rayzor

annotate src/vmath.h @ 17:79609d482762

the renderer renders, also fixed an unnoticed matrix conversion problem between scenegraph and min3d
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 14 Apr 2014 07:34:45 +0300
parents be616b58df99
children 252999cd1a3f
rev   line source
nuclear@1 1 #ifndef VMATH_H_
nuclear@1 2 #define VMATH_H_
nuclear@1 3
nuclear@1 4 #include <math.h>
nuclear@1 5 #include "vmathmat.h"
nuclear@1 6
nuclear@15 7 #define DEG2RAD(x) (M_PI * (x) / 180.0)
nuclear@15 8 #define RAD2DEG(x) (180.0 * (x) / M_PI)
nuclear@15 9
nuclear@1 10 class Vector3 {
nuclear@1 11 public:
nuclear@1 12 float x, y, z;
nuclear@1 13
nuclear@1 14 Vector3() : x(0), y(0), z(0) {}
nuclear@1 15 Vector3(float xx, float yy, float zz) : x(xx), y(yy), z(zz) {}
nuclear@1 16
nuclear@1 17 float length_sq() const { return x * x + y * y + z * z; }
nuclear@1 18 float length() const { return sqrt(x * x + y * y + z * z); }
nuclear@1 19
nuclear@1 20 void normalize()
nuclear@1 21 {
nuclear@1 22 float len = length();
nuclear@1 23 if(len != 0.0) {
nuclear@1 24 x /= len;
nuclear@1 25 y /= len;
nuclear@1 26 z /= len;
nuclear@1 27 }
nuclear@1 28 }
nuclear@1 29
nuclear@1 30 float &operator [](int idx) { return idx == 2 ? z : (idx == 1 ? y : x); }
nuclear@1 31 const float &operator [](int idx) const { return idx == 2 ? z : (idx == 1 ? y : x); }
nuclear@1 32 };
nuclear@1 33
nuclear@1 34 inline Vector3 normalize(const Vector3 &v)
nuclear@1 35 {
nuclear@1 36 float len = v.length();
nuclear@1 37 if(len != 0.0) {
nuclear@1 38 return Vector3(v.x / len, v.y / len, v.z / len);
nuclear@1 39 }
nuclear@1 40 return v;
nuclear@1 41 }
nuclear@1 42
nuclear@1 43 inline Vector3 operator +(const Vector3 &a, const Vector3 &b)
nuclear@1 44 {
nuclear@1 45 return Vector3(a.x + b.x, a.y + b.y, a.z + b.z);
nuclear@1 46 }
nuclear@1 47
nuclear@1 48 inline Vector3 operator -(const Vector3 &a, const Vector3 &b)
nuclear@1 49 {
nuclear@1 50 return Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
nuclear@1 51 }
nuclear@1 52
nuclear@17 53 inline Vector3 operator -(const Vector3 &v)
nuclear@17 54 {
nuclear@17 55 return Vector3(-v.x, -v.y, -v.z);
nuclear@17 56 }
nuclear@17 57
nuclear@12 58 inline Vector3 operator *(const Vector3 &a, const Vector3 &b)
nuclear@12 59 {
nuclear@12 60 return Vector3(a.x * b.x, a.y * b.y, a.z * b.z);
nuclear@12 61 }
nuclear@12 62
nuclear@1 63 inline Vector3 operator *(const Vector3 &v, float s)
nuclear@1 64 {
nuclear@1 65 return Vector3(v.x * s, v.y * s, v.z * s);
nuclear@1 66 }
nuclear@1 67
nuclear@1 68 inline Vector3 operator /(const Vector3 &v, float s)
nuclear@1 69 {
nuclear@1 70 return Vector3(v.x / s, v.y / s, v.z / s);
nuclear@1 71 }
nuclear@1 72
nuclear@1 73 inline float dot(const Vector3 &a, const Vector3 &b)
nuclear@1 74 {
nuclear@1 75 return a.x * b.x + a.y * b.y + a.z * b.z;
nuclear@1 76 }
nuclear@1 77
nuclear@1 78 inline Vector3 cross(const Vector3 &a, const Vector3 &b)
nuclear@1 79 {
nuclear@1 80 return Vector3(a.y * b.z - a.z * b.y,
nuclear@12 81 a.z * b.x - a.x * b.z,
nuclear@1 82 a.x * b.y - a.y * b.x);
nuclear@1 83 }
nuclear@1 84
nuclear@1 85 inline Vector3 transform(const Matrix4x4 &m, const Vector3 &v)
nuclear@1 86 {
nuclear@1 87 float x = m.m[0][0] * v.x + m.m[0][1] * v.y + m.m[0][2] * v.z + m.m[0][3];
nuclear@1 88 float y = m.m[1][0] * v.x + m.m[1][1] * v.y + m.m[1][2] * v.z + m.m[1][3];
nuclear@1 89 float z = m.m[2][0] * v.x + m.m[2][1] * v.y + m.m[2][2] * v.z + m.m[2][3];
