graphene

changeset 0:8ab44b19895e

graphene!!!
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 20 Jul 2015 07:08:25 +0300
parents
children f85a59195206
files .hgignore gmath/vec.h
diffstat 2 files changed, 149 insertions(+), 0 deletions(-) [+]
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/.hgignore	Mon Jul 20 07:08:25 2015 +0300
     1.3 @@ -0,0 +1,3 @@
     1.4 +\.o$
     1.5 +\.d$
     1.6 +\.swp$
     2.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     2.2 +++ b/gmath/vec.h	Mon Jul 20 07:08:25 2015 +0300
     2.3 @@ -0,0 +1,146 @@
     2.4 +#ifndef GMATH_VEC_H_
     2.5 +#define GMATH_VEC_H_
     2.6 +
     2.7 +#include <math.h>
     2.8 +
     2.9 +namespace gmath {
    2.10 +
    2.11 +class Vec3 {
    2.12 +public:
    2.13 +	float x, y, z;
    2.14 +
    2.15 +	Vec3() : x(0), y(0), z(0) {}
    2.16 +	Vec3(float x_, float y_, float z_) : x(x_), y(y_), z(z_) {}
    2.17 +
    2.18 +	void normalize()
    2.19 +	{
    2.20 +		float len = length(*this);
    2.21 +		if(len != 0.0f) {
    2.22 +			x /= len;
    2.23 +			y /= len;
    2.24 +			z /= len;
    2.25 +		}
    2.26 +	}
    2.27 +};
    2.28 +
    2.29 +inline Vec3 operator +(const Vec3 &a, const Vec3 &b)
    2.30 +{
    2.31 +	return Vec3(a.x + b.x, a.y + b.y, a.z + b.z);
    2.32 +}
    2.33 +
    2.34 +inline Vec3 operator -(const Vec3 &a, const Vec3 &b)
    2.35 +{
    2.36 +	return Vec3(a.x - b.x, a.y - b.y, a.z - b.z);
    2.37 +}
    2.38 +
    2.39 +inline Vec3 operator *(const Vec3 &a, const Vec3 &b)
    2.40 +{
    2.41 +	return Vec3(a.x * b.x, a.y * b.y, a.z * b.z);
    2.42 +}
    2.43 +
    2.44 +inline Vec3 operator /(const Vec3 &a, const Vec3 &b)
    2.45 +{
    2.46 +	return Vec3(a.x / b.x, a.y / b.y, a.z / b.z);
    2.47 +}
    2.48 +
    2.49 +inline Vec3 operator *(const Vec3 &v, float s)
    2.50 +{
    2.51 +	return Vec3(v.x * s, v.y * s, v.z * s);
    2.52 +}
    2.53 +
    2.54 +inline Vec3 operator *(float s, const Vec3 &v)
    2.55 +{
    2.56 +	return Vec3(s * v.x, s * v.y, s * v.z);
    2.57 +}
    2.58 +
    2.59 +inline Vec3 operator /(const Vec3 &v, float s)
    2.60 +{
    2.61 +	return Vec3(v.x / s, v.y / s, v.z / s);
    2.62 +}
    2.63 +
    2.64 +inline Vec3 operator /(float s, const Vec3 &v)
    2.65 +{
    2.66 +	return Vec3(s / v.x, s / v.y, s / v.z);
    2.67 +}
    2.68 +
    2.69 +inline Vec3 &operator +=(Vec3 &a, const Vec3 &b)
    2.70 +{
    2.71 +	a.x += b.x;
    2.72 +	a.y += b.y;
    2.73 +	a.z += b.z;
    2.74 +	return *this;
    2.75 +}
    2.76 +
    2.77 +inline Vec3 &operator -=(Vec3 &a, const Vec3 &b)
    2.78 +{
    2.79 +	a.x -= b.x;
    2.80 +	a.y -= b.y;
    2.81 +	a.z -= b.z;
    2.82 +	return *this;
    2.83 +}
    2.84 +
    2.85 +inline Vec3 &operator *=(Vec3 &a, const Vec3 &b)
    2.86 +{
    2.87 +	a.x *= b.x;
    2.88 +	a.y *= b.y;
    2.89 +	a.z *= b.z;
    2.90 +	return *this;
    2.91 +}
    2.92 +
    2.93 +inline Vec3 &operator /=(Vec3 &a, const Vec3 &b)
    2.94 +{
    2.95 +	a.x /= b.x;
    2.96 +	a.y /= b.y;
    2.97 +	a.z /= b.z;
    2.98 +	return *this;
    2.99 +}
   2.100 +
   2.101 +inline Vec3 &operator *=(Vec3 &v, float s)
   2.102 +{
   2.103 +	v.x *= s;
   2.104 +	v.y *= s;
   2.105 +	v.z *= s;
   2.106 +	return *this;
   2.107 +}
   2.108 +
   2.109 +inline Vec3 &operator /=(Vec3 &v, float s)
   2.110 +{
   2.111 +	v.x /= s;
   2.112 +	v.y /= s;
   2.113 +	v.z /= s;
   2.114 +	return *this;
   2.115 +}
   2.116 +
   2.117 +inline float dot(const Vec3 &a, const Vec3 &b)
   2.118 +{
   2.119 +	return a.x * b.x + a.y * b.y + a.z * b.z;
   2.120 +}
   2.121 +
   2.122 +inline Vec3 cross(const Vec3 &a, const Vec3 &b)
   2.123 +{
   2.124 +	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);
   2.125 +}
   2.126 +
   2.127 +inline float length(const Vec3 &v)
   2.128 +{
   2.129 +	return (float)sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
   2.130 +}
   2.131 +
   2.132 +inline float length_sq(const Vec3 &v)
   2.133 +{
   2.134 +	return v.x * v.x + v.y * v.y + v.z * v.z;
   2.135 +}
   2.136 +
   2.137 +inline Vec3 normalize(const Vec3 &v)
   2.138 +{
   2.139 +	float len = length(v);
   2.140 +	if(len == 0.0f) {
   2.141 +		return v;
   2.142 +	}
   2.143 +
   2.144 +	return Vec3(v.x / len, v.y / len, v.z / len);
   2.145 +}
   2.146 +
   2.147 +}
   2.148 +
   2.149 +#endif	/* GMATH_VEC_H_ */