y =2; Vect4.z =2; Vect4.w = 2; cout << Vect4.m_Normalise(Vect4) <<endl; Vect4.x = 2; Vect4.y =2; Vect4.z =2; Vect4.w = 2; cout << Vect4.m_DotProduct(Vect4) << endl; cout << Vect4.m_RGBconverter(0xFFFFFFFF)<<endl; Matrix4 Transform2; Transform2 = Mat4; Vect4.x = 2; Vect4.y =2; Vect4.z =2; Vect4.w = 2; cout << Vect4.m_TransformPoint(Mat4) << endl; Matrix4 Transform3; Transform3 = Mat4; Vect4.x = 2; Vect4.y =2; Vect4.z =2; Vect4.w = 2; cout << Vect4.m_TransformVector4(Vect4, Mat4); cout << endl; Matrix4 mat4; mat4 = Mat4; Vect4.x = 2; Vect4.y = 2; Vect4.z = 2; Vect4.w = 2; cout << Vect4.Scale(Mat4); cout << endl; cout << "---------------------------VECTOR 2--------------------------------" << endl; Vectors Point; Point.x = 2; Point.y =2; cout << V2.pointSubtract(Point, 2) << endl; Vectors Point2; Point2.x = 2; Point2.y =2; cout << V2.pointAdd(Point2, 2)<<endl; Vectors Point3; Point3.x = 2; Point3.y =2; cout << V2.multiplyScalar(Point3, 2) << endl; Vectors Point4; Point4.x = 2; Point4.y =2; cout << V2.getMagnitude(Point4)<<endl; Vectors Point5; Point5.x = 2; Point5.y =2; cout<<V2.getNormal(Point5)<<endl; getchar(); return 0; }
Vector3 Scale( Vector3 c_lhs, double const& i_rhs ) { return c_lhs.Scale( i_rhs ); }
Vector3 operator *( const Vector3& v, float s ) { Vector3 result; result.Scale(v,s); return result; }