dbf-halloween2015

annotate libs/vmath/vector.inl @ 1:c3f5c32cb210

barfed all the libraries in the source tree to make porting easier
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 01 Nov 2015 00:36:56 +0200
parents
children
rev   line source
nuclear@1 1 /*
nuclear@1 2 libvmath - a vector math library
nuclear@1 3 Copyright (C) 2004-2013 John Tsiombikas <nuclear@member.fsf.org>
nuclear@1 4
nuclear@1 5 This program is free software: you can redistribute it and/or modify
nuclear@1 6 it under the terms of the GNU Lesser General Public License as published
nuclear@1 7 by the Free Software Foundation, either version 3 of the License, or
nuclear@1 8 (at your option) any later version.
nuclear@1 9
nuclear@1 10 This program is distributed in the hope that it will be useful,
nuclear@1 11 but WITHOUT ANY WARRANTY; without even the implied warranty of
nuclear@1 12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
nuclear@1 13 GNU Lesser General Public License for more details.
nuclear@1 14
nuclear@1 15 You should have received a copy of the GNU Lesser General Public License
nuclear@1 16 along with this program. If not, see <http://www.gnu.org/licenses/>.
nuclear@1 17 */
nuclear@1 18
nuclear@1 19 #include <math.h>
nuclear@1 20
nuclear@1 21 #ifdef __cplusplus
nuclear@1 22 extern "C" {
nuclear@1 23 #endif /* __cplusplus */
nuclear@1 24
nuclear@1 25 scalar_t spline(scalar_t, scalar_t, scalar_t, scalar_t, scalar_t);
nuclear@1 26 scalar_t bspline(scalar_t, scalar_t, scalar_t, scalar_t, scalar_t);
nuclear@1 27
nuclear@1 28 /* C 2D vector functions */
nuclear@1 29 static inline vec2_t v2_cons(scalar_t x, scalar_t y)
nuclear@1 30 {
nuclear@1 31 vec2_t v;
nuclear@1 32 v.x = x;
nuclear@1 33 v.y = y;
nuclear@1 34 return v;
nuclear@1 35 }
nuclear@1 36
nuclear@1 37 static inline void v2_print(FILE *fp, vec2_t v)
nuclear@1 38 {
nuclear@1 39 fprintf(fp, "[ %.4f %.4f ]", v.x, v.y);
nuclear@1 40 }
nuclear@1 41
nuclear@1 42 static inline vec2_t v2_add(vec2_t v1, vec2_t v2)
nuclear@1 43 {
nuclear@1 44 vec2_t res;
nuclear@1 45 res.x = v1.x + v2.x;
nuclear@1 46 res.y = v1.y + v2.y;
nuclear@1 47 return res;
nuclear@1 48 }
nuclear@1 49
nuclear@1 50 static inline vec2_t v2_sub(vec2_t v1, vec2_t v2)
nuclear@1 51 {
nuclear@1 52 vec2_t res;
nuclear@1 53 res.x = v1.x - v2.x;
nuclear@1 54 res.y = v1.y - v2.y;
nuclear@1 55 return res;
nuclear@1 56 }
nuclear@1 57
nuclear@1 58 static inline vec2_t v2_scale(vec2_t v, scalar_t s)
nuclear@1 59 {
nuclear@1 60 vec2_t res;
nuclear@1 61 res.x = v.x * s;
nuclear@1 62 res.y = v.y * s;
nuclear@1 63 return res;
nuclear@1 64 }
nuclear@1 65
nuclear@1 66 static inline scalar_t v2_dot(vec2_t v1, vec2_t v2)
nuclear@1 67 {
nuclear@1 68 return v1.x * v2.x + v1.y * v2.y;
nuclear@1 69 }
nuclear@1 70
nuclear@1 71 static inline scalar_t v2_length(vec2_t v)
nuclear@1 72 {
nuclear@1 73 return sqrt(v.x * v.x + v.y * v.y);
nuclear@1 74 }
nuclear@1 75
nuclear@1 76 static inline scalar_t v2_length_sq(vec2_t v)
nuclear@1 77 {
nuclear@1 78 return v.x * v.x + v.y * v.y;
nuclear@1 79 }
nuclear@1 80
nuclear@1 81 static inline vec2_t v2_normalize(vec2_t v)
nuclear@1 82 {
nuclear@1 83 scalar_t len = (scalar_t)sqrt(v.x * v.x + v.y * v.y);
nuclear@1 84 v.x /= len;
nuclear@1 85 v.y /= len;
nuclear@1 86 return v;
nuclear@1 87 }
nuclear@1 88
nuclear@1 89 static inline vec2_t v2_lerp(vec2_t v1, vec2_t v2, scalar_t t)
nuclear@1 90 {
nuclear@1 91 vec2_t res;
nuclear@1 92 res.x = v1.x + (v2.x - v1.x) * t;
nuclear@1 93 res.y = v1.y + (v2.y - v1.y) * t;
nuclear@1 94 return res;
nuclear@1 95 }
nuclear@1 96
nuclear@1 97
nuclear@1 98 /* C 3D vector functions */
nuclear@1 99 static inline vec3_t v3_cons(scalar_t x, scalar_t y, scalar_t z)
nuclear@1 100 {
nuclear@1 101 vec3_t v;
nuclear@1 102 v.x = x;
nuclear@1 103 v.y = y;
