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1 /*
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2 libvmath - a vector math library
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3 Copyright (C) 2004-2015 John Tsiombikas <nuclear@member.fsf.org>
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4
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5 This program is free software: you can redistribute it and/or modify
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6 it under the terms of the GNU Lesser General Public License as published
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7 by the Free Software Foundation, either version 3 of the License, or
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8 (at your option) any later version.
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9
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10 This program is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 GNU Lesser General Public License for more details.
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14
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15 You should have received a copy of the GNU Lesser General Public License
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16 along with this program. If not, see <http://www.gnu.org/licenses/>.
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17 */
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18
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19 #include <math.h>
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20
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21 #ifdef __cplusplus
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22 extern "C" {
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23 #endif /* __cplusplus */
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24
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25 scalar_t spline(scalar_t, scalar_t, scalar_t, scalar_t, scalar_t);
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26 scalar_t bspline(scalar_t, scalar_t, scalar_t, scalar_t, scalar_t);
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27
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28 /* C 2D vector functions */
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29 static inline vec2_t v2_cons(scalar_t x, scalar_t y)
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30 {
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31 vec2_t v;
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32 v.x = x;
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33 v.y = y;
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34 return v;
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35 }
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36
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37 static inline void v2_print(FILE *fp, vec2_t v)
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38 {
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39 fprintf(fp, "[ %.4f %.4f ]", v.x, v.y);
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40 }
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41
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42 static inline vec2_t v2_add(vec2_t v1, vec2_t v2)
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43 {
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44 vec2_t res;
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45 res.x = v1.x + v2.x;
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46 res.y = v1.y + v2.y;
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47 return res;
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48 }
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49
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50 static inline vec2_t v2_sub(vec2_t v1, vec2_t v2)
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51 {
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52 vec2_t res;
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53 res.x = v1.x - v2.x;
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54 res.y = v1.y - v2.y;
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55 return res;
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56 }
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57
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58 static inline vec2_t v2_scale(vec2_t v, scalar_t s)
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59 {
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60 vec2_t res;
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61 res.x = v.x * s;
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62 res.y = v.y * s;
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63 return res;
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64 }
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65
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66 static inline scalar_t v2_dot(vec2_t v1, vec2_t v2)
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67 {
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68 return v1.x * v2.x + v1.y * v2.y;
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69 }
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70
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71 static inline scalar_t v2_length(vec2_t v)
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72 {
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73 return sqrt(v.x * v.x + v.y * v.y);
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74 }
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75
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76 static inline scalar_t v2_length_sq(vec2_t v)
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77 {
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78 return v.x * v.x + v.y * v.y;
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79 }
