graphene

changeset 2:fb032d88839f

moved gmath under src
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 25 Jul 2015 05:08:22 +0300
parents f85a59195206
children d71b4e899e08
files Makefile gmath/vec.h src/gmath/vec.h src/graphene3d.h test/src/main.cc
diffstat 5 files changed, 159 insertions(+), 149 deletions(-) [+]
line diff
     1.1 --- a/Makefile	Fri Jul 24 01:28:00 2015 +0300
     1.2 +++ b/Makefile	Sat Jul 25 05:08:22 2015 +0300
     1.3 @@ -1,7 +1,7 @@
     1.4  ccsrc = $(wildcard src/*.cc) \
     1.5 -		$(wildcard gmath/*.cc)
     1.6 +		$(wildcard src/gmath/*.cc)
     1.7  csrc = $(wildcard src/*.c) \
     1.8 -	   $(wildcard gmath/*.c)
     1.9 +	   $(wildcard src/gmath/*.c)
    1.10  obj = $(ccsrc:.cc=.o) $(csrc:.c=.o)
    1.11  dep = $(obj:.o=.d)
    1.12  
     2.1 --- a/gmath/vec.h	Fri Jul 24 01:28:00 2015 +0300
     2.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
     2.3 @@ -1,146 +0,0 @@
     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_ */
     3.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     3.2 +++ b/src/gmath/vec.h	Sat Jul 25 05:08:22 2015 +0300
     3.3 @@ -0,0 +1,149 @@
     3.4 +#ifndef GMATH_VEC_H_
     3.5 +#define GMATH_VEC_H_
     3.6 +
     3.7 +#include <math.h>
     3.8 +
     3.9 +namespace gph {
    3.10 +
    3.11 +class Vector3 {
    3.12 +public:
    3.13 +	float x, y, z;
    3.14 +
    3.15 +	Vector3() : x(0), y(0), z(0) {}
    3.16 +	Vector3(float x_, float y_, float z_) : x(x_), y(y_), z(z_) {}
    3.17 +
    3.18 +	inline void normalize();
    3.19 +};
    3.20 +
    3.21 +inline Vector3 operator +(const Vector3 &a, const Vector3 &b)
    3.22 +{
    3.23 +	return Vector3(a.x + b.x, a.y + b.y, a.z + b.z);
    3.24 +}
    3.25 +
    3.26 +inline Vector3 operator -(const Vector3 &a, const Vector3 &b)
    3.27 +{
    3.28 +	return Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
    3.29 +}
    3.30 +
    3.31 +inline Vector3 operator *(const Vector3 &a, const Vector3 &b)
    3.32 +{
    3.33 +	return Vector3(a.x * b.x, a.y * b.y, a.z * b.z);
    3.34 +}
    3.35 +
    3.36 +inline Vector3 operator /(const Vector3 &a, const Vector3 &b)
    3.37 +{
    3.38 +	return Vector3(a.x / b.x, a.y / b.y, a.z / b.z);
    3.39 +}
    3.40 +
    3.41 +inline Vector3 operator *(const Vector3 &v, float s)
    3.42 +{
    3.43 +	return Vector3(v.x * s, v.y * s, v.z * s);
    3.44 +}
    3.45 +
    3.46 +inline Vector3 operator *(float s, const Vector3 &v)
    3.47 +{
    3.48 +	return Vector3(s * v.x, s * v.y, s * v.z);
    3.49 +}
    3.50 +
    3.51 +inline Vector3 operator /(const Vector3 &v, float s)
    3.52 +{
    3.53 +	return Vector3(v.x / s, v.y / s, v.z / s);
    3.54 +}
    3.55 +
    3.56 +inline Vector3 operator /(float s, const Vector3 &v)
    3.57 +{
    3.58 +	return Vector3(s / v.x, s / v.y, s / v.z);
    3.59 +}
    3.60 +
    3.61 +inline Vector3 &operator +=(Vector3 &a, const Vector3 &b)
