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Vector.h
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Vector.h
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#ifndef VECTOR_H
#define VECTOR_H
class vec2;
class vec3;
class vec4;
#define VECTOR_EPSILON 0.001f
extern vec2 vec2_origin;
#define vec2_zero vec2_origin
extern vec3 vec3_origin;
#define vec3_zero vec3_origin
extern vec4 vec4_origin;
#define vec4_zero vec4_origin
class vec2
{
public:
float x, y;
vec2(); // Creates zero vector
explicit vec2( const float a, const float b );
vec2& operator=( const vec2& v );
vec2 operator-() const;
vec2 operator+( const vec2& v ) const;
vec2 operator-( const vec2& v ) const;
vec2 operator*( const float f ) const;
vec2 operator/( const float f ) const;
vec2& operator+=( const vec2& v );
vec2& operator-=( const vec2& v );
vec2& operator*=( const float f );
vec2& operator/=( const float f );
bool operator==( const vec2& v ) const;
bool operator!=( const vec2& v ) const;
friend vec2 operator*( const float f, const vec2 v );
void Set( const float x, const float y );
void Zero( void );
float Length( void ) const;
float LengthSqr( void ) const;
float Normalize( void ); // Returns length
vec2& Truncate( float length );
void Lerp( const vec2& v, const vec2& w, const float l );
};
// Creates zero vector
inline vec2::vec2():x( 0.0f ), y( 0.0f )
{}
inline vec2::vec2( const float a, const float b ):x( a ), y( b )
{}
inline vec2& vec2::operator=( const vec2& v )
{
x = v.x;
y = v.y;
return *this;
}
inline vec2 vec2::operator-() const
{
return vec2( -x, -y );
}
inline vec2 vec2::operator+( const vec2& v ) const
{
return vec2(
this->x + v.x,
this->y + v.y );
}
inline vec2 vec2::operator-( const vec2& v ) const
{
return vec2(
x - v.x,
y - v.y );
}
inline vec2 vec2::operator*( const float f ) const
{
return vec2(
x * f,
y * f );
}
inline vec2 vec2::operator/( const float f ) const
{
float invf = 1.0f / f;
return vec2(
x * invf,
y * invf );
}
inline vec2& vec2::operator+=( const vec2& v )
{
x += v.x;
y += v.y;
return *this;
}
inline vec2& vec2::operator-=( const vec2& v )
{
x -= v.x;
y -= v.y;
return *this;
}
inline vec2& vec2::operator*=( const float f )
{
x *= f;
y *= f;
return *this;
}
inline vec2& vec2::operator/=( const float f )
{
float invf = 1.0f / f;
x *= invf;
y *= invf;
return *this;
}
inline bool vec2::operator==( const vec2& v ) const
{
if( x == v.x && y == v.y )
return true;
else
return false;
}
inline bool vec2::operator!=( const vec2& v ) const
{
if( x != v.x && y != v.y )
return true;
else
return false;
}
// friend operator overload
inline vec2 operator*( const float f, const vec2 v )
{
return vec2(
f * v.x,
f * v.y );
}
inline void vec2::Set( const float x, const float y )
{
this->x = x;
this->y = y;
}
inline void vec2::Zero( void )
{
x = y = 0.0f;
}
inline float vec2::Length( void ) const
{
return sqrt( x * x + y * y );
}
inline float vec2::LengthSqr( void ) const
{
return x * x + y * y;
}
// 17:42 2011-12-07: Check if this practically works as it should.
inline float vec2::Normalize( void )
{
float lengthsqr; // length squared
float lengthinv; // inverse length
lengthsqr = LengthSqr();
lengthinv = math::InvSqrt( lengthsqr );
x *= lengthinv;
y *= lengthinv;
return lengthinv * lengthsqr;
}
// 17:42 2011-12-07: Check if this practically works as it should.
