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hydra/src/vector4.cpp

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//
// Vector4.cpp
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// Kraken Engine / Hydra
//
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// Copyright 2023 Kearwood Gilbert. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this list of
// conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
// of conditions and the following disclaimer in the documentation and/or other materials
// provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// The views and conclusions contained in the software and documentation are those of the
// authors and should not be interpreted as representing official policies, either expressed
// or implied, of Kearwood Gilbert.
//
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#include "../include/hydra.h"
#include "krhelpers.h"
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namespace hydra {
//default constructor
void Vector4::init()
{
x = 0.0f;
y = 0.0f;
z = 0.0f;
w = 0.0f;
}
Vector4 Vector4::Create()
{
Vector4 r;
r.init();
return r;
}
void Vector4::init(const Vector4& v)
{
x = v.x;
y = v.y;
z = v.z;
w = v.w;
}
Vector4 Vector4::Create(const Vector4& v)
{
Vector4 r;
r.init(v);
return r;
}
void Vector4::init(const Vector3& v, float W)
{
x = v.x;
y = v.y;
z = v.z;
w = W;
}
Vector4 Vector4::Create(const Vector3& v, float W)
{
Vector4 r;
r.init(v, W);
return r;
}
void Vector4::init(float* v)
{
x = v[0];
y = v[1];
z = v[2];
w = v[3];
}
Vector4 Vector4::Create(float* v)
{
Vector4 r;
r.init(v);
return r;
}
void Vector4::init(float v)
{
x = v;
y = v;
z = v;
w = v;
}
Vector4 Vector4::Create(float v)
{
Vector4 r;
r.init(v);
return r;
}
void Vector4::init(float X, float Y, float Z, float W)
{
x = X;
y = Y;
z = Z;
w = W;
}
Vector4 Vector4::Create(float X, float Y, float Z, float W)
{
Vector4 r;
r.init(X, Y, Z, W);
return r;
}
Vector4 Vector4::Min()
{
return Vector4::Create(-std::numeric_limits<float>::max());
}
Vector4 Vector4::Max()
{
return Vector4::Create(std::numeric_limits<float>::max());
}
Vector4 Vector4::Zero()
{
return Vector4::Create();
}
Vector4 Vector4::One()
{
return Vector4::Create(1.0f, 1.0f, 1.0f, 1.0f);
}
Vector4 Vector4::Forward()
{
return Vector4::Create(0.0f, 0.0f, 1.0f, 1.0f);
}
Vector4 Vector4::Backward()
{
return Vector4::Create(0.0f, 0.0f, -1.0f, 1.0f);
}
Vector4 Vector4::Up()
{
return Vector4::Create(0.0f, 1.0f, 0.0f, 1.0f);
}
Vector4 Vector4::Down()
{
return Vector4::Create(0.0f, -1.0f, 0.0f, 1.0f);
}
Vector4 Vector4::Left()
{
return Vector4::Create(-1.0f, 0.0f, 0.0f, 1.0f);
}
Vector4 Vector4::Right()
{
return Vector4::Create(1.0f, 0.0f, 0.0f, 1.0f);
}
Vector4 Vector4::Lerp(const Vector4& v1, const Vector4& v2, float d)
{
return v1 + (v2 - v1) * d;
}
Vector4 Vector4::Slerp(const Vector4& v1, const Vector4& v2, float d)
{
// From: http://keithmaggio.wordpress.com/2011/02/15/math-magician-lerp-slerp-and-nlerp/
// Dot product - the cosine of the angle between 2 vectors.
float dot = Vector4::Dot(v1, v2);
// Clamp it to be in the range of Acos()
if (dot < -1.0f) dot = -1.0f;
if (dot > 1.0f) dot = 1.0f;
// Acos(dot) returns the angle between start and end,
// And multiplying that by percent returns the angle between
// start and the final result.
float theta = acosf(dot) * d;
Vector4 RelativeVec = v2 - v1 * dot;
RelativeVec.normalize(); // Orthonormal basis
// The final result.
