graphene

diff src/gmath/vec.h @ 2:fb032d88839f

moved gmath under src
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 25 Jul 2015 05:08:22 +0300
parents gmath/vec.h@8ab44b19895e
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/gmath/vec.h	Sat Jul 25 05:08:22 2015 +0300
     1.3 @@ -0,0 +1,149 @@
     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 Vector3 {
    1.12 +public:
    1.13 +	float x, y, z;
    1.14 +
    1.15 +	Vector3() : x(0), y(0), z(0) {}
    1.16 +	Vector3(float x_, float y_, float z_) : x(x_), y(y_), z(z_) {}
    1.17 +
    1.18 +	inline void normalize();
    1.19 +};
    1.20 +
    1.21 +inline Vector3 operator +(const Vector3 &a, const Vector3 &b)
    1.22 +{
    1.23 +	return Vector3(a.x + b.x, a.y + b.y, a.z + b.z);
    1.24 +}
    1.25 +
    1.26 +inline Vector3 operator -(const Vector3 &a, const Vector3 &b)
    1.27 +{
    1.28 +	return Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
    1.29 +}
    1.30 +
    1.31 +inline Vector3 operator *(const Vector3 &a, const Vector3 &b)
    1.32 +{
    1.33 +	return Vector3(a.x * b.x, a.y * b.y, a.z * b.z);
    1.34 +}
    1.35 +
    1.36 +inline Vector3 operator /(const Vector3 &a, const Vector3 &b)
    1.37 +{
    1.38 +	return Vector3(a.x / b.x, a.y / b.y, a.z / b.z);
    1.39 +}
    1.40 +
    1.41 +inline Vector3 operator *(const Vector3 &v, float s)
    1.42 +{
    1.43 +	return Vector3(v.x * s, v.y * s, v.z * s);
    1.44 +}
    1.45 +
    1.46 +inline Vector3 operator *(float s, const Vector3 &v)
    1.47 +{
    1.48 +	return Vector3(s * v.x, s * v.y, s * v.z);
    1.49 +}
    1.50 +
    1.51 +inline Vector3 operator /(const Vector3 &v, float s)
    1.52 +{
    1.53 +	return Vector3(v.x / s, v.y / s, v.z / s);
    1.54 +}
    1.55 +
    1.56 +inline Vector3 operator /(float s, const Vector3 &v)
    1.57 +{
    1.58 +	return Vector3(s / v.x, s / v.y, s / v.z);
    1.59 +}
    1.60 +
    1.61 +inline Vector3 &operator +=(Vector3 &a, const Vector3 &b)
    1.62 +{
    1.63 +	a.x += b.x;
    1.64 +	a.y += b.y;
    1.65 +	a.z += b.z;
    1.66 +	return a;
    1.67 +}
    1.68 +
    1.69 +inline Vector3 &operator -=(Vector3 &a, const Vector3 &b)
    1.70 +{
    1.71 +	a.x -= b.x;
    1.72 +	a.y -= b.y;
    1.73 +	a.z -= b.z;
    1.74 +	return a;
    1.75 +}
    1.76 +
    1.77 +inline Vector3 &operator *=(Vector3 &a, const Vector3 &b)
    1.78 +{
    1.79 +	a.x *= b.x;
    1.80 +	a.y *= b.y;
    1.81 +	a.z *= b.z;
    1.82 +	return a;
    1.83 +}
    1.84 +
    1.85 +inline Vector3 &operator /=(Vector3 &a, const Vector3 &b)
    1.86 +{
    1.87 +	a.x /= b.x;
    1.88 +	a.y /= b.y;
    1.89 +	a.z /= b.z;
    1.90 +	return a;
    1.91 +}
    1.92 +
    1.93 +inline Vector3 &operator *=(Vector3 &v, float s)
    1.94 +{
    1.95 +	v.x *= s;
    1.96 +	v.y *= s;
    1.97 +	v.z *= s;
    1.98 +	return v;
    1.99 +}
   1.100 +
   1.101 +inline Vector3 &operator /=(Vector3 &v, float s)
   1.102 +{
   1.103 +	v.x /= s;
   1.104 +	v.y /= s;
   1.105 +	v.z /= s;
   1.106 +	return v;
   1.107 +}
   1.108 +
   1.109 +inline float dot(const Vector3 &a, const Vector3 &b)
   1.110 +{
   1.111 +	return a.x * b.x + a.y * b.y + a.z * b.z;
   1.112 +}
   1.113 +
   1.114 +inline Vector3 cross(const Vector3 &a, const Vector3 &b)
   1.115 +{
   1.116 +	return Vector3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
   1.117 +}
   1.118 +
   1.119 +inline float length(const Vector3 &v)
   1.120 +{
   1.121 +	return (float)sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
   1.122 +}
   1.123 +
   1.124 +inline float length_sq(const Vector3 &v)
   1.125 +{
   1.126 +	return v.x * v.x + v.y * v.y + v.z * v.z;
   1.127 +}
   1.128 +
   1.129 +inline Vector3 normalize(const Vector3 &v)
   1.130 +{
   1.131 +	float len = length(v);
   1.132 +	if(len == 0.0f) {
   1.133 +		return v;
   1.134 +	}
   1.135 +
   1.136 +	return Vector3(v.x / len, v.y / len, v.z / len);
   1.137 +}
   1.138 +
   1.139 +inline void Vector3::normalize()
   1.140 +{
   1.141 +	float len = length(*this);
   1.142 +	if(len != 0.0f) {
   1.143 +		x /= len;
   1.144 +		y /= len;
   1.145 +		z /= len;
   1.146 +	}
   1.147 +}
   1.148 +
   1.149 +
   1.150 +}
   1.151 +
   1.152 +#endif	/* GMATH_VEC_H_ */