nuclear@1 104 v.z = z;
nuclear@1 105 return v;
nuclear@1 106 }
nuclear@1 107
nuclear@1 108 static inline void v3_print(FILE *fp, vec3_t v)
nuclear@1 109 {
nuclear@1 110 fprintf(fp, "[ %.4f %.4f %.4f ]", v.x, v.y, v.z);
nuclear@1 111 }
nuclear@1 112
nuclear@1 113 static inline vec3_t v3_add(vec3_t v1, vec3_t v2)
nuclear@1 114 {
nuclear@1 115 v1.x += v2.x;
nuclear@1 116 v1.y += v2.y;
nuclear@1 117 v1.z += v2.z;
nuclear@1 118 return v1;
nuclear@1 119 }
nuclear@1 120
nuclear@1 121 static inline vec3_t v3_sub(vec3_t v1, vec3_t v2)
nuclear@1 122 {
nuclear@1 123 v1.x -= v2.x;
nuclear@1 124 v1.y -= v2.y;
nuclear@1 125 v1.z -= v2.z;
nuclear@1 126 return v1;
nuclear@1 127 }
nuclear@1 128
nuclear@1 129 static inline vec3_t v3_neg(vec3_t v)
nuclear@1 130 {
nuclear@1 131 v.x = -v.x;
nuclear@1 132 v.y = -v.y;
nuclear@1 133 v.z = -v.z;
nuclear@1 134 return v;
nuclear@1 135 }
nuclear@1 136
nuclear@1 137 static inline vec3_t v3_mul(vec3_t v1, vec3_t v2)
nuclear@1 138 {
nuclear@1 139 v1.x *= v2.x;
nuclear@1 140 v1.y *= v2.y;
nuclear@1 141 v1.z *= v2.z;
nuclear@1 142 return v1;
nuclear@1 143 }
nuclear@1 144
nuclear@1 145 static inline vec3_t v3_scale(vec3_t v1, scalar_t s)
nuclear@1 146 {
nuclear@1 147 v1.x *= s;
nuclear@1 148 v1.y *= s;
nuclear@1 149 v1.z *= s;
nuclear@1 150 return v1;
nuclear@1 151 }
nuclear@1 152
nuclear@1 153 static inline scalar_t v3_dot(vec3_t v1, vec3_t v2)
nuclear@1 154 {
nuclear@1 155 return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
nuclear@1 156 }
nuclear@1 157
nuclear@1 158 static inline vec3_t v3_cross(vec3_t v1, vec3_t v2)
nuclear@1 159 {
nuclear@1 160 vec3_t v;
nuclear@1 161 v.x = v1.y * v2.z - v1.z * v2.y;
nuclear@1 162 v.y = v1.z * v2.x - v1.x * v2.z;
nuclear@1 163 v.z = v1.x * v2.y - v1.y * v2.x;
nuclear@1 164 return v;
nuclear@1 165 }
nuclear@1 166
nuclear@1 167 static inline scalar_t v3_length(vec3_t v)
nuclear@1 168 {
nuclear@1 169 return sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
nuclear@1 170 }
nuclear@1 171
nuclear@1 172 static inline scalar_t v3_length_sq(vec3_t v)
nuclear@1 173 {
nuclear@1 174 return v.x * v.x + v.y * v.y + v.z * v.z;
nuclear@1 175 }
nuclear@1 176
nuclear@1 177 static inline vec3_t v3_normalize(vec3_t v)
nuclear@1 178 {
nuclear@1 179 scalar_t len = sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
nuclear@1 180 v.x /= len;
nuclear@1 181 v.y /= len;
nuclear@1 182 v.z /= len;
nuclear@1 183 return v;
nuclear@1 184 }
nuclear@1 185
nuclear@1 186 static inline vec3_t v3_transform(vec3_t v, mat4_t m)
nuclear@1 187 {
nuclear@1 188 vec3_t res;
nuclear@1 189 res.x = m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z + m[0][3];
nuclear@1 190 res.y = m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z + m[1][3];
nuclear@1 191 res.z = m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z + m[2][3];
nuclear@1 192 return res;
nuclear@1 193 }
nuclear@1 194
nuclear@1 195 static inline vec3_t v3_rotate(vec3_t v, scalar_t x, scalar_t y, scalar_t z)
nuclear@1 196 {
nuclear@1 197 void m4_rotate(mat4_t, scalar_t, scalar_t, scalar_t);
nuclear@1 198
nuclear@1 199 mat4_t m = {{1, 0, 0, 0}, {0, 1, 0, 0}, {0, 0, 1, 0}, {0, 0, 0, 1}};
nuclear@1 200 m4_rotate(m, x, y, z);
nuclear@1 201 return v3_transform(v, m);
nuclear@1 202 }
nuclear@1 203
nuclear@1 204 static inline vec3_t v3_rotate_axis(vec3_t v, scalar_t angle, scalar_t x, scalar_t y, scalar_t z)
nuclear@1 205 {
nuclear@1 206 void m4_rotate_axis(mat4_t, scalar_t, scalar_t, scalar_t, scalar_t);
nuclear@1 207
nuclear@1 208 mat4_t m = {{1, 0, 0, 0}, {0, 1, 0, 0}, {0, 0, 1, 0}, {0, 0, 0, 1}};
nuclear@1 209 m4_rotate_axis(m, angle, x, y, z);
nuclear@1 210 return v3_transform(v, m);
nuclear@1 211 }
nuclear@1 212
nuclear@1 213 static inline vec3_t v3_rotate_quat(vec3_t v, quat_t q)
