glide_test1

diff vmath.h @ 0:f3ddb2bb7024

first 3dfx glide test, initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 09 Mar 2014 06:27:58 +0200
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/vmath.h	Sun Mar 09 06:27:58 2014 +0200
     1.3 @@ -0,0 +1,261 @@
     1.4 +#ifndef VMATH_H_
     1.5 +#define VMATH_H_
     1.6 +
     1.7 +#include <math.h>
     1.8 +#include "matrix.h"
     1.9 +
    1.10 +class Vector4;
    1.11 +
    1.12 +class Vector3 {
    1.13 +public:
    1.14 +	float x, y, z;
    1.15 +
    1.16 +	Vector3() : x(0), y(0), z(0) {}
    1.17 +	Vector3(float xx, float yy, float zz) : x(xx), y(yy), z(zz) {}
    1.18 +	explicit inline Vector3(const Vector4 &v);
    1.19 +
    1.20 +	inline float &operator [](int idx)
    1.21 +	{
    1.22 +		switch(idx) {
    1.23 +		case 0:
    1.24 +			return x;
    1.25 +		case 1:
    1.26 +			return y;
    1.27 +		case 2:
    1.28 +		default:
    1.29 +			return z;
    1.30 +		}
    1.31 +	}
    1.32 +
    1.33 +	inline const float &operator [](int idx) const
    1.34 +	{
    1.35 +		switch(idx) {
    1.36 +		case 0:
    1.37 +			return x;
    1.38 +		case 1:
    1.39 +			return y;
    1.40 +		case 2:
    1.41 +		default:
    1.42 +			return z;
    1.43 +		}
    1.44 +	}
    1.45 +
    1.46 +	inline float length() const
    1.47 +	{
    1.48 +		return sqrt(x * x + y * y + z * z);
    1.49 +	}
    1.50 +
    1.51 +	inline void normalize()
    1.52 +	{
    1.53 +		float len = length();
    1.54 +		if(len != 0) {
    1.55 +			x /= len;
    1.56 +			y /= len;
    1.57 +			z /= len;
    1.58 +		}
    1.59 +	}
    1.60 +};
    1.61 +
    1.62 +inline Vector3 operator +(const Vector3 &a, const Vector3 &b)
    1.63 +{
    1.64 +	return Vector3(a.x + b.x, a.y + b.y, a.z + b.z);
    1.65 +}
    1.66 +
    1.67 +inline Vector3 operator -(const Vector3 &a, const Vector3 &b)
    1.68 +{
    1.69 +	return Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
    1.70 +}
    1.71 +
    1.72 +inline Vector3 operator *(const Vector3 &a, const Vector3 &b)
    1.73 +{
    1.74 +	return Vector3(a.x * b.x, a.y * b.y, a.z * b.z);
    1.75 +}
    1.76 +
    1.77 +inline Vector3 operator *(const Vector3 &v, float s)
    1.78 +{
    1.79 +	return Vector3(v.x * s, v.y * s, v.z * s);
    1.80 +}
    1.81 +
    1.82 +inline Vector3 operator *(float s, const Vector3 &v)
    1.83 +{
    1.84 +	return Vector3(v.x * s, v.y * s, v.z * s);
    1.85 +}
    1.86 +
    1.87 +inline Vector3 operator /(const Vector3 &a, const Vector3 &b)
    1.88 +{
    1.89 +	return Vector3(a.x / b.x, a.y / b.y, a.z / b.z);
    1.90 +}
    1.91 +
    1.92 +inline Vector3 operator /(const Vector3 &v, float s)
    1.93 +{
    1.94 +	return Vector3(v.x / s, v.y / s, v.z / s);
    1.95 +}
    1.96 +
    1.97 +inline float dot(const Vector3 &a, const Vector3 &b)
    1.98 +{
    1.99 +	return a.x * b.x + a.y * b.y + a.z * b.z;
   1.100 +}
   1.101 +
   1.102 +inline Vector3 cross(const Vector3 &a, const Vector3 &b)
   1.103 +{
   1.104 +	return Vector3(a.y * b.z - a.z * b.y,
   1.105 +		a.z * b.x - a.x * b.z,
   1.106 +		a.x * b.y - a.y * b.z);
   1.107 +}
   1.108 +
   1.109 +
   1.110 +inline float length(const Vector3 &v)
   1.111 +{
   1.112 +	return sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
   1.113 +}
   1.114 +
   1.115 +inline float length_sq(const Vector3 &v)
   1.116 +{
   1.117 +	return v.x * v.x + v.y * v.y + v.z * v.z;
   1.118 +}
   1.119 +
   1.120 +inline Vector3 normalize(const Vector3 &v)
   1.121 +{
   1.122 +	float len = length(v);
   1.123 +	float s = len == 0 ? 1.0 : 1.0 / len;
   1.124 +	return v * s;
   1.125 +}
   1.126 +
   1.127 +inline Vector3 transform(const Vector3 &v, const Matrix4x4 &m)
   1.128 +{
   1.129 +	return Vector3(
   1.130 +		m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z + m[0][3],
   1.131 +		m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z + m[1][3],
   1.132 +		m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z + m[2][3]);