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80
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81 static inline vec2_t v2_normalize(vec2_t v)
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82 {
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83 scalar_t len = (scalar_t)sqrt(v.x * v.x + v.y * v.y);
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84 v.x /= len;
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85 v.y /= len;
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86 return v;
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87 }
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88
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89 static inline vec2_t v2_lerp(vec2_t v1, vec2_t v2, scalar_t t)
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90 {
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91 vec2_t res;
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92 res.x = v1.x + (v2.x - v1.x) * t;
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93 res.y = v1.y + (v2.y - v1.y) * t;
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94 return res;
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95 }
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96
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97
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98 /* C 3D vector functions */
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99 static inline vec3_t v3_cons(scalar_t x, scalar_t y, scalar_t z)
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100 {
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101 vec3_t v;
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102 v.x = x;
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103 v.y = y;
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104 v.z = z;
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105 return v;
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106 }
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107
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108 static inline void v3_print(FILE *fp, vec3_t v)
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109 {
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110 fprintf(fp, "[ %.4f %.4f %.4f ]", v.x, v.y, v.z);
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111 }
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112
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113 static inline vec3_t v3_add(vec3_t v1, vec3_t v2)
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114 {
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115 v1.x += v2.x;
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116 v1.y += v2.y;
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117 v1.z += v2.z;
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118 return v1;
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119 }
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120
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121 static inline vec3_t v3_sub(vec3_t v1, vec3_t v2)
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122 {
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123 v1.x -= v2.x;
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124 v1.y -= v2.y;
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125 v1.z -= v2.z;
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126 return v1;
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127 }
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128
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129 static inline vec3_t v3_neg(vec3_t v)
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130 {
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131 v.x = -v.x;
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132 v.y = -v.y;
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133 v.z = -v.z;
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134 return v;
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135 }
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136
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137 static inline vec3_t v3_mul(vec3_t v1, vec3_t v2)
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138 {
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139 v1.x *= v2.x;
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140 v1.y *= v2.y;
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141 v1.z *= v2.z;
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142 return v1;
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143 }
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144
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145 static inline vec3_t v3_scale(vec3_t v1, scalar_t s)
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146 {
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147 v1.x *= s;
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148 v1.y *= s;
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149 v1.z *= s;
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150 return v1;
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151 }
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152
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153 static inline scalar_t v3_dot(vec3_t v1, vec3_t v2)
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154 {
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155 return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
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156 }
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157
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158 static inline vec3_t v3_cross(vec3_t v1, vec3_t v2)
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159 {
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160 vec3_t v;