    3.62 +{
    3.63 +	a.x += b.x;
    3.64 +	a.y += b.y;
    3.65 +	a.z += b.z;
    3.66 +	return a;
    3.67 +}
    3.68 +
    3.69 +inline Vector3 &operator -=(Vector3 &a, const Vector3 &b)
    3.70 +{
    3.71 +	a.x -= b.x;
    3.72 +	a.y -= b.y;
    3.73 +	a.z -= b.z;
    3.74 +	return a;
    3.75 +}
    3.76 +
    3.77 +inline Vector3 &operator *=(Vector3 &a, const Vector3 &b)
    3.78 +{
    3.79 +	a.x *= b.x;
    3.80 +	a.y *= b.y;
    3.81 +	a.z *= b.z;
    3.82 +	return a;
    3.83 +}
    3.84 +
    3.85 +inline Vector3 &operator /=(Vector3 &a, const Vector3 &b)
    3.86 +{
    3.87 +	a.x /= b.x;
    3.88 +	a.y /= b.y;
    3.89 +	a.z /= b.z;
    3.90 +	return a;
    3.91 +}
    3.92 +
    3.93 +inline Vector3 &operator *=(Vector3 &v, float s)
    3.94 +{
    3.95 +	v.x *= s;
    3.96 +	v.y *= s;
    3.97 +	v.z *= s;
    3.98 +	return v;
    3.99 +}
   3.100 +
   3.101 +inline Vector3 &operator /=(Vector3 &v, float s)
   3.102 +{
   3.103 +	v.x /= s;
   3.104 +	v.y /= s;
   3.105 +	v.z /= s;
   3.106 +	return v;
   3.107 +}
   3.108 +
   3.109 +inline float dot(const Vector3 &a, const Vector3 &b)
   3.110 +{
   3.111 +	return a.x * b.x + a.y * b.y + a.z * b.z;
   3.112 +}
   3.113 +
   3.114 +inline Vector3 cross(const Vector3 &a, const Vector3 &b)
   3.115 +{
   3.116 +	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);
   3.117 +}
   3.118 +
   3.119 +inline float length(const Vector3 &v)
   3.120 +{
   3.121 +	return (float)sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
   3.122 +}
   3.123 +
   3.124 +inline float length_sq(const Vector3 &v)
   3.125 +{
   3.126 +	return v.x * v.x + v.y * v.y + v.z * v.z;
   3.127 +}
   3.128 +
   3.129 +inline Vector3 normalize(const Vector3 &v)
   3.130 +{
   3.131 +	float len = length(v);
   3.132 +	if(len == 0.0f) {
   3.133 +		return v;
   3.134 +	}
   3.135 +
   3.136 +	return Vector3(v.x / len, v.y / len, v.z / len);
   3.137 +}
   3.138 +
   3.139 +inline void Vector3::normalize()
   3.140 +{
   3.141 +	float len = length(*this);
   3.142 +	if(len != 0.0f) {
   3.143 +		x /= len;
   3.144 +		y /= len;
   3.145 +		z /= len;
   3.146 +	}
   3.147 +}
   3.148 +
   3.149 +
   3.150 +}
   3.151 +
   3.152 +#endif	/* GMATH_VEC_H_ */
     4.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     4.2 +++ b/src/graphene3d.h	Sat Jul 25 05:08:22 2015 +0300
     4.3 @@ -0,0 +1,7 @@
     4.4 +#ifndef GRAPHENE3D_H_
     4.5 +#define GRAPHENE3D_H_
     4.6 +
     4.7 +#include "opengl.h"
     4.8 +#include "gmath/vec.h"
     4.9 +
    4.10 +#endif	// GRAPHENE3D_H_
     5.1 --- a/test/src/main.cc	Fri Jul 24 01:28:00 2015 +0300
     5.2 +++ b/test/src/main.cc	Sat Jul 25 05:08:22 2015 +0300
     5.3 @@ -1,6 +1,6 @@
     5.4  #include <stdio.h>
     5.5  #include <stdlib.h>
     5.6 -#include "opengl.h"
     5.7 +#include "graphene3d.h"
     5.8  #include <GL/glut.h>
     5.9  
    5.10  void display();