graphene

diff src/gmath/vector.h @ 3:d71b4e899e08

minimal matrix and vec4
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 25 Jul 2015 05:52:39 +0300
parents src/gmath/vec.h@fb032d88839f
children d30e24132b6e
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/gmath/vector.h	Sat Jul 25 05:52:39 2015 +0300
     1.3 @@ -0,0 +1,194 @@
     1.4 +#ifndef GMATH_VEC_H_
     1.5 +#define GMATH_VEC_H_
     1.6 +
     1.7 +#include <math.h>
     1.8 +
     1.9 +namespace gph {
    1.10 +
    1.11 +class Vector4;
    1.12 +
    1.13 +class Vector3 {
    1.14 +public:
    1.15 +	float x, y, z;
    1.16 +
    1.17 +	Vector3() : x(0), y(0), z(0) {}
    1.18 +	Vector3(float x_, float y_, float z_) : x(x_), y(y_), z(z_) {}
    1.19 +	Vector3(const Vector4 &v);
    1.20 +
    1.21 +	inline void normalize()
    1.22 +	{
    1.23 +		float len = (float)sqrt(x * x + y * y + z * z);
    1.24 +		if(len != 0.0f) {
    1.25 +			x /= len;
    1.26 +			y /= len;
    1.27 +			z /= len;
    1.28 +		}
    1.29 +	}
    1.30 +
    1.31 +	inline float &operator[] (int idx)
    1.32 +	{
    1.33 +		return idx == 0 ? x : (idx == 1 ? y : z);
    1.34 +	}
    1.35 +
    1.36 +	inline const float &operator[] (int idx) const
    1.37 +	{
    1.38 +		return idx == 0 ? x : (idx == 1 ? y : z);
    1.39 +	}
    1.40 +};
    1.41 +
    1.42 +
    1.43 +class Vector4 {
    1.44 +public:
    1.45 +	float x, y, z, w;
    1.46 +
    1.47 +	Vector4() : x(0), y(0), z(0), w(0) {}
    1.48 +	Vector4(float x_, float y_, float z_, float w_) : x(x_), y(y_), z(z_), w(w_) {}
    1.49 +	Vector4(const Vector3 &v);
    1.50 +
    1.51 +	inline void normalize()
    1.52 +	{
    1.53 +		float len = (float)sqrt(x * x + y * y + z * z + w * w);
    1.54 +		if(len != 0.0f) {
    1.55 +			x /= len;
    1.56 +			y /= len;
    1.57 +			z /= len;
    1.58 +			w /= len;
    1.59 +		}
    1.60 +	}
    1.61 +
    1.62 +	inline float &operator[] (int idx)
    1.63 +	{
    1.64 +		return idx == 0 ? x : (idx == 1 ? y : (idx == 2 ? z : w));
    1.65 +	}
    1.66 +
    1.67 +	inline const float &operator[] (int idx) const
    1.68 +	{
    1.69 +		return idx == 0 ? x : (idx == 1 ? y : (idx == 2 ? z : w));
    1.70 +	}
    1.71 +};
    1.72 +
    1.73 +// ---- Vector3 functions ----
    1.74 +
    1.75 +inline Vector3 operator +(const Vector3 &a, const Vector3 &b)
    1.76 +{
    1.77 +	return Vector3(a.x + b.x, a.y + b.y, a.z + b.z);
    1.78 +}
    1.79 +
    1.80 +inline Vector3 operator -(const Vector3 &a, const Vector3 &b)
    1.81 +{
    1.82 +	return Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
    1.83 +}
    1.84 +
    1.85 +inline Vector3 operator *(const Vector3 &a, const Vector3 &b)
    1.86 +{
    1.87 +	return Vector3(a.x * b.x, a.y * b.y, a.z * b.z);
    1.88 +}
    1.89 +
    1.90 +inline Vector3 operator /(const Vector3 &a, const Vector3 &b)