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161 v.x = v1.y * v2.z - v1.z * v2.y;
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162 v.y = v1.z * v2.x - v1.x * v2.z;
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163 v.z = v1.x * v2.y - v1.y * v2.x;
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164 return v;
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165 }
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166
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167 static inline scalar_t v3_length(vec3_t v)
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168 {
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169 return sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
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170 }
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171
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172 static inline scalar_t v3_length_sq(vec3_t v)
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173 {
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174 return v.x * v.x + v.y * v.y + v.z * v.z;
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175 }
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176
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177 static inline vec3_t v3_normalize(vec3_t v)
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178 {
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179 scalar_t len = sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
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180 v.x /= len;
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181 v.y /= len;
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182 v.z /= len;
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183 return v;
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184 }
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185
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186 static inline vec3_t v3_transform(vec3_t v, mat4_t m)
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187 {
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188 vec3_t res;
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189 res.x = m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z + m[0][3];
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190 res.y = m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z + m[1][3];
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191 res.z = m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z + m[2][3];
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192 return res;
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193 }
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194
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195 static inline vec3_t v3_rotate(vec3_t v, scalar_t x, scalar_t y, scalar_t z)
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196 {
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197 void m4_rotate(mat4_t, scalar_t, scalar_t, scalar_t);
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198
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199 mat4_t m = {{1, 0, 0, 0}, {0, 1, 0, 0}, {0, 0, 1, 0}, {0, 0, 0, 1}};
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200 m4_rotate(m, x, y, z);
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201 return v3_transform(v, m);
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202 }
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203
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204 static inline vec3_t v3_rotate_axis(vec3_t v, scalar_t angle, scalar_t x, scalar_t y, scalar_t z)
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205 {
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206 void m4_rotate_axis(mat4_t, scalar_t, scalar_t, scalar_t, scalar_t);
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207
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208 mat4_t m = {{1, 0, 0, 0}, {0, 1, 0, 0}, {0, 0, 1, 0}, {0, 0, 0, 1}};
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209 m4_rotate_axis(m, angle, x, y, z);
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210 return v3_transform(v, m);
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211 }
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212
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213 static inline vec3_t v3_rotate_quat(vec3_t v, quat_t q)
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214 {
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215 quat_t quat_rotate_quat(quat_t, quat_t);
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216
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217 quat_t vq = v4_cons(v.x, v.y, v.z, 0.0);
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218 quat_t res = quat_rotate_quat(vq, q);
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219 return v3_cons(res.x, res.y, res.z);
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220 }
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221
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222 static inline vec3_t v3_reflect(vec3_t v, vec3_t n)
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223 {
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224 scalar_t dot = v3_dot(v, n);
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225 return v3_sub(v3_scale(n, dot * 2.0), v);
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226 }
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227
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228 static inline vec3_t v3_lerp(vec3_t v1, vec3_t v2, scalar_t t)
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229 {
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230 v1.x += (v2.x - v1.x) * t;
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231 v1.y += (v2.y - v1.y) * t;
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232 v1.z += (v2.z - v1.z) * t;