nuclear@1 214 {
nuclear@1 215 quat_t quat_rotate_quat(quat_t, quat_t);
nuclear@1 216
nuclear@1 217 quat_t vq = v4_cons(v.x, v.y, v.z, 0.0);
nuclear@1 218 quat_t res = quat_rotate_quat(vq, q);
nuclear@1 219 return v3_cons(res.x, res.y, res.z);
nuclear@1 220 }
nuclear@1 221
nuclear@1 222 static inline vec3_t v3_reflect(vec3_t v, vec3_t n)
nuclear@1 223 {
nuclear@1 224 scalar_t dot = v3_dot(v, n);
nuclear@1 225 return v3_sub(v3_scale(n, dot * 2.0), v);
nuclear@1 226 }
nuclear@1 227
nuclear@1 228 static inline vec3_t v3_lerp(vec3_t v1, vec3_t v2, scalar_t t)
nuclear@1 229 {
nuclear@1 230 v1.x += (v2.x - v1.x) * t;
nuclear@1 231 v1.y += (v2.y - v1.y) * t;
nuclear@1 232 v1.z += (v2.z - v1.z) * t;
nuclear@1 233 return v1;
nuclear@1 234 }
nuclear@1 235
nuclear@1 236 /* C 4D vector functions */
nuclear@1 237 static inline vec4_t v4_cons(scalar_t x, scalar_t y, scalar_t z, scalar_t w)
nuclear@1 238 {
nuclear@1 239 vec4_t v;
nuclear@1 240 v.x = x;
nuclear@1 241 v.y = y;
nuclear@1 242 v.z = z;
nuclear@1 243 v.w = w;
nuclear@1 244 return v;
nuclear@1 245 }
nuclear@1 246
nuclear@1 247 static inline void v4_print(FILE *fp, vec4_t v)
nuclear@1 248 {
nuclear@1 249 fprintf(fp, "[ %.4f %.4f %.4f %.4f ]", v.x, v.y, v.z, v.w);
nuclear@1 250 }
nuclear@1 251
nuclear@1 252 static inline vec4_t v4_add(vec4_t v1, vec4_t v2)
nuclear@1 253 {
nuclear@1 254 v1.x += v2.x;
nuclear@1 255 v1.y += v2.y;
nuclear@1 256 v1.z += v2.z;
nuclear@1 257 v1.w += v2.w;
nuclear@1 258 return v1;
nuclear@1 259 }
nuclear@1 260
nuclear@1 261 static inline vec4_t v4_sub(vec4_t v1, vec4_t v2)
nuclear@1 262 {
nuclear@1 263 v1.x -= v2.x;
nuclear@1 264 v1.y -= v2.y;
nuclear@1 265 v1.z -= v2.z;
nuclear@1 266 v1.w -= v2.w;
nuclear@1 267 return v1;
nuclear@1 268 }
nuclear@1 269
nuclear@1 270 static inline vec4_t v4_neg(vec4_t v)
nuclear@1 271 {
nuclear@1 272 v.x = -v.x;
nuclear@1 273 v.y = -v.y;
nuclear@1 274 v.z = -v.z;
nuclear@1 275 v.w = -v.w;
nuclear@1 276 return v;
nuclear@1 277 }
nuclear@1 278
nuclear@1 279 static inline vec4_t v4_mul(vec4_t v1, vec4_t v2)
nuclear@1 280 {
nuclear@1 281 v1.x *= v2.x;
nuclear@1 282 v1.y *= v2.y;
nuclear@1 283 v1.z *= v2.z;
nuclear@1 284 v1.w *= v2.w;
nuclear@1 285 return v1;
nuclear@1 286 }
nuclear@1 287
nuclear@1 288 static inline vec4_t v4_scale(vec4_t v, scalar_t s)
nuclear@1 289 {
nuclear@1 290 v.x *= s;
nuclear@1 291 v.y *= s;
nuclear@1 292 v.z *= s;
nuclear@1 293 v.w *= s;
nuclear@1 294 return v;
nuclear@1 295 }
nuclear@1 296
nuclear@1 297 static inline scalar_t v4_dot(vec4_t v1, vec4_t v2)
nuclear@1 298 {
nuclear@1 299 return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w;
nuclear@1 300 }
nuclear@1 301
nuclear@1 302 static inline scalar_t v4_length(vec4_t v)
nuclear@1 303 {
nuclear@1 304 return sqrt(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w);
nuclear@1 305 }
nuclear@1 306
nuclear@1 307 static inline scalar_t v4_length_sq(vec4_t v)
nuclear@1 308 {
nuclear@1 309 return v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w;
nuclear@1 310 }
nuclear@1 311
nuclear@1 312 static inline vec4_t v4_normalize(vec4_t v)
nuclear@1 313 {
nuclear@1 314 scalar_t len = sqrt(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w);
nuclear@1 315 v.x /= len;
nuclear@1 316 v.y /= len;
nuclear@1 317 v.z /= len;
nuclear@1 318 v.w /= len;
nuclear@1 319 return v;
nuclear@1 320 }
nuclear@1 321
nuclear@1 322 static inline vec4_t v4_transform(vec4_t v, mat4_t m)
nuclear@1 323 {
nuclear@1 324 vec4_t res;
nuclear@1 325 res.x = m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z + m[0][3] * v.w;
nuclear@1 326 res.y = m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z + m[1][3] * v.w;
nuclear@1 327 res.z = m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z + m[2][3] * v.w;