inline vec2& vec2::Truncate( float length )
{
float lengthsqr; // length squared
float lengthinv; // inverse length (
if( length == 0.0f )
{
Zero();
}
else
{
lengthsqr = LengthSqr();
if( lengthsqr > ( length * length ) )
{
lengthinv = length * math::InvSqrt( lengthsqr );
x *= lengthinv;
y *= lengthinv;
}
}
return *this;
}
// Dot product; returns the cosine of the vngle wetween the two vectors
inline float Dot( const vec2& v, const vec2& w )
{
return ( v.x * w.x + v.y * w.y );
}
/*
====================
vec3
====================
*/
class vec3
{
public:
float x, y, z;
vec3(); // Creates zero vector
explicit vec3( const float a, const float b, const float c );
vec3& operator=( const vec3& v );
vec3 operator-() const;
vec3 operator+( const vec3& v ) const;
vec3 operator-( const vec3& v ) const;
vec3 operator*( const float f ) const;
vec3 operator/( const float f ) const;
vec3& operator+=( const vec3& v );
vec3& operator-=( const vec3& v );
vec3& operator*=( const float f );
vec3& operator/=( const float f );
bool operator==( const vec3& v ) const;
bool operator!=( const vec3& v ) const;
friend vec3 operator*( const float f, const vec3 v );
void Set( const float x, const float y, const float z );
void Zero( void );
float Length( void ) const;
float LengthSqr( void ) const;
float Normalize( void ); // Returns length
vec3& Truncate( float length );
void Lerp( const vec3& v, const vec3& w, const float l );
void SLerp( const vec3& v, const vec3& w, const float l );
};
// Creates zero vector
inline vec3::vec3(): x( 0.0f ), y( 0.0f ), z( 0.0f )
{}
inline vec3::vec3( const float a, const float b, const float c ): x( a ), y( b ), z( c )
{}
inline vec3& vec3::operator=( const vec3& v )
{
x = v.x;
y = v.y;
z = v.z;
return *this;
}
inline vec3 vec3::operator-() const
{
return vec3( -x, -y, -z );
}
inline vec3 vec3::operator+( const vec3& v ) const
{
return vec3(
this->x + v.x,
this->y + v.y,
this->z + v.z );
}
inline vec3 vec3::operator-( const vec3& v ) const
{
return vec3(
x - v.x,
y - v.y,
z - v.z );
}
inline vec3 vec3::operator*( const float f ) const
{
return vec3(
x * f,
y * f,
z * f );
}
inline vec3 vec3::operator/( const float f ) const
{
float invf = 1.0f / f;
return vec3(
x * invf,
y * invf,
z * invf );
}
inline vec3& vec3::operator+=( const vec3& v )
{
x += v.x;
y += v.y;
z += v.z;
return *this;
}
inline vec3& vec3::operator-=( const vec3& v )
{
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
}
inline vec3& vec3::operator*=( const float f )
{
x *= f;
y *= f;
z *= f;
return *this;
}
inline vec3& vec3::operator/=( const float f )
{
float invf = 1.0f / f;
x *= invf;
y *= invf;
z *= invf;
return *this;
}
// maybe insert an epsilon somewhere here?
inline bool vec3::operator==( const vec3& v ) const
{
if( abs(x - v.x) < VECTOR_EPSILON &&
abs(y - v.y) < VECTOR_EPSILON &&
abs(z - v.z) < VECTOR_EPSILON )
return true;
else
return false;
}
inline bool vec3::operator!=( const vec3& v ) const
{
if( abs(x - v.x) > VECTOR_EPSILON &&
abs(y - v.y) > VECTOR_EPSILON &&
abs(z - v.z) > VECTOR_EPSILON )
return true;
else
return false;
}
// friend operator overload
inline vec3 operator*( const float f, const vec3 v )
{
return vec3(
f * v.x,
f * v.y,
f * v.z );
}
inline void vec3::Set( const float x, const float y, const float z )
{
this->x = x;
this->y = y;
this->z = z;
}
inline void vec3::Zero( void )
{
x = y = z = 0.0f;
}
inline float vec3::Length( void ) const
{
return sqrt( x * x + y * y + z * z );
}
inline float vec3::LengthSqr( void ) const
{
return x * x + y * y + z * z;
}
// 17:42 2011-12-07: Check if this practically works as it should.
inline float vec3::Normalize( void )
{
float lengthsqr; // length squared
float lengthinv; // inverse length
lengthsqr = LengthSqr();
lengthinv = math::InvSqrt( lengthsqr );
x *= lengthinv;
y *= lengthinv;
z *= lengthinv;
return lengthinv * lengthsqr;
}
// 17:42 2011-12-07: Check if this practically works as it should.