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233 return v1;
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234 }
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235
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236 /* C 4D vector functions */
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237 static inline vec4_t v4_cons(scalar_t x, scalar_t y, scalar_t z, scalar_t w)
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238 {
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239 vec4_t v;
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240 v.x = x;
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241 v.y = y;
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242 v.z = z;
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243 v.w = w;
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244 return v;
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245 }
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246
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247 static inline void v4_print(FILE *fp, vec4_t v)
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248 {
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249 fprintf(fp, "[ %.4f %.4f %.4f %.4f ]", v.x, v.y, v.z, v.w);
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250 }
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251
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252 static inline vec4_t v4_add(vec4_t v1, vec4_t v2)
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253 {
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254 v1.x += v2.x;
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255 v1.y += v2.y;
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256 v1.z += v2.z;
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257 v1.w += v2.w;
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258 return v1;
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259 }
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260
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261 static inline vec4_t v4_sub(vec4_t v1, vec4_t v2)
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262 {
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263 v1.x -= v2.x;
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264 v1.y -= v2.y;
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265 v1.z -= v2.z;
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266 v1.w -= v2.w;
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267 return v1;
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268 }
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269
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270 static inline vec4_t v4_neg(vec4_t v)
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271 {
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272 v.x = -v.x;
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273 v.y = -v.y;
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274 v.z = -v.z;
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275 v.w = -v.w;
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276 return v;
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277 }
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278
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279 static inline vec4_t v4_mul(vec4_t v1, vec4_t v2)
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280 {
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281 v1.x *= v2.x;
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282 v1.y *= v2.y;
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283 v1.z *= v2.z;
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284 v1.w *= v2.w;
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285 return v1;
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286 }
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287
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288 static inline vec4_t v4_scale(vec4_t v, scalar_t s)
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289 {
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290 v.x *= s;
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291 v.y *= s;
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292 v.z *= s;
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293 v.w *= s;
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294 return v;
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295 }
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296
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297 static inline scalar_t v4_dot(vec4_t v1, vec4_t v2)
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298 {
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299 return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w;
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300 }
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301
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302 static inline scalar_t v4_length(vec4_t v)
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303 {
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304 return sqrt(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w);
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305 }
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306
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307 static inline scalar_t v4_length_sq(vec4_t v)
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308 {
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309 return v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w;
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310 }
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311
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312 static inline vec4_t v4_normalize(vec4_t v)
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313 {
