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vec.h
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108 lines (91 loc) · 2.53 KB
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2014 Crytek
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#pragma once
#include <math.h>
struct Vec2f
{
Vec2f(float X = 0.0f, float Y = 0.0f) { x = X; y = Y; }
float x;
float y;
};
class Vec3f
{
public:
Vec3f(const float X=0.0f, const float Y=0.0f, const float Z=0.0f)
: x(X), y(Y), z(Z)
{ }
inline float Dot(const Vec3f &o) const
{
return x*o.x + y*o.y + z*o.z;
}
inline Vec3f Cross(const Vec3f &o) const
{
return Vec3f(y*o.z - z*o.y,
z*o.x - x*o.z,
x*o.y - y*o.x);
}
inline float Length() const
{
return sqrt(Dot(*this));
}
inline void Normalise()
{
float l = Length();
x /= l;
y /= l;
z /= l;
}
float x, y, z;
};
struct Vec4f
{
Vec4f(float X = 0.0f, float Y = 0.0f, float Z = 0.0f, float W = 0.0f) { x = X; y = Y; z = Z; w = W; }
float x, y, z, w;
};
inline Vec3f operator *(const Vec3f &a, const float b)
{
return Vec3f(a.x*b, a.y*b, a.z*b);
}
inline Vec3f operator +(const Vec3f &a, const Vec3f &b)
{
return Vec3f(a.x+b.x, a.y+b.y, a.z+b.z);
}
inline Vec3f operator -(const Vec3f &a)
{
return Vec3f(-a.x, -a.y, -a.z);
}
inline Vec3f operator -(const Vec3f &a, const Vec3f &b)
{
return a + (-b);
}
inline Vec3f operator -=(Vec3f &a, const Vec3f &b)
{
a = a-b;
return a;
}
inline Vec3f operator +=(Vec3f &a, const Vec3f &b)
{
a = a+b;
return a;
}