    1.91 +{
    1.92 +	return Vector3(a.x / b.x, a.y / b.y, a.z / b.z);
    1.93 +}
    1.94 +
    1.95 +inline Vector3 operator *(const Vector3 &v, float s)
    1.96 +{
    1.97 +	return Vector3(v.x * s, v.y * s, v.z * s);
    1.98 +}
    1.99 +
   1.100 +inline Vector3 operator *(float s, const Vector3 &v)
   1.101 +{
   1.102 +	return Vector3(s * v.x, s * v.y, s * v.z);
   1.103 +}
   1.104 +
   1.105 +inline Vector3 operator /(const Vector3 &v, float s)
   1.106 +{
   1.107 +	return Vector3(v.x / s, v.y / s, v.z / s);
   1.108 +}
   1.109 +
   1.110 +inline Vector3 operator /(float s, const Vector3 &v)
   1.111 +{
   1.112 +	return Vector3(s / v.x, s / v.y, s / v.z);
   1.113 +}
   1.114 +
   1.115 +inline Vector3 &operator +=(Vector3 &a, const Vector3 &b)
   1.116 +{
   1.117 +	a.x += b.x;
   1.118 +	a.y += b.y;
   1.119 +	a.z += b.z;
   1.120 +	return a;
   1.121 +}
   1.122 +
   1.123 +inline Vector3 &operator -=(Vector3 &a, const Vector3 &b)
   1.124 +{
   1.125 +	a.x -= b.x;
   1.126 +	a.y -= b.y;
   1.127 +	a.z -= b.z;
   1.128 +	return a;
   1.129 +}
   1.130 +
   1.131 +inline Vector3 &operator *=(Vector3 &a, const Vector3 &b)
   1.132 +{
   1.133 +	a.x *= b.x;
   1.134 +	a.y *= b.y;
   1.135 +	a.z *= b.z;
   1.136 +	return a;
   1.137 +}
   1.138 +
   1.139 +inline Vector3 &operator /=(Vector3 &a, const Vector3 &b)
   1.140 +{
   1.141 +	a.x /= b.x;
   1.142 +	a.y /= b.y;
   1.143 +	a.z /= b.z;
   1.144 +	return a;
   1.145 +}
   1.146 +
   1.147 +inline Vector3 &operator *=(Vector3 &v, float s)
   1.148 +{
   1.149 +	v.x *= s;
   1.150 +	v.y *= s;
   1.151 +	v.z *= s;
   1.152 +	return v;
   1.153 +}
   1.154 +
   1.155 +inline Vector3 &operator /=(Vector3 &v, float s)
   1.156 +{
   1.157 +	v.x /= s;
   1.158 +	v.y /= s;
   1.159 +	v.z /= s;
   1.160 +	return v;
   1.161 +}
   1.162 +
   1.163 +inline float dot(const Vector3 &a, const Vector3 &b)
   1.164 +{
   1.165 +	return a.x * b.x + a.y * b.y + a.z * b.z;
   1.166 +}
   1.167 +
   1.168 +inline Vector3 cross(const Vector3 &a, const Vector3 &b)
   1.169 +{
   1.170 +	return Vector3(a.y * b.z - a.z * b.y,
   1.171 +			a.z * b.x - a.x * b.z,
   1.172 +			a.x * b.y - a.y * b.x);
   1.173 +}
   1.174 +
   1.175 +inline float length(const Vector3 &v)
   1.176 +{
   1.177 +	return (float)sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
   1.178 +}
   1.179 +
   1.180 +inline float length_sq(const Vector3 &v)
   1.181 +{
   1.182 +	return v.x * v.x + v.y * v.y + v.z * v.z;
   1.183 +}
   1.184 +
   1.185 +inline Vector3 normalize(const Vector3 &v)
   1.186 +{
   1.187 +	float len = length(v);
   1.188 +	if(len == 0.0f) {
   1.189 +		return v;
   1.190 +	}
   1.191 +
   1.192 +	return Vector3(v.x / len, v.y / len, v.z / len);
   1.193 +}
   1.194 +
   1.195 +}
   1.196 +
   1.197 +#endif	/* GMATH_VEC_H_ */