nuclear@1 90 return Vector3(x, y, z);
nuclear@1 91 }
nuclear@1 92
nuclear@17 93 inline Vector3 lerp(const Vector3 &a, const Vector3 &b, float t)
nuclear@17 94 {
nuclear@17 95 return Vector3(a.x + (b.x - a.x) * t,
nuclear@17 96 a.y + (b.y - a.y) * t,
nuclear@17 97 a.z + (b.z - a.z) * t);
nuclear@17 98 }
nuclear@17 99
nuclear@1 100 // ---- Vector4 ----
nuclear@1 101
nuclear@1 102 class Vector4 {
nuclear@1 103 public:
nuclear@1 104 float x, y, z, w;
nuclear@1 105
nuclear@1 106 Vector4() : x(0), y(0), z(0), w(1.0) {}
nuclear@1 107 Vector4(const Vector3 &v) : x(v.x), y(v.y), z(v.z), w(1.0) {}
nuclear@1 108 Vector4(float xx, float yy, float zz, float ww) : x(xx), y(yy), z(zz), w(ww) {}
nuclear@1 109
nuclear@1 110 float length_sq() const { return x * x + y * y + z * z + w * w; }
nuclear@1 111 float length() const { return sqrt(x * x + y * y + z * z + w * w); }
nuclear@1 112
nuclear@1 113 void normalize()
nuclear@1 114 {
nuclear@1 115 float len = length();
nuclear@1 116 if(len != 0.0) {
nuclear@1 117 x /= len;
nuclear@1 118 y /= len;
nuclear@1 119 z /= len;
nuclear@1 120 w /= len;
nuclear@1 121 }
nuclear@1 122 }
nuclear@1 123
nuclear@1 124 float &operator [](int idx)
nuclear@1 125 {
nuclear@1 126 return idx == 3 ? w : (idx == 2 ? z : (idx == 1 ? y : x));
nuclear@1 127 }
nuclear@1 128 const float &operator [](int idx) const
nuclear@1 129 {
nuclear@1 130 return idx == 3 ? w : (idx == 2 ? z : (idx == 1 ? y : x));
nuclear@1 131 }
nuclear@1 132 };
nuclear@1 133
nuclear@1 134 inline Vector4 operator +(const Vector4 &a, const Vector4 &b)
nuclear@1 135 {
nuclear@1 136 return Vector4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
nuclear@1 137 }
nuclear@1 138
nuclear@1 139 inline Vector4 operator -(const Vector4 &a, const Vector4 &b)
nuclear@1 140 {
nuclear@1 141 return Vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
nuclear@1 142 }
nuclear@1 143
nuclear@17 144 inline Vector4 operator -(const Vector4 &v)
nuclear@17 145 {
nuclear@17 146 return Vector4(-v.x, -v.y, -v.z, -v.w);
nuclear@17 147 }
nuclear@17 148
nuclear@1 149 inline Vector4 operator *(const Vector4 &v, float s)
nuclear@1 150 {
nuclear@1 151 return Vector4(v.x * s, v.y * s, v.z * s, v.w * s);
nuclear@1 152 }
nuclear@1 153
nuclear@1 154 inline Vector4 operator /(const Vector4 &v, float s)
nuclear@1 155 {
nuclear@1 156 return Vector4(v.x / s, v.y / s, v.z / s, v.w / s);
nuclear@1 157 }
nuclear@1 158
nuclear@1 159 inline float dot(const Vector4 &a, const Vector4 &b)
nuclear@1 160 {
nuclear@1 161 return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
nuclear@1 162 }
nuclear@1 163
nuclear@1 164 inline Vector4 transform(const Matrix4x4 &m, const Vector4 &v)
nuclear@1 165 {
nuclear@1 166 float x = m.m[0][0] * v.x + m.m[0][1] * v.y + m.m[0][2] * v.z + m.m[0][3] * v.w;
nuclear@1 167 float y = m.m[1][0] * v.x + m.m[1][1] * v.y + m.m[1][2] * v.z + m.m[1][3] * v.w;
nuclear@1 168 float z = m.m[2][0] * v.x + m.m[2][1] * v.y + m.m[2][2] * v.z + m.m[2][3] * v.w;
nuclear@1 169 float w = m.m[3][0] * v.x + m.m[3][1] * v.y + m.m[3][2] * v.z + m.m[3][3] * v.w;
nuclear@1 170 return Vector4(x, y, z, w);
nuclear@1 171 }
nuclear@1 172
nuclear@17 173 inline Vector4 lerp(const Vector4 &a, const Vector4 &b, float t)
nuclear@17 174 {
nuclear@17 175 return Vector4(a.x + (b.x - a.x) * t,
nuclear@17 176 a.y + (b.y - a.y) * t,
nuclear@17 177 a.z + (b.z - a.z) * t,
nuclear@17 178 a.w + (b.w - a.w) * t);
nuclear@17 179 }
nuclear@17 180
nuclear@17 181
nuclear@1 182 #endif // VMATH_H_