nuclear@1 328 res.w = m[3][0] * v.x + m[3][1] * v.y + m[3][2] * v.z + m[3][3] * v.w;
nuclear@1 329 return res;
nuclear@1 330 }
nuclear@1 331
nuclear@1 332 #ifdef __cplusplus
nuclear@1 333 } /* extern "C" */
nuclear@1 334
nuclear@1 335
nuclear@1 336 /* --------------- C++ part -------------- */
nuclear@1 337
nuclear@1 338 inline scalar_t &Vector2::operator [](int elem)
nuclear@1 339 {
nuclear@1 340 return elem ? y : x;
nuclear@1 341 }
nuclear@1 342
nuclear@1 343 inline const scalar_t &Vector2::operator [](int elem) const
nuclear@1 344 {
nuclear@1 345 return elem ? y : x;
nuclear@1 346 }
nuclear@1 347
nuclear@1 348 inline Vector2 operator -(const Vector2 &vec)
nuclear@1 349 {
nuclear@1 350 return Vector2(-vec.x, -vec.y);
nuclear@1 351 }
nuclear@1 352
nuclear@1 353 inline scalar_t dot_product(const Vector2 &v1, const Vector2 &v2)
nuclear@1 354 {
nuclear@1 355 return v1.x * v2.x + v1.y * v2.y;
nuclear@1 356 }
nuclear@1 357
nuclear@1 358 inline Vector2 operator +(const Vector2 &v1, const Vector2 &v2)
nuclear@1 359 {
nuclear@1 360 return Vector2(v1.x + v2.x, v1.y + v2.y);
nuclear@1 361 }
nuclear@1 362
nuclear@1 363 inline Vector2 operator -(const Vector2 &v1, const Vector2 &v2)
nuclear@1 364 {
nuclear@1 365 return Vector2(v1.x - v2.x, v1.y - v2.y);
nuclear@1 366 }
nuclear@1 367
nuclear@1 368 inline Vector2 operator *(const Vector2 &v1, const Vector2 &v2)
nuclear@1 369 {
nuclear@1 370 return Vector2(v1.x * v2.x, v1.y * v2.y);
nuclear@1 371 }
nuclear@1 372
nuclear@1 373 inline Vector2 operator /(const Vector2 &v1, const Vector2 &v2)
nuclear@1 374 {
nuclear@1 375 return Vector2(v1.x / v2.x, v1.y / v2.y);
nuclear@1 376 }
nuclear@1 377
nuclear@1 378 inline bool operator ==(const Vector2 &v1, const Vector2 &v2)
nuclear@1 379 {
nuclear@1 380 return (fabs(v1.x - v2.x) < XSMALL_NUMBER) && (fabs(v1.y - v2.x) < XSMALL_NUMBER);
nuclear@1 381 }
nuclear@1 382
nuclear@1 383 inline void operator +=(Vector2 &v1, const Vector2 &v2)
nuclear@1 384 {
nuclear@1 385 v1.x += v2.x;
nuclear@1 386 v1.y += v2.y;
nuclear@1 387 }
nuclear@1 388
nuclear@1 389 inline void operator -=(Vector2 &v1, const Vector2 &v2)
nuclear@1 390 {
nuclear@1 391 v1.x -= v2.x;
nuclear@1 392 v1.y -= v2.y;
nuclear@1 393 }
nuclear@1 394
nuclear@1 395 inline void operator *=(Vector2 &v1, const Vector2 &v2)
nuclear@1 396 {
nuclear@1 397 v1.x *= v2.x;
nuclear@1 398 v1.y *= v2.y;
nuclear@1 399 }
nuclear@1 400
nuclear@1 401 inline void operator /=(Vector2 &v1, const Vector2 &v2)
nuclear@1 402 {
nuclear@1 403 v1.x /= v2.x;
nuclear@1 404 v1.y /= v2.y;
nuclear@1 405 }
nuclear@1 406
nuclear@1 407 inline Vector2 operator +(const Vector2 &vec, scalar_t scalar)
nuclear@1 408 {
nuclear@1 409 return Vector2(vec.x + scalar, vec.y + scalar);
nuclear@1 410 }
nuclear@1 411
nuclear@1 412 inline Vector2 operator +(scalar_t scalar, const Vector2 &vec)
nuclear@1 413 {
nuclear@1 414 return Vector2(vec.x + scalar, vec.y + scalar);
nuclear@1 415 }
nuclear@1 416
nuclear@1 417 inline Vector2 operator -(const Vector2 &vec, scalar_t scalar)
nuclear@1 418 {
nuclear@1 419 return Vector2(vec.x - scalar, vec.y - scalar);
nuclear@1 420 }
nuclear@1 421
nuclear@1 422 inline Vector2 operator *(const Vector2 &vec, scalar_t scalar)
nuclear@1 423 {
nuclear@1 424 return Vector2(vec.x * scalar, vec.y * scalar);
nuclear@1 425 }
nuclear@1 426
nuclear@1 427 inline Vector2 operator *(scalar_t scalar, const Vector2 &vec)
nuclear@1 428 {
nuclear@1 429 return Vector2(vec.x * scalar, vec.y * scalar);
nuclear@1 430 }
nuclear@1 431
nuclear@1 432 inline Vector2 operator /(const Vector2 &vec, scalar_t scalar)
nuclear@1 433 {
nuclear@1 434 return Vector2(vec.x / scalar, vec.y / scalar);
nuclear@1 435 }
nuclear@1 436
nuclear@1 437 inline void operator +=(Vector2 &vec, scalar_t scalar)
nuclear@1 438 {
nuclear@1 439 vec.x += scalar;