return ((v1 * cosf(theta)) + (RelativeVec * sinf(theta)));
}
void Vector4::OrthoNormalize(Vector4& normal, Vector4& tangent)
{
// Gram-Schmidt Orthonormalization
normal.normalize();
Vector4 proj = normal * Dot(tangent, normal);
tangent = tangent - proj;
tangent.normalize();
}
Vector4 Vector4::operator +(const Vector4& b) const
{
return Vector4::Create(x + b.x, y + b.y, z + b.z, w + b.w);
}
Vector4 Vector4::operator -(const Vector4& b) const
{
return Vector4::Create(x - b.x, y - b.y, z - b.z, w - b.w);
}
Vector4 Vector4::operator +() const
{
return *this;
}
Vector4 Vector4::operator -() const
{
return Vector4::Create(-x, -y, -z, -w);
}
Vector4 Vector4::operator *(const float v) const
{
return Vector4::Create(x * v, y * v, z * v, w * v);
}
Vector4 Vector4::operator /(const float v) const
{
return Vector4::Create(x / v, y / v, z / v, w / v);
}
Vector4& Vector4::operator +=(const Vector4& b)
{
x += b.x;
y += b.y;
z += b.z;
w += b.w;
return *this;
}
Vector4& Vector4::operator -=(const Vector4& b)
{
x -= b.x;
y -= b.y;
z -= b.z;
w -= b.w;
return *this;
}
Vector4& Vector4::operator *=(const float v)
{
x *= v;
y *= v;
z *= v;
w *= v;
return *this;
}
Vector4& Vector4::operator /=(const float v)
{
float inv_v = 1.0f / v;
x *= inv_v;
y *= inv_v;
z *= inv_v;
w *= inv_v;
return *this;
}
bool Vector4::operator ==(const Vector4& b) const
{
return x == b.x && y == b.y && z == b.z && w == b.w;
}
bool Vector4::operator !=(const Vector4& b) const
{
return x != b.x || y != b.y || z != b.z || w != b.w;
}
float& Vector4::operator[](unsigned i)
{
switch (i) {
case 0:
return x;
case 1:
return y;
case 2:
return z;
default:
case 3:
return w;
}
}
float Vector4::operator[](unsigned i) const
{
switch (i) {
case 0:
return x;
case 1:
return y;
case 2:
return z;
default:
case 3:
return w;
}
}
float Vector4::sqrMagnitude() const
{
// calculate the square of the magnitude (useful for comparison of magnitudes without the cost of a sqrt() function)
return x * x + y * y + z * z + w * w;
}
float Vector4::magnitude() const
{
return sqrtf(x * x + y * y + z * z + w * w);
}
void Vector4::normalize()
{
float inv_magnitude = 1.0f / sqrtf(x * x + y * y + z * z + w * w);
x *= inv_magnitude;
y *= inv_magnitude;
z *= inv_magnitude;
w *= inv_magnitude;
}
Vector4 Vector4::Normalize(const Vector4& v)
{
float inv_magnitude = 1.0f / sqrtf(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w);
return Vector4::Create(v.x * inv_magnitude,
v.y * inv_magnitude,
v.z * inv_magnitude,
v.w * inv_magnitude);
}
float Vector4::Dot(const Vector4& v1, const Vector4& v2)
{
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w;
}
Vector4 Vector4::Min(const Vector4& v1, const Vector4& v2)
{
return Vector4::Create(KRMIN(v1.x, v2.x), KRMIN(v1.y, v2.y), KRMIN(v1.z, v2.z), KRMIN(v1.w, v2.w));
}
Vector4 Vector4::Max(const Vector4& v1, const Vector4& v2)
{
return Vector4::Create(KRMAX(v1.x, v2.x), KRMAX(v1.y, v2.y), KRMAX(v1.z, v2.z), KRMAX(v1.w, v2.w));
}
bool Vector4::operator >(const Vector4& b) const
{
// Comparison operators are implemented to allow insertion into sorted containers such as std::set
if (x != b.x) return x > b.x;
if (y != b.y) return y > b.y;
if (z != b.z) return z > b.z;
if (w != b.w) return w > b.w;
return false;
}
bool Vector4::operator <(const Vector4& b) const
{
// Comparison operators are implemented to allow insertion into sorted containers such as std::set
if (x != b.x) return x < b.x;
if (y != b.y) return y < b.y;
if (z != b.z) return z < b.z;
if (w != b.w) return w < b.w;
return false;
}
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} // namespace hydra