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314 scalar_t len = sqrt(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w);
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315 v.x /= len;
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316 v.y /= len;
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317 v.z /= len;
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318 v.w /= len;
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319 return v;
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320 }
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321
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322 static inline vec4_t v4_transform(vec4_t v, mat4_t m)
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323 {
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324 vec4_t res;
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325 res.x = m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z + m[0][3] * v.w;
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326 res.y = m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z + m[1][3] * v.w;
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327 res.z = m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z + m[2][3] * v.w;
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328 res.w = m[3][0] * v.x + m[3][1] * v.y + m[3][2] * v.z + m[3][3] * v.w;
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329 return res;
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330 }
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331
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332 #ifdef __cplusplus
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333 } /* extern "C" */
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334
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335
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336 /* --------------- C++ part -------------- */
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337
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338 inline scalar_t &Vector2::operator [](int elem)
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339 {
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340 return elem ? y : x;
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341 }
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342
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343 inline const scalar_t &Vector2::operator [](int elem) const
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344 {
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345 return elem ? y : x;
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346 }
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347
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348 inline Vector2 operator -(const Vector2 &vec)
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349 {
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350 return Vector2(-vec.x, -vec.y);
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351 }
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352
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nuclear@10
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353 inline scalar_t dot_product(const Vector2 &v1, const Vector2 &v2)
|
nuclear@10
|
354 {
|
nuclear@10
|
355 return v1.x * v2.x + v1.y * v2.y;
|
nuclear@10
|
356 }
|
nuclear@10
|
357
|
nuclear@10
|
358 inline Vector2 operator +(const Vector2 &v1, const Vector2 &v2)
|
nuclear@10
|
359 {
|
nuclear@10
|
360 return Vector2(v1.x + v2.x, v1.y + v2.y);
|
nuclear@10
|
361 }
|
nuclear@10
|
362
|
nuclear@10
|
363 inline Vector2 operator -(const Vector2 &v1, const Vector2 &v2)
|
nuclear@10
|
364 {
|
nuclear@10
|
365 return Vector2(v1.x - v2.x, v1.y - v2.y);
|
nuclear@10
|
366 }
|
nuclear@10
|
367
|
nuclear@10
|
368 inline Vector2 operator *(const Vector2 &v1, const Vector2 &v2)
|
nuclear@10
|
369 {
|
nuclear@10
|
370 return Vector2(v1.x * v2.x, v1.y * v2.y);
|
nuclear@10
|
371 }
|
nuclear@10
|
372
|
nuclear@10
|
373 inline Vector2 operator /(const Vector2 &v1, const Vector2 &v2)
|
nuclear@10
|
374 {
|
nuclear@10
|
375 return Vector2(v1.x / v2.x, v1.y / v2.y);
|
nuclear@10
|
376 }
|
nuclear@10
|
377
|
nuclear@10
|
378 inline bool operator ==(const Vector2 &v1, const Vector2 &v2)
|
nuclear@10
|
379 {
|
nuclear@10
|
380 return (fabs(v1.x - v2.x) < XSMALL_NUMBER) && (fabs(v1.y - v2.x) < XSMALL_NUMBER);
|
nuclear@10
|
381 }
|
nuclear@10
|
382
|
nuclear@10
|
383 inline void operator +=(Vector2 &v1, const Vector2 &v2)
|
nuclear@10
|
384 {
|
nuclear@10
|
385 v1.x += v2.x;
|
nuclear@10
|
386 v1.y += v2.y;
|
nuclear@10
|
387 }
|
nuclear@10
|
388
|
nuclear@10
|
389 inline void operator -=(Vector2 &v1, const Vector2 &v2)
|
nuclear@10
|
390 {
|
nuclear@10
|
391 v1.x -= v2.x;
|
nuclear@10
|
392 v1.y -= v2.y;
|
nuclear@10
|
393 }
|
nuclear@10
|
394
|
nuclear@10
|
395 inline void operator *=(Vector2 &v1, const Vector2 &v2)
|
nuclear@10
|
396 {
|
nuclear@10
|
397 v1.x *= v2.x;
|
nuclear@10
|
398 v1.y *= v2.y;
|
nuclear@10
|
399 }
|
nuclear@10
|
400
|
nuclear@10
|
401 inline void operator /=(Vector2 &v1, const Vector2 &v2)
|
nuclear@10
|
402 {
|
nuclear@10
|
403 v1.x /= v2.x;
|
nuclear@10
|
404 v1.y /= v2.y;
|
nuclear@10
|
405 }
|
nuclear@10
|
406
|
nuclear@10
|
407 inline Vector2 operator +(const Vector2 &vec, scalar_t scalar)
|
nuclear@10
|
408 {
|
nuclear@10
|
409 return Vector2(vec.x + scalar, vec.y + scalar);
|
nuclear@10
|
410 }
|
nuclear@10
|
411
|
nuclear@10
|
412 inline Vector2 operator +(scalar_t scalar, const Vector2 &vec)
|
nuclear@10
|
413 {
|
nuclear@10
|
414 return Vector2(vec.x + scalar, vec.y + scalar);
|
nuclear@10
|
415 }
|
nuclear@10
|
416
|
nuclear@10
|
417 inline Vector2 operator -(const Vector2 &vec, scalar_t scalar)
|
nuclear@10
|
418 {
|
nuclear@10
|
419 return Vector2(vec.x - scalar, vec.y - scalar);
|
nuclear@10
|
420 }
|
nuclear@10
|
421
|