nuclear@1 440 vec.y += scalar;
nuclear@1 441 }
nuclear@1 442
nuclear@1 443 inline void operator -=(Vector2 &vec, scalar_t scalar)
nuclear@1 444 {
nuclear@1 445 vec.x -= scalar;
nuclear@1 446 vec.y -= scalar;
nuclear@1 447 }
nuclear@1 448
nuclear@1 449 inline void operator *=(Vector2 &vec, scalar_t scalar)
nuclear@1 450 {
nuclear@1 451 vec.x *= scalar;
nuclear@1 452 vec.y *= scalar;
nuclear@1 453 }
nuclear@1 454
nuclear@1 455 inline void operator /=(Vector2 &vec, scalar_t scalar)
nuclear@1 456 {
nuclear@1 457 vec.x /= scalar;
nuclear@1 458 vec.y /= scalar;
nuclear@1 459 }
nuclear@1 460
nuclear@1 461 inline scalar_t Vector2::length() const
nuclear@1 462 {
nuclear@1 463 return sqrt(x*x + y*y);
nuclear@1 464 }
nuclear@1 465
nuclear@1 466 inline scalar_t Vector2::length_sq() const
nuclear@1 467 {
nuclear@1 468 return x*x + y*y;
nuclear@1 469 }
nuclear@1 470
nuclear@1 471 inline Vector2 lerp(const Vector2 &a, const Vector2 &b, scalar_t t)
nuclear@1 472 {
nuclear@1 473 return a + (b - a) * t;
nuclear@1 474 }
nuclear@1 475
nuclear@1 476 inline Vector2 catmull_rom_spline(const Vector2 &v0, const Vector2 &v1,
nuclear@1 477 const Vector2 &v2, const Vector2 &v3, scalar_t t)
nuclear@1 478 {
nuclear@1 479 scalar_t x = spline(v0.x, v1.x, v2.x, v3.x, t);
nuclear@1 480 scalar_t y = spline(v0.y, v1.y, v2.y, v3.y, t);
nuclear@1 481 return Vector2(x, y);
nuclear@1 482 }
nuclear@1 483
nuclear@1 484 inline Vector2 bspline(const Vector2 &v0, const Vector2 &v1,
nuclear@1 485 const Vector2 &v2, const Vector2 &v3, scalar_t t)
nuclear@1 486 {
nuclear@1 487 scalar_t x = bspline(v0.x, v1.x, v2.x, v3.x, t);
nuclear@1 488 scalar_t y = bspline(v0.y, v1.y, v2.y, v3.y, t);
nuclear@1 489 return Vector2(x, y);
nuclear@1 490 }
nuclear@1 491
nuclear@1 492
nuclear@1 493 /* ------------- Vector3 -------------- */
nuclear@1 494
nuclear@1 495 inline scalar_t &Vector3::operator [](int elem) {
nuclear@1 496 return elem ? (elem == 1 ? y : z) : x;
nuclear@1 497 }
nuclear@1 498
nuclear@1 499 inline const scalar_t &Vector3::operator [](int elem) const {
nuclear@1 500 return elem ? (elem == 1 ? y : z) : x;
nuclear@1 501 }
nuclear@1 502
nuclear@1 503 /* unary operations */
nuclear@1 504 inline Vector3 operator -(const Vector3 &vec) {
nuclear@1 505 return Vector3(-vec.x, -vec.y, -vec.z);
nuclear@1 506 }
nuclear@1 507
nuclear@1 508 /* binary vector (op) vector operations */
nuclear@1 509 inline scalar_t dot_product(const Vector3 &v1, const Vector3 &v2) {
nuclear@1 510 return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
nuclear@1 511 }
nuclear@1 512
nuclear@1 513 inline Vector3 cross_product(const Vector3 &v1, const Vector3 &v2) {
nuclear@1 514 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@1 515 }
nuclear@1 516
nuclear@1 517
nuclear@1 518 inline Vector3 operator +(const Vector3 &v1, const Vector3 &v2) {
nuclear@1 519 return Vector3(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
nuclear@1 520 }
nuclear@1 521
nuclear@1 522 inline Vector3 operator -(const Vector3 &v1, const Vector3 &v2) {
nuclear@1 523 return Vector3(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
nuclear@1 524 }
nuclear@1 525
nuclear@1 526 inline Vector3 operator *(const Vector3 &v1, const Vector3 &v2) {
nuclear@1 527 return Vector3(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z);
nuclear@1 528 }
nuclear@1 529
nuclear@1 530 inline Vector3 operator /(const Vector3 &v1, const Vector3 &v2) {
nuclear@1 531 return Vector3(v1.x / v2.x, v1.y / v2.y, v1.z / v2.z);
nuclear@1 532 }
nuclear@1 533
nuclear@1 534 inline bool operator ==(const Vector3 &v1, const Vector3 &v2) {
nuclear@1 535 return (fabs(v1.x - v2.x) < XSMALL_NUMBER) && (fabs(v1.y - v2.y) < XSMALL_NUMBER) && (fabs(v1.z - v2.z) < XSMALL_NUMBER);
nuclear@1 536 }
nuclear@1 537
