vec is a useful struct for making aimbots and things of that sort. here's the class:
Code:
struct vec
{
union
{
struct { float x, y, z; };
float v[3];
int i[3];
};
vec() {}
vec(float a, float b, float c) : x(a), y(b), z(c) {}
vec(float *v) : x(v[0]), y(v[1]), z(v[2]) {}
float &operator[](int i) { return v[i]; }
float operator[](int i) const { return v[i]; }
bool iszero() const { return x==0 && y==0 && z==0; }
bool operator==(const vec &o) const { return x == o.x && y == o.y && z == o.z; }
bool operator!=(const vec &o) const { return x != o.x || y != o.y || z != o.z; }
vec operator-() const { return vec(-x, -y, -z); }
vec &mul(float f) { x *= f; y *= f; z *= f; return *this; }
vec &div(float f) { x /= f; y /= f; z /= f; return *this; }
vec &add(float f) { x += f; y += f; z += f; return *this; }
vec &sub(float f) { x -= f; y -= f; z -= f; return *this; }
vec &add(const vec &o) { x += o.x; y += o.y; z += o.z; return *this; }
vec &sub(const vec &o) { x -= o.x; y -= o.y; z -= o.z; return *this; }
float squaredlen() const { return x*x + y*y + z*z; }
float dot(const vec &o) const { return x*o.x + y*o.y + z*o.z; }
float magnitude() const { return sqrtf(squaredlen()); }
vec &normalize() { div(magnitude()); return *this; }
float dist(const vec &e) const { vec t; return dist(e, t); }
float dist(const vec &e, vec &t) const { t = *this; t.sub(e); return t.magnitude(); }
float distxy(const vec &e) const { float dx = e.x - x, dy = e.y - y; return sqrtf(dx*dx + dy*dy); }
float magnitudexy() const { return sqrtf(x*x + y*y); }
bool reject(const vec &o, float max) const { return x>o.x+max || x<o.x-max || y>o.y+max || y<o.y-max; }
vec &cross(const vec &a, const vec &b) { x = a.y*b.z-a.z*b.y; y = a.z*b.x-a.x*b.z; z = a.x*b.y-a.y*b.x; return *this; }
void rotate_around_z(float angle) { *this = vec(cosf(angle)*x-sinf(angle)*y, cosf(angle)*y+sinf(angle)*x, z); }
void rotate_around_x(float angle) { *this = vec(x, cosf(angle)*y-sinf(angle)*z, cosf(angle)*z+sinf(angle)*y); }
void rotate_around_y(float angle) { *this = vec(cosf(angle)*x-sinf(angle)*z, y, cosf(angle)*z+sinf(angle)*x); }
vec &rotate(float angle, const vec &d)
{
float c = cosf(angle), s = sinf(angle);
return rotate(c, s, d);
}
vec &rotate(float c, float s, const vec &d)
{
*this = vec(x*(d.x*d.x*(1-c)+c) + y*(d.x*d.y*(1-c)-d.z*s) + z*(d.x*d.z*(1-c)+d.y*s),
x*(d.y*d.x*(1-c)+d.z*s) + y*(d.y*d.y*(1-c)+c) + z*(d.y*d.z*(1-c)-d.x*s),
x*(d.x*d.z*(1-c)-d.y*s) + y*(d.y*d.z*(1-c)+d.x*s) + z*(d.z*d.z*(1-c)+c));
return *this;
}
void orthogonal(const vec &d)
{
int i = fabs(d.x) > fabs(d.y) ? (fabs(d.x) > fabs(d.z) ? 0 : 2) : (fabs(d.y) > fabs(d.z) ? 1 : 2);
v[i] = d[(i+1)%3];
v[(i+1)%3] = -d[i];
v[(i+2)%3] = 0;
}
};
to use it just add it to your project and instead of having positions of things be of d3dxvector3 or an XYZ class, use vec. it has loads of useful functions!