inline vec3& vec3::Truncate( float length )
{
float lengthsqr; // length squared
float lengthinv; // inverse length (
if( length == 0.0f )
{
Zero();
}
else
{
lengthsqr = LengthSqr();
if( lengthsqr > ( length * length ) )
{
lengthinv = length * math::InvSqrt( lengthsqr );
x *= lengthinv;
y *= lengthinv;
z *= lengthinv;
}
}
return *this;
}
// Dot product; returns the cosine of the vngle wetween the two vectors
inline float Dot( const vec3& v, const vec3& w )
{
return ( v.x * w.x + v.y * w.y + v.z * w.z );
}
// Cross product: returns v vector; perpendiculvr to the 2 input vectors
inline vec3 Cross( const vec3& v, const vec3& w )
{
return vec3(
v.y * w.z - w.z * v.y,
v.z * w.x - w.x * v.z,
v.x * w.y - w.y * v.z );
}
inline vec3 Reflect( vec3 ray, vec3 normal )
{
float dot = Dot( ray, normal );
return (ray - ( normal * ( 2.0f * dot ) ) );
}
/*
====================
vec4
====================
*/
class vec4
{
public:
float x, y, z, w;
vec4(); // Creates zero vector
explicit vec4( const float a, const float b, const float c, const float d );
vec4& operator=( const vec4& v );
vec4 operator-() const;
vec4 operator+( const vec4& v ) const;
vec4 operator-( const vec4& v ) const;
vec4 operator*( const float f ) const;
vec4 operator/( const float f ) const;
vec4& operator+=( const vec4& v );
vec4& operator-=( const vec4& v );
vec4& operator*=( const float f );
vec4& operator/=( const float f );
bool operator==( const vec4& v ) const;
bool operator!=( const vec4& v ) const;
friend vec4 operator*( const float f, const vec4 v );
void Set( const float x, const float y, const float z, const float w );
void Zero( void );
float Length( void ) const;
float LengthSqr( void ) const;
float Normalize( void ); // Returns length
vec4& Truncate( float length );
void Lerp( const vec4& v, const vec4& w, const float l );
void SLerp( const vec4& v, const vec4& w, const float l );
};
// Creates zero vector
inline vec4::vec4(): x( 0.0f ), y( 0.0f ), z( 0.0f ), w( 0.0f )
{}
inline vec4::vec4( const float a, const float b, const float c, const float d): x( a ), y( b ), z( c ), w( d )
{}
inline vec4& vec4::operator=( const vec4& v )
{
x = v.x;
y = v.y;
z = v.z;
w = v.w;
return *this;
}
inline vec4 vec4::operator-() const
{
return vec4( -x, -y, -z, -w);
}
inline vec4 vec4::operator+( const vec4& v ) const
{
return vec4(
this->x + v.x,
this->y + v.y,
this->z + v.z,
this->w + v.w );
}
inline vec4 vec4::operator-( const vec4& v ) const
{
return vec4(
x - v.x,
y - v.y,
z - v.z,
w - v.w);
}
inline vec4 vec4::operator*( const float f ) const
{
return vec4(
x * f,
y * f,
z * f,
w * f );
}
inline vec4 vec4::operator/( const float f ) const
{
float invf = 1.0f / f;
return vec4(
x * invf,
y * invf,
z * invf,
w * invf );
}
inline vec4& vec4::operator+=( const vec4& v )
{
x += v.x;
y += v.y;
z += v.z;
w += v.w;
return *this;
}
inline vec4& vec4::operator-=( const vec4& v )
{
x -= v.x;
y -= v.y;
z -= v.z;
w -= v.w;
return *this;
}
inline vec4& vec4::operator*=( const float f )
{
x *= f;
y *= f;
z *= f;
w *= f;
return *this;
}
inline vec4& vec4::operator/=( const float f )
{
float invf = 1.0f / f;
x *= invf;
y *= invf;
z *= invf;
w *= invf;
return *this;
}
// maybe insert an epsilon somewhere here?
inline bool vec4::operator==( const vec4& v ) const
{
if( abs(x - v.x) < VECTOR_EPSILON &&
abs(y - v.y) < VECTOR_EPSILON &&
abs(z - v.z) < VECTOR_EPSILON &&
abs(w - v.w) < VECTOR_EPSILON )
return true;
else
return false;
}
inline bool vec4::operator!=( const vec4& v ) const
{
if( abs(x - v.x) > VECTOR_EPSILON &&
abs(y - v.y) > VECTOR_EPSILON &&
abs(z - v.z) > VECTOR_EPSILON &&
abs(w - v.w) > VECTOR_EPSILON )
return true;
else
return false;
}
// friend operator overload
inline vec4 operator*( const float f, const vec4 v )
{
return vec4(
f * v.x,
f * v.y,
f * v.z,
f * v.w );
}
inline void vec4::Set( const float x, const float y, const float z, const float w )
{
this->x = x;
this->y = y;
this->z = z;
this->w = w;
}
inline void vec4::Zero( void )
{
x = y = z = w = 0.0f;
}
inline float vec4::Length( void ) const
{
return sqrt( x * x + y * y + z * z + w * w );
}
inline float vec4::LengthSqr( void ) const
{
return x * x + y * y + z * z + w * w;
}
// 17:42 2011-12-07: Check if this practically works as it should.
inline float vec4::Normalize( void )
{
float lengthsqr; // length squared
float lengthinv; // inverse length
lengthsqr = LengthSqr();
lengthinv = math::InvSqrt( lengthsqr );
x *= lengthinv;
y *= lengthinv;
z *= lengthinv;
w *= lengthinv;
return lengthinv * lengthsqr;
}
// 17:42 2011-12-07: Check if this practically works as it should.
inline vec4& vec4::Truncate( float length )
{
float lengthsqr; // length squared
float lengthinv; // inverse length (
if( length == 0.0f )
{
Zero();
}
else
{
lengthsqr = LengthSqr();
if( lengthsqr > ( length * length ) )
{
lengthinv = length * math::InvSqrt( lengthsqr );
x *= lengthinv;
y *= lengthinv;
z *= lengthinv;
w *= lengthinv;
}
}
return *this;
}
#endif