nuclear@1 538 inline void operator +=(Vector3 &v1, const Vector3 &v2) {
nuclear@1 539 v1.x += v2.x;
nuclear@1 540 v1.y += v2.y;
nuclear@1 541 v1.z += v2.z;
nuclear@1 542 }
nuclear@1 543
nuclear@1 544 inline void operator -=(Vector3 &v1, const Vector3 &v2) {
nuclear@1 545 v1.x -= v2.x;
nuclear@1 546 v1.y -= v2.y;
nuclear@1 547 v1.z -= v2.z;
nuclear@1 548 }
nuclear@1 549
nuclear@1 550 inline void operator *=(Vector3 &v1, const Vector3 &v2) {
nuclear@1 551 v1.x *= v2.x;
nuclear@1 552 v1.y *= v2.y;
nuclear@1 553 v1.z *= v2.z;
nuclear@1 554 }
nuclear@1 555
nuclear@1 556 inline void operator /=(Vector3 &v1, const Vector3 &v2) {
nuclear@1 557 v1.x /= v2.x;
nuclear@1 558 v1.y /= v2.y;
nuclear@1 559 v1.z /= v2.z;
nuclear@1 560 }
nuclear@1 561 /* binary vector (op) scalar and scalar (op) vector operations */
nuclear@1 562 inline Vector3 operator +(const Vector3 &vec, scalar_t scalar) {
nuclear@1 563 return Vector3(vec.x + scalar, vec.y + scalar, vec.z + scalar);
nuclear@1 564 }
nuclear@1 565
nuclear@1 566 inline Vector3 operator +(scalar_t scalar, const Vector3 &vec) {
nuclear@1 567 return Vector3(vec.x + scalar, vec.y + scalar, vec.z + scalar);
nuclear@1 568 }
nuclear@1 569
nuclear@1 570 inline Vector3 operator -(const Vector3 &vec, scalar_t scalar) {
nuclear@1 571 return Vector3(vec.x - scalar, vec.y - scalar, vec.z - scalar);
nuclear@1 572 }
nuclear@1 573
nuclear@1 574 inline Vector3 operator *(const Vector3 &vec, scalar_t scalar) {
nuclear@1 575 return Vector3(vec.x * scalar, vec.y * scalar, vec.z * scalar);
nuclear@1 576 }
nuclear@1 577
nuclear@1 578 inline Vector3 operator *(scalar_t scalar, const Vector3 &vec) {
nuclear@1 579 return Vector3(vec.x * scalar, vec.y * scalar, vec.z * scalar);
nuclear@1 580 }
nuclear@1 581
nuclear@1 582 inline Vector3 operator /(const Vector3 &vec, scalar_t scalar) {
nuclear@1 583 return Vector3(vec.x / scalar, vec.y / scalar, vec.z / scalar);
nuclear@1 584 }
nuclear@1 585
nuclear@1 586 inline void operator +=(Vector3 &vec, scalar_t scalar) {
nuclear@1 587 vec.x += scalar;
nuclear@1 588 vec.y += scalar;
nuclear@1 589 vec.z += scalar;
nuclear@1 590 }
nuclear@1 591
nuclear@1 592 inline void operator -=(Vector3 &vec, scalar_t scalar) {
nuclear@1 593 vec.x -= scalar;
nuclear@1 594 vec.y -= scalar;
nuclear@1 595 vec.z -= scalar;
nuclear@1 596 }
nuclear@1 597
nuclear@1 598 inline void operator *=(Vector3 &vec, scalar_t scalar) {
nuclear@1 599 vec.x *= scalar;
nuclear@1 600 vec.y *= scalar;
nuclear@1 601 vec.z *= scalar;
nuclear@1 602 }
nuclear@1 603
nuclear@1 604 inline void operator /=(Vector3 &vec, scalar_t scalar) {
nuclear@1 605 vec.x /= scalar;
nuclear@1 606 vec.y /= scalar;
nuclear@1 607 vec.z /= scalar;
nuclear@1 608 }
nuclear@1 609
nuclear@1 610 inline scalar_t Vector3::length() const {
nuclear@1 611 return sqrt(x*x + y*y + z*z);
nuclear@1 612 }
nuclear@1 613 inline scalar_t Vector3::length_sq() const {
nuclear@1 614 return x*x + y*y + z*z;
nuclear@1 615 }
nuclear@1 616
nuclear@1 617 inline Vector3 lerp(const Vector3 &a, const Vector3 &b, scalar_t t) {
nuclear@1 618 return a + (b - a) * t;
nuclear@1 619 }
nuclear@1 620
nuclear@1 621 inline Vector3 catmull_rom_spline(const Vector3 &v0, const Vector3 &v1,
nuclear@1 622 const Vector3 &v2, const Vector3 &v3, scalar_t t)
nuclear@1 623 {
nuclear@1 624 scalar_t x = spline(v0.x, v1.x, v2.x, v3.x, t);
nuclear@1 625 scalar_t y = spline(v0.y, v1.y, v2.y, v3.y, t);
nuclear@1 626 scalar_t z = spline(v0.z, v1.z, v2.z, v3.z, t);
nuclear@1 627 return Vector3(x, y, z);
nuclear@1 628 }
nuclear@1 629
nuclear@1 630 inline Vector3 bspline(const Vector3 &v0, const Vector3 &v1,
nuclear@1 631 const Vector3 &v2, const Vector3 &v3, scalar_t t)
nuclear@1 632 {
nuclear@1 633 scalar_t x = bspline(v0.x, v1.x, v2.x, v3.x, t);