   1.133 +}
   1.134 +
   1.135 +
   1.136 +// ---- Vector4 ----
   1.137 +class Vector4 {
   1.138 +public:
   1.139 +	float x, y, z, w;
   1.140 +
   1.141 +	Vector4() : x(0), y(0), z(0), w(1) {}
   1.142 +	Vector4(float xx, float yy, float zz, float ww = 1.0f) : x(xx), y(yy), z(zz), w(ww) {}
   1.143 +	explicit Vector4(const Vector3 &v) : x(v.x), y(v.y), z(v.z), w(1.0f) {}
   1.144 +
   1.145 +	inline float &operator [](int idx)
   1.146 +	{
   1.147 +		switch(idx) {
   1.148 +		case 0:
   1.149 +			return x;
   1.150 +		case 1:
   1.151 +			return y;
   1.152 +		case 2:
   1.153 +			return z;
   1.154 +		default:
   1.155 +		case 3:
   1.156 +			return w;
   1.157 +		}
   1.158 +	}
   1.159 +
   1.160 +	inline const float &operator [](int idx) const
   1.161 +	{
   1.162 +		switch(idx) {
   1.163 +		case 0:
   1.164 +			return x;
   1.165 +		case 1:
   1.166 +			return y;
   1.167 +		case 2:
   1.168 +			return z;
   1.169 +		case 3:
   1.170 +		default:
   1.171 +			return w;
   1.172 +		}
   1.173 +	}
   1.174 +
   1.175 +	inline float length() const
   1.176 +	{
   1.177 +		return sqrt(x * x + y * y + z * z + w * w);
   1.178 +	}
   1.179 +
   1.180 +	inline void normalize()
   1.181 +	{
   1.182 +		float len = length();
   1.183 +		if(len != 0) {
   1.184 +			x /= len;
   1.185 +			y /= len;
   1.186 +			z /= len;
   1.187 +			w /= len;
   1.188 +		}
   1.189 +	}
   1.190 +};
   1.191 +
   1.192 +inline Vector4 operator +(const Vector4 &a, const Vector4 &b)
   1.193 +{
   1.194 +	return Vector4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
   1.195 +}
   1.196 +
   1.197 +inline Vector4 operator -(const Vector4 &a, const Vector4 &b)
   1.198 +{
   1.199 +	return Vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
   1.200 +}
   1.201 +
   1.202 +inline Vector4 operator *(const Vector4 &a, const Vector4 &b)
   1.203 +{
   1.204 +	return Vector4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
   1.205 +}
   1.206 +
   1.207 +inline Vector4 operator *(const Vector4 &v, float s)
   1.208 +{
   1.209 +	return Vector4(v.x * s, v.y * s, v.z * s, v.w * s);
   1.210 +}
   1.211 +
   1.212 +inline Vector4 operator *(float s, const Vector4 &v)
   1.213 +{
   1.214 +	return Vector4(v.x * s, v.y * s, v.z * s, v.w * s);
   1.215 +}
   1.216 +
   1.217 +inline Vector4 operator /(const Vector4 &a, const Vector4 &b)
   1.218 +{
   1.219 +	return Vector4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w);
   1.220 +}
   1.221 +
   1.222 +inline Vector4 operator /(const Vector4 &v, float s)
   1.223 +{
   1.224 +	return Vector4(v.x / s, v.y / s, v.z / s, v.w / s);
   1.225 +}
   1.226 +
   1.227 +inline float dot(const Vector4 &a, const Vector4 &b)
   1.228 +{
   1.229 +	return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
   1.230 +}
   1.231 +
   1.232 +inline float length(const Vector4 &v)
   1.233 +{
   1.234 +	return sqrt(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w);
   1.235 +}
   1.236 +
   1.237 +inline float length_sq(const Vector4 &v)
   1.238 +{
   1.239 +	return v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w;
   1.240 +}
   1.241 +
   1.242 +inline Vector4 normalize(const Vector4 &v)
   1.243 +{
   1.244 +	float len = length(v);
   1.245 +	float s = len == 0 ? 1.0 : 1.0 / len;
   1.246 +	return v * s;
   1.247 +}
   1.248 +
   1.249 +inline Vector4 transform(const Vector4 &v, const Matrix4x4 &m)
   1.250 +{
   1.251 +	return Vector4(
   1.252 +		m[0][0] * v.x + m[0][1] * v.y + m[0][2] * v.z + m[0][3] * v.w,
   1.253 +		m[1][0] * v.x + m[1][1] * v.y + m[1][2] * v.z + m[1][3] * v.w,
   1.254 +		m[2][0] * v.x + m[2][1] * v.y + m[2][2] * v.z + m[2][3] * v.w,
   1.255 +		m[3][0] * v.x + m[3][1] * v.y + m[3][2] * v.z + m[3][3] * v.w);
   1.256 +}
   1.257 +
   1.258 +inline Vector3::Vector3(const Vector4 &v)
   1.259 +	: x(v.x), y(v.y), z(v.z)
   1.260 +{
   1.261 +}
   1.262 +
   1.263 +
   1.264 +#endif	// VMATH_H_
   1.265 \ No newline at end of file