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vec.h
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vec.h
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#pragma once
#include "common.h"
struct vec2
{
vec2() : x(0.0f), y(0.0f) {}
vec2(float _x, float _y) : x(_x), y(_y) {}
float x, y;
};
static inline vec2 operator+(float s, vec2 v)
{
return vec2(v.x + s, v.y + s);
}
static inline vec2 operator+(vec2 v, float s)
{
return vec2(v.x + s, v.y + s);
}
static inline vec2 operator+(vec2 v, vec2 w)
{
return vec2(v.x + w.x, v.y + w.y);
}
static inline vec2 operator-(float s, vec2 v)
{
return vec2(v.x - s, v.y - s);
}
static inline vec2 operator-(vec2 v, float s)
{
return vec2(v.x - s, v.y - s);
}
static inline vec2 operator-(vec2 v, vec2 w)
{
return vec2(v.x - w.x, v.y - w.y);
}
static inline vec2 operator*(float s, vec2 v)
{
return vec2(v.x * s, v.y * s);
}
static inline vec2 operator*(vec2 v, float s)
{
return vec2(v.x * s, v.y * s);
}
static inline vec2 operator*(vec2 v, vec2 w)
{
return vec2(v.x * w.x, v.y * w.y);
}
static inline vec2 operator/(vec2 v, float s)
{
return vec2(v.x / s, v.y / s);
}
static inline vec2 operator/(float s, vec2 v)
{
return vec2(s / v.x, s / v.y);
}
static inline vec2 operator/(vec2 v, vec2 w)
{
return vec2(v.x / w.x, v.y / w.y);
}
static inline vec2 operator-(vec2 v)
{
return vec2(-v.x, -v.y);
}
static inline float dot(vec2 v, vec2 w)
{
return v.x*w.x + v.y*w.y;
}
static inline float length(vec2 v)
{
return sqrtf(v.x*v.x + v.y*v.y);
}
static inline vec2 normalize(vec2 v, float eps=1e-8f)
{
return v / (length(v) + eps);
}
static inline vec2 lerp(vec2 v, vec2 w, float alpha)
{
return v * (1.0f - alpha) + w * alpha;
}
//--------------------------------------
struct vec3
{
vec3() : x(0.0f), y(0.0f), z(0.0f) {}
vec3(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
float x, y, z;
};
static inline vec3 operator+(float s, vec3 v)
{
return vec3(v.x + s, v.y + s, v.z + s);
}
static inline vec3 operator+(vec3 v, float s)
{
return vec3(v.x + s, v.y + s, v.z + s);
}
static inline vec3 operator+(vec3 v, vec3 w)
{
return vec3(v.x + w.x, v.y + w.y, v.z + w.z);
}
static inline vec3 operator-(float s, vec3 v)
{
return vec3(v.x - s, v.y - s, v.z - s);
}
static inline vec3 operator-(vec3 v, float s)
{
return vec3(v.x - s, v.y - s, v.z - s);
}
static inline vec3 operator-(vec3 v, vec3 w)
{
return vec3(v.x - w.x, v.y - w.y, v.z - w.z);
}
static inline vec3 operator*(float s, vec3 v)
{
return vec3(v.x * s, v.y * s, v.z * s);
}
static inline vec3 operator*(vec3 v, float s)
{
return vec3(v.x * s, v.y * s, v.z * s);
}
static inline vec3 operator*(vec3 v, vec3 w)
{
return vec3(v.x * w.x, v.y * w.y, v.z * w.z);
}
static inline vec3 operator/(vec3 v, float s)
{
return vec3(v.x / s, v.y / s, v.z / s);
}
static inline vec3 operator/(float s, vec3 v)
{
return vec3(s / v.x, s / v.y, s / v.z);
}
static inline vec3 operator/(vec3 v, vec3 w)
{
return vec3(v.x / w.x, v.y / w.y, v.z / w.z);
}
static inline vec3 operator-(vec3 v)
{
return vec3(-v.x, -v.y, -v.z);
}
static inline float dot(vec3 v, vec3 w)
{
return v.x*w.x + v.y*w.y + v.z*w.z;
}
static inline vec3 cross(vec3 v, vec3 w)
{
return vec3(
v.y*w.z - v.z*w.y,
v.z*w.x - v.x*w.z,
v.x*w.y - v.y*w.x);
}
static inline float length(vec3 v)
{
return sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
}
static inline vec3 normalize(vec3 v, float eps=1e-8f)
{
return v / (length(v) + eps);
}
static inline vec3 lerp(vec3 v, vec3 w, float alpha)
{
return v * (1.0f - alpha) + w * alpha;
}
static inline vec3 clamp(vec3 v, vec3 min, vec3 max)
{
return vec3(
clampf(v.x, min.x, max.x),
clampf(v.y, min.y, max.y),
clampf(v.z, min.z, max.z));
}