nuclear@10
|
422 inline Vector2 operator *(const Vector2 &vec, scalar_t scalar)
|
nuclear@10
|
423 {
|
nuclear@10
|
424 return Vector2(vec.x * scalar, vec.y * scalar);
|
nuclear@10
|
425 }
|
nuclear@10
|
426
|
nuclear@10
|
427 inline Vector2 operator *(scalar_t scalar, const Vector2 &vec)
|
nuclear@10
|
428 {
|
nuclear@10
|
429 return Vector2(vec.x * scalar, vec.y * scalar);
|
nuclear@10
|
430 }
|
nuclear@10
|
431
|
nuclear@10
|
432 inline Vector2 operator /(const Vector2 &vec, scalar_t scalar)
|
nuclear@10
|
433 {
|
nuclear@10
|
434 return Vector2(vec.x / scalar, vec.y / scalar);
|
nuclear@10
|
435 }
|
nuclear@10
|
436
|
nuclear@10
|
437 inline void operator +=(Vector2 &vec, scalar_t scalar)
|
nuclear@10
|
438 {
|
nuclear@10
|
439 vec.x += scalar;
|
nuclear@10
|
440 vec.y += scalar;
|
nuclear@10
|
441 }
|
nuclear@10
|
442
|
nuclear@10
|
443 inline void operator -=(Vector2 &vec, scalar_t scalar)
|
nuclear@10
|
444 {
|
nuclear@10
|
445 vec.x -= scalar;
|
nuclear@10
|
446 vec.y -= scalar;
|
nuclear@10
|
447 }
|
nuclear@10
|
448
|
nuclear@10
|
449 inline void operator *=(Vector2 &vec, scalar_t scalar)
|
nuclear@10
|
450 {
|
nuclear@10
|
451 vec.x *= scalar;
|
nuclear@10
|
452 vec.y *= scalar;
|
nuclear@10
|
453 }
|
nuclear@10
|
454
|
nuclear@10
|
455 inline void operator /=(Vector2 &vec, scalar_t scalar)
|
nuclear@10
|
456 {
|
nuclear@10
|
457 vec.x /= scalar;
|
nuclear@10
|
458 vec.y /= scalar;
|
nuclear@10
|
459 }
|
nuclear@10
|
460
|
nuclear@10
|
461 inline scalar_t Vector2::length() const
|
nuclear@10
|
462 {
|
nuclear@10
|
463 return sqrt(x*x + y*y);
|
nuclear@10
|
464 }
|
nuclear@10
|
465
|
nuclear@10
|
466 inline scalar_t Vector2::length_sq() const
|
nuclear@10
|
467 {
|
nuclear@10
|
468 return x*x + y*y;
|
nuclear@10
|
469 }
|
nuclear@10
|
470
|
nuclear@10
|
471 inline Vector2 lerp(const Vector2 &a, const Vector2 &b, scalar_t t)
|
nuclear@10
|
472 {
|
nuclear@10
|
473 return a + (b - a) * t;
|
nuclear@10
|
474 }
|
nuclear@10
|
475
|
nuclear@10
|
476 inline Vector2 catmull_rom_spline(const Vector2 &v0, const Vector2 &v1,
|
nuclear@10
|
477 const Vector2 &v2, const Vector2 &v3, scalar_t t)
|
nuclear@10
|
478 {
|
nuclear@10
|
479 scalar_t x = spline(v0.x, v1.x, v2.x, v3.x, t);
|
nuclear@10
|
480 scalar_t y = spline(v0.y, v1.y, v2.y, v3.y, t);
|
nuclear@10
|
481 return Vector2(x, y);
|
nuclear@10
|
482 }
|
nuclear@10
|
483
|
nuclear@10
|
484 inline Vector2 bspline(const Vector2 &v0, const Vector2 &v1,
|
nuclear@10
|
485 const Vector2 &v2, const Vector2 &v3, scalar_t t)
|
nuclear@10
|
486 {
|
nuclear@10
|
487 scalar_t x = bspline(v0.x, v1.x, v2.x, v3.x, t);
|
nuclear@10
|
488 scalar_t y = bspline(v0.y, v1.y, v2.y, v3.y, t);
|
nuclear@10
|
489 return Vector2(x, y);
|
nuclear@10
|
490 }
|
nuclear@10
|
491
|
nuclear@10
|
492
|
nuclear@10
|
493 /* ------------- Vector3 -------------- */
|
nuclear@10
|
494
|
nuclear@10
|
495 inline scalar_t &Vector3::operator [](int elem) {
|
nuclear@10
|
496 return elem ? (elem == 1 ? y : z) : x;
|
nuclear@10
|
497 }
|
nuclear@10
|
498
|
nuclear@10
|
499 inline const scalar_t &Vector3::operator [](int elem) const {
|
nuclear@10
|
500 return elem ? (elem == 1 ? y : z) : x;
|
nuclear@10
|
501 }
|
nuclear@10
|
502
|
nuclear@10
|
503 /* unary operations */
|
nuclear@10
|
504 inline Vector3 operator -(const Vector3 &vec) {
|
nuclear@10
|
505 return Vector3(-vec.x, -vec.y, -vec.z);
|
nuclear@10
|
506 }
|
nuclear@10
|
507
|
nuclear@10
|
508 /* binary vector (op) vector operations */
|
nuclear@10
|
509 inline scalar_t dot_product(const Vector3 &v1, const Vector3 &v2) {
|
nuclear@10
|
510 return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
|
nuclear@10
|
511 }
|
nuclear@10
|
512
|
nuclear@10
|
513 inline Vector3 cross_product(const Vector3 &v1, const Vector3 &v2) {
|
nuclear@10
|
514 return Vector3(v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x);
|
nuclear@10
|
515 }
|
nuclear@10
|
516
|
nuclear@10
|
517
|
nuclear@10
|
518 inline Vector3 operator +(const Vector3 &v1, const Vector3 &v2) {
|
nuclear@10
|
519 return Vector3(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
|
nuclear@10
|
520 }
|
nuclear@10
|
521
|
nuclear@10
|
522 inline Vector3 operator -(const Vector3 &v1, const Vector3 &v2) {
|
nuclear@10
|
523 return Vector3(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
|
nuclear@10
|
524 }
|
nuclear@10
|
525
|
nuclear@10
|
526 inline Vector3 operator *(const Vector3 &v1, const Vector3 &v2) {
|
nuclear@10
|
527 return Vector3(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z);
|
nuclear@10
|
528 }
|
nuclear@10
|
529
|
nuclear@10
|
530 inline Vector3 operator /(const Vector3 &v1, const Vector3 &v2) {
|
nuclear@10
|
531 return Vector3(v1.x / v2.x, v1.y / v2.y, v1.z / v2.z);
|
nuclear@10
|
532 }
|
nuclear@10
|
533
|
nuclear@10
|
534 inline bool operator ==(const Vector3 &v1, const Vector3 &v2) {
|
nuclear@10
|
535 return (fabs(v1.x - v2.x) < XSMALL_NUMBER) && (fabs(v1.y - v2.y) < XSMALL_NUMBER) && (fabs(v1.z - v2.z) < XSMALL_NUMBER);
|
nuclear@10
|
536 }
|
nuclear@10
|
537
|
nuclear@10
|
538 inline void operator +=(Vector3 &v1, const Vector3 &v2) {
|
nuclear@10
|
539 v1.x += v2.x;
|
nuclear@10
|
540 v1.y += v2.y;
|
nuclear@10
|
541 v1.z += v2.z;
|
nuclear@10
|
542 }
|
nuclear@10
|
543
|
nuclear@10
|
544 inline void operator -=(Vector3 &v1, const Vector3 &v2) {
|
nuclear@10
|
545 v1.x -= v2.x;
|
nuclear@10
|
546 v1.y -= v2.y;
|
nuclear@10
|
547 v1.z -= v2.z;
|
nuclear@10
|
548 }
|
nuclear@10
|
549
|
nuclear@10
|
550 inline void operator *=(Vector3 &v1, const Vector3 &v2) {
|
nuclear@10
|
551 v1.x *= v2.x;
|
nuclear@10
|
552 v1.y *= v2.y;
|
nuclear@10
|
553 v1.z *= v2.z;
|
nuclear@10
|
554 }
|
nuclear@10
|
555
|
nuclear@10
|
556 inline void operator /=(Vector3 &v1, const Vector3 &v2) {
|
nuclear@10
|
557 v1.x /= v2.x;
|
nuclear@10
|
558 v1.y /= v2.y;
|
nuclear@10
|
559 v1.z /= v2.z;
|
nuclear@10
|
560 }
|
nuclear@10
|
