graphene

diff gmath/vec.h @ 0:8ab44b19895e

graphene!!!
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 20 Jul 2015 07:08:25 +0300
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gmath/vec.h	Mon Jul 20 07:08:25 2015 +0300
     1.3 @@ -0,0 +1,146 @@
     1.4 +#ifndef GMATH_VEC_H_
     1.5 +#define GMATH_VEC_H_
     1.6 +
     1.7 +#include <math.h>
     1.8 +
     1.9 +namespace gmath {
    1.10 +
    1.11 +class Vec3 {
    1.12 +public:
    1.13 +	float x, y, z;
    1.14 +
    1.15 +	Vec3() : x(0), y(0), z(0) {}
    1.16 +	Vec3(float x_, float y_, float z_) : x(x_), y(y_), z(z_) {}
    1.17 +
    1.18 +	void normalize()
    1.19 +	{
    1.20 +		float len = length(*this);
    1.21 +		if(len != 0.0f) {
    1.22 +			x /= len;
    1.23 +			y /= len;
    1.24 +			z /= len;
    1.25 +		}
    1.26 +	}
    1.27 +};
    1.28 +
    1.29 +inline Vec3 operator +(const Vec3 &a, const Vec3 &b)
    1.30 +{
    1.31 +	return Vec3(a.x + b.x, a.y + b.y, a.z + b.z);
    1.32 +}
    1.33 +
    1.34 +inline Vec3 operator -(const Vec3 &a, const Vec3 &b)
    1.35 +{
    1.36 +	return Vec3(a.x - b.x, a.y - b.y, a.z - b.z);
    1.37 +}
    1.38 +
    1.39 +inline Vec3 operator *(const Vec3 &a, const Vec3 &b)
    1.40 +{
    1.41 +	return Vec3(a.x * b.x, a.y * b.y, a.z * b.z);
    1.42 +}
    1.43 +
    1.44 +inline Vec3 operator /(const Vec3 &a, const Vec3 &b)
    1.45 +{
    1.46 +	return Vec3(a.x / b.x, a.y / b.y, a.z / b.z);
    1.47 +}
    1.48 +
    1.49 +inline Vec3 operator *(const Vec3 &v, float s)
    1.50 +{
    1.51 +	return Vec3(v.x * s, v.y * s, v.z * s);
    1.52 +}
    1.53 +
    1.54 +inline Vec3 operator *(float s, const Vec3 &v)
    1.55 +{
    1.56 +	return Vec3(s * v.x, s * v.y, s * v.z);
    1.57 +}
    1.58 +
    1.59 +inline Vec3 operator /(const Vec3 &v, float s)
    1.60 +{
    1.61 +	return Vec3(v.x / s, v.y / s, v.z / s);
    1.62 +}
    1.63 +
    1.64 +inline Vec3 operator /(float s, const Vec3 &v)
    1.65 +{
    1.66 +	return Vec3(s / v.x, s / v.y, s / v.z);
    1.67 +}
    1.68 +
    1.69 +inline Vec3 &operator +=(Vec3 &a, const Vec3 &b)
    1.70 +{
    1.71 +	a.x += b.x;
    1.72 +	a.y += b.y;
    1.73 +	a.z += b.z;
    1.74 +	return *this;
    1.75 +}
    1.76 +
    1.77 +inline Vec3 &operator -=(Vec3 &a, const Vec3 &b)
    1.78 +{
    1.79 +	a.x -= b.x;
    1.80 +	a.y -= b.y;
    1.81 +	a.z -= b.z;
    1.82 +	return *this;
    1.83 +}
    1.84 +
    1.85 +inline Vec3 &operator *=(Vec3 &a, const Vec3 &b)
    1.86 +{
    1.87 +	a.x *= b.x;
    1.88 +	a.y *= b.y;
    1.89 +	a.z *= b.z;
    1.90 +	return *this;
    1.91 +}
    1.92 +
    1.93 +inline Vec3 &operator /=(Vec3 &a, const Vec3 &b)
    1.94 +{
    1.95 +	a.x /= b.x;
    1.96 +	a.y /= b.y;
    1.97 +	a.z /= b.z;
    1.98 +	return *this;
    1.99 +}
   1.100 +
   1.101 +inline Vec3 &operator *=(Vec3 &v, float s)
   1.102 +{
   1.103 +	v.x *= s;
   1.104 +	v.y *= s;
   1.105 +	v.z *= s;
   1.106 +	return *this;
   1.107 +}
   1.108 +
   1.109 +inline Vec3 &operator /=(Vec3 &v, float s)
   1.110 +{
   1.111 +	v.x /= s;
   1.112 +	v.y /= s;
   1.113 +	v.z /= s;
   1.114 +	return *this;
   1.115 +}
   1.116 +
   1.117 +inline float dot(const Vec3 &a, const Vec3 &b)
   1.118 +{
   1.119 +	return a.x * b.x + a.y * b.y + a.z * b.z;
   1.120 +}
   1.121 +
   1.122 +inline Vec3 cross(const Vec3 &a, const Vec3 &b)
   1.123 +{
   1.124 +	return Vec3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
   1.125 +}
   1.126 +
   1.127 +inline float length(const Vec3 &v)
   1.128 +{
   1.129 +	return (float)sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
   1.130 +}
   1.131 +
   1.132 +inline float length_sq(const Vec3 &v)
   1.133 +{
   1.134 +	return v.x * v.x + v.y * v.y + v.z * v.z;
   1.135 +}
   1.136 +
   1.137 +inline Vec3 normalize(const Vec3 &v)
   1.138 +{
   1.139 +	float len = length(v);
   1.140 +	if(len == 0.0f) {
   1.141 +		return v;
   1.142 +	}
   1.143 +
   1.144 +	return Vec3(v.x / len, v.y / len, v.z / len);
   1.145 +}
   1.146 +
   1.147 +}
   1.148 +
   1.149 +#endif	/* GMATH_VEC_H_ */