nuclear@1 634 scalar_t y = bspline(v0.y, v1.y, v2.y, v3.y, t);
nuclear@1 635 scalar_t z = bspline(v0.z, v1.z, v2.z, v3.z, t);
nuclear@1 636 return Vector3(x, y, z);
nuclear@1 637 }
nuclear@1 638
nuclear@1 639 /* ----------- Vector4 ----------------- */
nuclear@1 640
nuclear@1 641 inline scalar_t &Vector4::operator [](int elem) {
nuclear@1 642 return elem ? (elem == 1 ? y : (elem == 2 ? z : w)) : x;
nuclear@1 643 }
nuclear@1 644
nuclear@1 645 inline const scalar_t &Vector4::operator [](int elem) const {
nuclear@1 646 return elem ? (elem == 1 ? y : (elem == 2 ? z : w)) : x;
nuclear@1 647 }
nuclear@1 648
nuclear@1 649 inline Vector4 operator -(const Vector4 &vec) {
nuclear@1 650 return Vector4(-vec.x, -vec.y, -vec.z, -vec.w);
nuclear@1 651 }
nuclear@1 652
nuclear@1 653 inline scalar_t dot_product(const Vector4 &v1, const Vector4 &v2) {
nuclear@1 654 return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w;
nuclear@1 655 }
nuclear@1 656
nuclear@1 657 inline Vector4 cross_product(const Vector4 &v1, const Vector4 &v2, const Vector4 &v3) {
nuclear@1 658 scalar_t a, b, c, d, e, f; /* Intermediate Values */
nuclear@1 659 Vector4 result;
nuclear@1 660
nuclear@1 661 /* Calculate intermediate values. */
nuclear@1 662 a = (v2.x * v3.y) - (v2.y * v3.x);
nuclear@1 663 b = (v2.x * v3.z) - (v2.z * v3.x);
nuclear@1 664 c = (v2.x * v3.w) - (v2.w * v3.x);
nuclear@1 665 d = (v2.y * v3.z) - (v2.z * v3.y);
nuclear@1 666 e = (v2.y * v3.w) - (v2.w * v3.y);
nuclear@1 667 f = (v2.z * v3.w) - (v2.w * v3.z);
nuclear@1 668
nuclear@1 669 /* Calculate the result-vector components. */
nuclear@1 670 result.x = (v1.y * f) - (v1.z * e) + (v1.w * d);
nuclear@1 671 result.y = - (v1.x * f) + (v1.z * c) - (v1.w * b);
nuclear@1 672 result.z = (v1.x * e) - (v1.y * c) + (v1.w * a);
nuclear@1 673 result.w = - (v1.x * d) + (v1.y * b) - (v1.z * a);
nuclear@1 674 return result;
nuclear@1 675 }
nuclear@1 676
nuclear@1 677 inline Vector4 operator +(const Vector4 &v1, const Vector4 &v2) {
nuclear@1 678 return Vector4(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z, v1.w + v2.w);
nuclear@1 679 }
nuclear@1 680
nuclear@1 681 inline Vector4 operator -(const Vector4 &v1, const Vector4 &v2) {
nuclear@1 682 return Vector4(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z, v1.w - v2.w);
nuclear@1 683 }
nuclear@1 684
nuclear@1 685 inline Vector4 operator *(const Vector4 &v1, const Vector4 &v2) {
nuclear@1 686 return Vector4(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z, v1.w * v2.w);
nuclear@1 687 }
nuclear@1 688
nuclear@1 689 inline Vector4 operator /(const Vector4 &v1, const Vector4 &v2) {
nuclear@1 690 return Vector4(v1.x / v2.x, v1.y / v2.y, v1.z / v2.z, v1.w / v2.w);
nuclear@1 691 }
nuclear@1 692
nuclear@1 693 inline bool operator ==(const Vector4 &v1, const Vector4 &v2) {
nuclear@1 694 return (fabs(v1.x - v2.x) < XSMALL_NUMBER) &&
nuclear@1 695 (fabs(v1.y - v2.y) < XSMALL_NUMBER) &&
nuclear@1 696 (fabs(v1.z - v2.z) < XSMALL_NUMBER) &&
nuclear@1 697 (fabs(v1.w - v2.w) < XSMALL_NUMBER);
nuclear@1 698 }
nuclear@1 699
nuclear@1 700 inline void operator +=(Vector4 &v1, const Vector4 &v2) {
nuclear@1 701 v1.x += v2.x;
nuclear@1 702 v1.y += v2.y;
nuclear@1 703 v1.z += v2.z;
nuclear@1 704 v1.w += v2.w;
nuclear@1 705 }
nuclear@1 706
nuclear@1 707 inline void operator -=(Vector4 &v1, const Vector4 &v2) {
nuclear@1 708 v1.x -= v2.x;
nuclear@1 709 v1.y -= v2.y;
nuclear@1 710 v1.z -= v2.z;
nuclear@1 711 v1.w -= v2.w;
nuclear@1 712 }
nuclear@1 713
nuclear@1 714 inline void operator *=(Vector4 &v1, const Vector4 &v2) {
nuclear@1 715 v1.x *= v2.x;
nuclear@1 716 v1.y *= v2.y;
nuclear@1 717 v1.z *= v2.z;
nuclear@1 718 v1.w *= v2.w;
nuclear@1 719 }
nuclear@1 720
nuclear@1 721 inline void operator /=(Vector4 &v1, const Vector4 &v2) {