561 /* binary vector (op) scalar and scalar (op) vector operations */
|
nuclear@10
|
562 inline Vector3 operator +(const Vector3 &vec, scalar_t scalar) {
|
nuclear@10
|
563 return Vector3(vec.x + scalar, vec.y + scalar, vec.z + scalar);
|
nuclear@10
|
564 }
|
nuclear@10
|
565
|
nuclear@10
|
566 inline Vector3 operator +(scalar_t scalar, const Vector3 &vec) {
|
nuclear@10
|
567 return Vector3(vec.x + scalar, vec.y + scalar, vec.z + scalar);
|
nuclear@10
|
568 }
|
nuclear@10
|
569
|
nuclear@10
|
570 inline Vector3 operator -(const Vector3 &vec, scalar_t scalar) {
|
nuclear@10
|
571 return Vector3(vec.x - scalar, vec.y - scalar, vec.z - scalar);
|
nuclear@10
|
572 }
|
nuclear@10
|
573
|
nuclear@10
|
574 inline Vector3 operator *(const Vector3 &vec, scalar_t scalar) {
|
nuclear@10
|
575 return Vector3(vec.x * scalar, vec.y * scalar, vec.z * scalar);
|
nuclear@10
|
576 }
|
nuclear@10
|
577
|
nuclear@10
|
578 inline Vector3 operator *(scalar_t scalar, const Vector3 &vec) {
|
nuclear@10
|
579 return Vector3(vec.x * scalar, vec.y * scalar, vec.z * scalar);
|
nuclear@10
|
580 }
|
nuclear@10
|
581
|
nuclear@10
|
582 inline Vector3 operator /(const Vector3 &vec, scalar_t scalar) {
|
nuclear@10
|
583 return Vector3(vec.x / scalar, vec.y / scalar, vec.z / scalar);
|
nuclear@10
|
584 }
|
nuclear@10
|
585
|
nuclear@10
|
586 inline void operator +=(Vector3 &vec, scalar_t scalar) {
|
nuclear@10
|
587 vec.x += scalar;
|
nuclear@10
|
588 vec.y += scalar;
|
nuclear@10
|
589 vec.z += scalar;
|
nuclear@10
|
590 }
|
nuclear@10
|
591
|
nuclear@10
|
592 inline void operator -=(Vector3 &vec, scalar_t scalar) {
|
nuclear@10
|
593 vec.x -= scalar;
|
nuclear@10
|
594 vec.y -= scalar;
|
nuclear@10
|
595 vec.z -= scalar;
|
nuclear@10
|
596 }
|
nuclear@10
|
597
|
nuclear@10
|
598 inline void operator *=(Vector3 &vec, scalar_t scalar) {
|
nuclear@10
|
599 vec.x *= scalar;
|
nuclear@10
|
600 vec.y *= scalar;
|
nuclear@10
|
601 vec.z *= scalar;
|
nuclear@10
|
602 }
|
nuclear@10
|
603
|
nuclear@10
|
604 inline void operator /=(Vector3 &vec, scalar_t scalar) {
|
nuclear@10
|
605 vec.x /= scalar;
|
nuclear@10
|
606 vec.y /= scalar;
|
nuclear@10
|
607 vec.z /= scalar;
|
nuclear@10
|
608 }
|
nuclear@10
|
609
|
nuclear@10
|
610 inline scalar_t Vector3::length() const {
|
nuclear@10
|
611 return sqrt(x*x + y*y + z*z);
|
nuclear@10
|
612 }
|
nuclear@10
|
613 inline scalar_t Vector3::length_sq() const {
|
nuclear@10
|
614 return x*x + y*y + z*z;
|
nuclear@10
|
615 }
|
nuclear@10
|
616
|
nuclear@10
|
617 inline Vector3 lerp(const Vector3 &a, const Vector3 &b, scalar_t t) {
|
nuclear@10
|
618 return a + (b - a) * t;
|
nuclear@10
|
619 }
|
nuclear@10
|
620
|
nuclear@10
|
621 inline Vector3 catmull_rom_spline(const Vector3 &v0, const Vector3 &v1,
|
nuclear@10
|
622 const Vector3 &v2, const Vector3 &v3, scalar_t t)
|
nuclear@10
|
623 {
|
nuclear@10
|
624 scalar_t x = spline(v0.x, v1.x, v2.x, v3.x, t);
|
nuclear@10
|
625 scalar_t y = spline(v0.y, v1.y, v2.y, v3.y, t);
|
nuclear@10
|
626 scalar_t z = spline(v0.z, v1.z, v2.z, v3.z, t);
|
nuclear@10
|
627 return Vector3(x, y, z);
|
nuclear@10
|
628 }
|
nuclear@10
|
629
|
nuclear@10
|
630 inline Vector3 bspline(const Vector3 &v0, const Vector3 &v1,
|
nuclear@10
|
631 const Vector3 &v2, const Vector3 &v3, scalar_t t)
|
nuclear@10
|
632 {
|
nuclear@10
|
633 scalar_t x = bspline(v0.x, v1.x, v2.x, v3.x, t);
|
nuclear@10
|
634 scalar_t y = bspline(v0.y, v1.y, v2.y, v3.y, t);
|
nuclear@10
|
635 scalar_t z = bspline(v0.z, v1.z, v2.z, v3.z, t);
|
nuclear@10
|
636 return Vector3(x, y, z);
|
nuclear@10
|
637 }
|
nuclear@10
|
638
|
nuclear@10
|
639 /* ----------- Vector4 ----------------- */
|
nuclear@10
|
640
|
nuclear@10
|
641 inline scalar_t &Vector4::operator [](int elem) {
|
nuclear@10
|
642 return elem ? (elem == 1 ? y : (elem == 2 ? z : w)) : x;
|
nuclear@10
|
643 }
|
nuclear@10
|
644
|
nuclear@10
|
645 inline const scalar_t &Vector4::operator [](int elem) const {
|
nuclear@10
|
646 return elem ? (elem == 1 ? y : (elem == 2 ? z : w)) : x;
|
nuclear@10
|
647 }
|
nuclear@10
|
648
|
nuclear@10
|
649 inline Vector4 operator -(const Vector4 &vec) {
|
nuclear@10
|
650 return Vector4(-vec.x, -vec.y, -vec.z, -vec.w);
|
nuclear@10
|
651 }
|
nuclear@10
|
652
|
nuclear@10
|
653 inline scalar_t dot_product(const Vector4 &v1, const Vector4 &v2) {
|
nuclear@10
|
654 return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w;
|
nuclear@10
|
655 }
|
nuclear@10
|
656
|
nuclear@10
|
657 inline Vector4 cross_product(const Vector4 &v1, const Vector4 &v2, const Vector4 &v3) {
|
nuclear@10
|
658 scalar_t a, b, c, d, e, f; /* Intermediate Values */
|
nuclear@10
|
659 Vector4 result;
|
nuclear@10
|
660
|
nuclear@10
|
661 /* Calculate intermediate values. */
|
nuclear@10
|
662 a = (v2.x * v3.y) - (v2.y * v3.x);
|
nuclear@10
|
663 b = (v2.x * v3.z) - (v2.z * v3.x);
|
nuclear@10
|
664 c = (v2.x * v3.w) - (v2.w * v3.x);
|
nuclear@10
|
665 d = (v2.y * v3.z) - (v2.z * v3.y);
|
nuclear@10
|
666 e = (v2.y * v3.w) - (v2.w * v3.y);
|
nuclear@10
|
667 f = (v2.z * v3.w) - (v2.w * v3.z);
|
nuclear@10
|
668
|
nuclear@10
|
669 /* Calculate the result-vector components. */
|
nuclear@10
|
670 result.x = (v1.y * f) - (v1.z * e) + (v1.w * d);
|
nuclear@10
|
671 result.y = - (v1.x * f) + (v1.z * c) - (v1.w * b);
|
nuclear@10
|
672 result.z = (v1.x * e) - (v1.y * c) + (v1.w * a);
|
nuclear@10
|
673 result.w = - (v1.x * d) + (v1.y * b) - (v1.z * a);
|
nuclear@10
|
674 return result;
|
nuclear@10
|
675 }
|
nuclear@10
|
676
|
nuclear@10
|
677 inline Vector4 operator +(const Vector4 &v1, const Vector4 &v2) {
|
nuclear@10
|
678 return Vector4(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z, v1.w + v2.w);
|
nuclear@10
|
679 }
|
nuclear@10
|
680
|
nuclear@10
|
681 inline Vector4 operator -(const Vector4 &v1, const Vector4 &v2) {
|
nuclear@10
|
682 return Vector4(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z, v1.w - v2.w);
|
nuclear@10
|
683 }
|
nuclear@10
|
684
|
nuclear@10
|
685 inline Vector4 operator *(const Vector4 &v1, const Vector4 &v2) {
|
nuclear@10
|
686 return Vector4(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z, v1.w * v2.w);
|
nuclear@10
|
687 }
|
nuclear@10
|
688
|
nuclear@10
|
689 inline Vector4 operator /(const Vector4 &v1, const Vector4 &v2) {
|
nuclear@10
|
690 return Vector4(v1.x / v2.x, v1.y / v2.y, v1.z / v2.z, v1.w / v2.w);
|
nuclear@10
|
691 }
|
nuclear@10
|
692
|
nuclear@10
|
693 inline bool operator ==(const Vector4 &v1, const Vector4 &v2) {
|
nuclear@10
|
694 return (fabs(v1.x - v2.x) < XSMALL_NUMBER) &&
|
nuclear@10
|
695 (fabs(v1.y - v2.y) < XSMALL_NUMBER) &&
|
nuclear@10
|
696 (fabs(v1.z - v2.z) < XSMALL_NUMBER) &&
|
nuclear@10
|
697 (fabs(v1.w - v2.w) < XSMALL_NUMBER);
|
nuclear@10
|
698 }
|
nuclear@10
|
699
|
nuclear@10
|
700 inline void operator +=(Vector4 &v1, const Vector4 &v2) {
|
nuclear@10
|
701 v1.x += v2.x;
|
nuclear@10
|
702 v1.y += v2.y;
|
nuclear@10
|
703 v1.z += v2.z;
|
nuclear@10
|
704 v1.w += v2.w;
|
nuclear@10
|
705 }
|
nuclear@10
|
706
|
nuclear@10
|
707 inline void operator -=(Vector4 &v1, const Vector4 &v2) {
|
nuclear@10
|
708 v1.x -= v2.x;
|
nuclear@10
|
709 v1.y -= v2.y;
|
nuclear@10
|
710 v1.z -= v2.z;
|
nuclear@10
|
711 v1.w -= v2.w;
|
nuclear@10
|
712 }
|
nuclear@10
|
713
|
nuclear@10
|
714 inline void operator *=(Vector4 &v1, const Vector4 &v2) {
|
nuclear@10
|
715 v1.x *= v2.x;
|
nuclear@10
|
716 v1.y *= v2.y;
|
nuclear@10
|
717 v1.z *= v2.z;
|
nuclear@10
|
718 v1.w *= v2.w;
|
nuclear@10
|
719 }
|
nuclear@10
|
720
|
nuclear@10
|
721 inline void operator /=(Vector4 &v1, const Vector4 &v2) {
|
nuclear@10
|
722 v1.x /= v2.x;
|
nuclear@10
|
723 v1.y /= v2.y;
|
nuclear@10
|
724 v1.z /= v2.z;
|
nuclear@10
|
725 v1.w /= v2.w;
|
nuclear@10
|
726 }
|
nuclear@10
|
727
|
nuclear@10
|
728 /* binary vector (op) scalar and scalar (op) vector operations */
|
nuclear@10
|
729 inline Vector4 operator +(const Vector4 &vec, scalar_t scalar) {
|
nuclear@10
|
730 return Vector4(vec.x + scalar, vec.y + scalar, vec.z + scalar, vec.w + scalar);
|
nuclear@10
|
731 }
|
nuclear@10
|
732
|
nuclear@10
|
733 inline Vector4 operator +(scalar_t scalar, const Vector4 &vec) {
|
nuclear@10
|
734 return Vector4(vec.x + scalar, vec.y + scalar, vec.z + scalar, vec.w + scalar);
|
nuclear@10
|
735 }
|
nuclear@10
|
736
|
nuclear@10
|
737 inline Vector4 operator -(const Vector4 &vec, scalar_t scalar) {
|
nuclear@10
|
738 return Vector4(vec.x - scalar, vec.y - scalar, vec.z - scalar, vec.w - scalar);
|
nuclear@10
|
739 }
|
nuclear@10
|
740
|
nuclear@10
|
741 inline Vector4 operator *(const Vector4 &vec, scalar_t scalar) {
|
nuclear@10
|
742 return Vector4(vec.x * scalar, vec.y * scalar, vec.z * scalar, vec.w * scalar);
|
nuclear@10
|
743 }
|
nuclear@10
|
744
|
nuclear@10
|
745 inline Vector4 operator *(scalar_t scalar, const Vector4 &vec) {
|
nuclear@10
|
746 return Vector4(vec.x * scalar, vec.y * scalar, vec.z * scalar, vec.w * scalar);
|
nuclear@10
|
747 }
|
nuclear@10
|
748
|
nuclear@10
|
749 inline Vector4 operator /(const Vector4 &vec, scalar_t scalar) {
|
nuclear@10
|
750 return Vector4(vec.x / scalar, vec.y / scalar, vec.z / scalar, vec.w / scalar);
|
nuclear@10
|
751 }
|
nuclear@10
|
752
|
nuclear@10
|
753 inline void operator +=(Vector4 &vec, scalar_t scalar) {
|
nuclear@10
|
754 vec.x += scalar;
|
nuclear@10
|
755 vec.y += scalar;
|
nuclear@10
|
756 vec.z += scalar;
|
nuclear@10
|
757 vec.w += scalar;
|
nuclear@10
|
758 }
|
nuclear@10
|
759
|
nuclear@10
|
760 inline void operator -=(Vector4 &vec, scalar_t scalar) {
|
nuclear@10
|
761 vec.x -= scalar;
|
nuclear@10
|
762 vec.y -= scalar;
|
nuclear@10
|
763 vec.z -= scalar;
|
nuclear@10
|
764 vec.w -= scalar;
|
nuclear@10
|
765 }
|
nuclear@10
|
766
|
nuclear@10
|
767 inline void operator *=(Vector4 &vec, scalar_t scalar) {
|
nuclear@10
|
768 vec.x *= scalar;
|
nuclear@10
|
769 vec.y *= scalar;
|
nuclear@10
|
770 vec.z *= scalar;
|
nuclear@10
|
771 vec.w *= scalar;
|
nuclear@10
|
772 }
|
nuclear@10
|
773
|
nuclear@10
|
774 inline void operator /=(Vector4 &vec, scalar_t scalar) {
|
nuclear@10
|
775 vec.x /= scalar;
|
nuclear@10
|
776 vec.y /= scalar;
|
nuclear@10
|
777 vec.z /= scalar;
|
nuclear@10
|
778 vec.w /= scalar;
|
nuclear@10
|
779 }
|
nuclear@10
|
780
|
nuclear@10
|
781 inline scalar_t Vector4::length() const {
|
nuclear@10
|
782 return sqrt(x*x + y*y + z*z + w*w);
|
nuclear@10
|
783 }
|
nuclear@10
|
784 inline scalar_t Vector4::length_sq() const {
|
nuclear@10
|
785 return x*x + y*y + z*z + w*w;
|
nuclear@10
|
786 }
|
nuclear@10
|
787
|
nuclear@10
|
788 inline Vector4 lerp(const Vector4 &v0, const Vector4 &v1, scalar_t t)
|
nuclear@10
|
789 {
|
nuclear@10
|
790 return v0 + (v1 - v0) * t;
|
nuclear@10
|
791 }
|
nuclear@10
|
792
|
nuclear@10
|
793 inline Vector4 catmull_rom_spline(const Vector4 &v0, const Vector4 &v1,
|
nuclear@10
|
794 const Vector4 &v2, const Vector4 &v3, scalar_t t)
|
nuclear@10
|
795 {
|
nuclear@10
|
796 scalar_t x = spline(v0.x, v1.x, v2.x, v3.x, t);
|
nuclear@10
|
797 scalar_t y = spline(v0.y, v1.y, v2.y, v3.y, t);
|
nuclear@10
|
798 scalar_t z = spline(v0.z, v1.z, v2.z, v3.z, t);
|
nuclear@10
|
799 scalar_t w = spline(v0.w, v1.w, v2.w, v3.w, t);
|
nuclear@10
|
800 return Vector4(x, y, z, w);
|
nuclear@10
|
801 }
|
nuclear@10
|
802
|
nuclear@10
|
803 inline Vector4 bspline(const Vector4 &v0, const Vector4 &v1,
|
nuclear@10
|
804 const Vector4 &v2, const Vector4 &v3, scalar_t t)
|
nuclear@10
|
805 {
|
nuclear@10
|
806 scalar_t x = bspline(v0.x, v1.x, v2.x, v3.x, t);
|
nuclear@10
|
807 scalar_t y = bspline(v0.y, v1.y, v2.y, v3.y, t);
|
nuclear@10
|
808 scalar_t z = bspline(v0.z, v1.z, v2.z, v3.z, t);
|
nuclear@10
|
809 scalar_t w = bspline(v0.w, v1.w, v2.w, v3.w, t);
|
nuclear@10
|
810 return Vector4(x, y, z, w);
|
nuclear@10
|
811 }
|
nuclear@10
|
812 #endif /* __cplusplus */
|