nuclear@1 722 v1.x /= v2.x;
nuclear@1 723 v1.y /= v2.y;
nuclear@1 724 v1.z /= v2.z;
nuclear@1 725 v1.w /= v2.w;
nuclear@1 726 }
nuclear@1 727
nuclear@1 728 /* binary vector (op) scalar and scalar (op) vector operations */
nuclear@1 729 inline Vector4 operator +(const Vector4 &vec, scalar_t scalar) {
nuclear@1 730 return Vector4(vec.x + scalar, vec.y + scalar, vec.z + scalar, vec.w + scalar);
nuclear@1 731 }
nuclear@1 732
nuclear@1 733 inline Vector4 operator +(scalar_t scalar, const Vector4 &vec) {
nuclear@1 734 return Vector4(vec.x + scalar, vec.y + scalar, vec.z + scalar, vec.w + scalar);
nuclear@1 735 }
nuclear@1 736
nuclear@1 737 inline Vector4 operator -(const Vector4 &vec, scalar_t scalar) {
nuclear@1 738 return Vector4(vec.x - scalar, vec.y - scalar, vec.z - scalar, vec.w - scalar);
nuclear@1 739 }
nuclear@1 740
nuclear@1 741 inline Vector4 operator *(const Vector4 &vec, scalar_t scalar) {
nuclear@1 742 return Vector4(vec.x * scalar, vec.y * scalar, vec.z * scalar, vec.w * scalar);
nuclear@1 743 }
nuclear@1 744
nuclear@1 745 inline Vector4 operator *(scalar_t scalar, const Vector4 &vec) {
nuclear@1 746 return Vector4(vec.x * scalar, vec.y * scalar, vec.z * scalar, vec.w * scalar);
nuclear@1 747 }
nuclear@1 748
nuclear@1 749 inline Vector4 operator /(const Vector4 &vec, scalar_t scalar) {
nuclear@1 750 return Vector4(vec.x / scalar, vec.y / scalar, vec.z / scalar, vec.w / scalar);
nuclear@1 751 }
nuclear@1 752
nuclear@1 753 inline void operator +=(Vector4 &vec, scalar_t scalar) {
nuclear@1 754 vec.x += scalar;
nuclear@1 755 vec.y += scalar;
nuclear@1 756 vec.z += scalar;
nuclear@1 757 vec.w += scalar;
nuclear@1 758 }
nuclear@1 759
nuclear@1 760 inline void operator -=(Vector4 &vec, scalar_t scalar) {
nuclear@1 761 vec.x -= scalar;
nuclear@1 762 vec.y -= scalar;
nuclear@1 763 vec.z -= scalar;
nuclear@1 764 vec.w -= scalar;
nuclear@1 765 }
nuclear@1 766
nuclear@1 767 inline void operator *=(Vector4 &vec, scalar_t scalar) {
nuclear@1 768 vec.x *= scalar;
nuclear@1 769 vec.y *= scalar;
nuclear@1 770 vec.z *= scalar;
nuclear@1 771 vec.w *= scalar;
nuclear@1 772 }
nuclear@1 773
nuclear@1 774 inline void operator /=(Vector4 &vec, scalar_t scalar) {
nuclear@1 775 vec.x /= scalar;
nuclear@1 776 vec.y /= scalar;
nuclear@1 777 vec.z /= scalar;
nuclear@1 778 vec.w /= scalar;
nuclear@1 779 }
nuclear@1 780
nuclear@1 781 inline scalar_t Vector4::length() const {
nuclear@1 782 return sqrt(x*x + y*y + z*z + w*w);
nuclear@1 783 }
nuclear@1 784 inline scalar_t Vector4::length_sq() const {
nuclear@1 785 return x*x + y*y + z*z + w*w;
nuclear@1 786 }
nuclear@1 787
nuclear@1 788 inline Vector4 lerp(const Vector4 &v0, const Vector4 &v1, scalar_t t)
nuclear@1 789 {
nuclear@1 790 return v0 + (v1 - v0) * t;
nuclear@1 791 }
nuclear@1 792
nuclear@1 793 inline Vector4 catmull_rom_spline(const Vector4 &v0, const Vector4 &v1,
nuclear@1 794 const Vector4 &v2, const Vector4 &v3, scalar_t t)
nuclear@1 795 {
nuclear@1 796 scalar_t x = spline(v0.x, v1.x, v2.x, v3.x, t);
nuclear@1 797 scalar_t y = spline(v0.y, v1.y, v2.y, v3.y, t);
nuclear@1 798 scalar_t z = spline(v0.z, v1.z, v2.z, v3.z, t);
nuclear@1 799 scalar_t w = spline(v0.w, v1.w, v2.w, v3.w, t);
nuclear@1 800 return Vector4(x, y, z, w);
nuclear@1 801 }
nuclear@1 802
nuclear@1 803 inline Vector4 bspline(const Vector4 &v0, const Vector4 &v1,
nuclear@1 804 const Vector4 &v2, const Vector4 &v3, scalar_t t)
nuclear@1 805 {
nuclear@1 806 scalar_t x = bspline(v0.x, v1.x, v2.x, v3.x, t);
nuclear@1 807 scalar_t y = bspline(v0.y, v1.y, v2.y, v3.y, t);
nuclear@1 808 scalar_t z = bspline(v0.z, v1.z, v2.z, v3.z, t);
nuclear@1 809 scalar_t w = bspline(v0.w, v1.w, v2.w, v3.w, t);
nuclear@1 810 return Vector4(x, y, z, w);
nuclear@1 811 }
nuclear@1 812 #endif /* __cplusplus */