Added editorconfig file for VS C++ code style formatting.
Applied C++ auto formatting.
This commit is contained in:
440
src/vector4.cpp
440
src/vector4.cpp
@@ -37,308 +37,346 @@ namespace kraken {
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//default constructor
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void Vector4::init()
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{
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x = 0.0f;
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y = 0.0f;
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z = 0.0f;
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w = 0.0f;
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x = 0.0f;
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y = 0.0f;
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z = 0.0f;
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w = 0.0f;
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}
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Vector4 Vector4::Create()
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{
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Vector4 r;
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r.init();
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return r;
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Vector4 r;
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r.init();
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return r;
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}
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void Vector4::init(const Vector4 &v) {
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x = v.x;
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y = v.y;
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z = v.z;
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w = v.w;
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}
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Vector4 Vector4::Create(const Vector4 &v)
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void Vector4::init(const Vector4& v)
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{
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Vector4 r;
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r.init(v);
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return r;
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x = v.x;
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y = v.y;
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z = v.z;
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w = v.w;
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}
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void Vector4::init(const Vector3 &v, float W) {
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x = v.x;
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y = v.y;
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z = v.z;
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w = W;
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}
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Vector4 Vector4::Create(const Vector3 &v, float W)
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Vector4 Vector4::Create(const Vector4& v)
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{
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Vector4 r;
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r.init(v, W);
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return r;
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Vector4 r;
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r.init(v);
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return r;
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}
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void Vector4::init(float *v) {
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x = v[0];
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y = v[1];
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z = v[2];
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w = v[3];
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}
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Vector4 Vector4::Create(float *v)
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void Vector4::init(const Vector3& v, float W)
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{
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Vector4 r;
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r.init(v);
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return r;
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x = v.x;
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y = v.y;
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z = v.z;
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w = W;
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}
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void Vector4::init(float v) {
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x = v;
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y = v;
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z = v;
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w = v;
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Vector4 Vector4::Create(const Vector3& v, float W)
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{
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Vector4 r;
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r.init(v, W);
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return r;
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}
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void Vector4::init(float* v)
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{
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x = v[0];
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y = v[1];
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z = v[2];
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w = v[3];
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}
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Vector4 Vector4::Create(float* v)
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{
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Vector4 r;
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r.init(v);
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return r;
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}
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void Vector4::init(float v)
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{
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x = v;
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y = v;
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z = v;
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w = v;
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}
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Vector4 Vector4::Create(float v)
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{
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Vector4 r;
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r.init(v);
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return r;
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Vector4 r;
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r.init(v);
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return r;
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}
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void Vector4::init(float X, float Y, float Z, float W)
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{
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x = X;
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y = Y;
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z = Z;
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w = W;
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x = X;
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y = Y;
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z = Z;
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w = W;
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}
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Vector4 Vector4::Create(float X, float Y, float Z, float W)
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{
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Vector4 r;
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r.init(X, Y, Z, W);
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return r;
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Vector4 r;
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r.init(X, Y, Z, W);
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return r;
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}
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Vector4 Vector4::Min() {
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return Vector4::Create(-std::numeric_limits<float>::max());
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Vector4 Vector4::Min()
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{
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return Vector4::Create(-std::numeric_limits<float>::max());
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}
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Vector4 Vector4::Max() {
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return Vector4::Create(std::numeric_limits<float>::max());
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Vector4 Vector4::Max()
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{
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return Vector4::Create(std::numeric_limits<float>::max());
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}
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Vector4 Vector4::Zero() {
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return Vector4::Create();
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Vector4 Vector4::Zero()
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{
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return Vector4::Create();
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}
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Vector4 Vector4::One() {
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return Vector4::Create(1.0f, 1.0f, 1.0f, 1.0f);
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Vector4 Vector4::One()
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{
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return Vector4::Create(1.0f, 1.0f, 1.0f, 1.0f);
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}
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Vector4 Vector4::Forward() {
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return Vector4::Create(0.0f, 0.0f, 1.0f, 1.0f);
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Vector4 Vector4::Forward()
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{
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return Vector4::Create(0.0f, 0.0f, 1.0f, 1.0f);
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}
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Vector4 Vector4::Backward() {
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return Vector4::Create(0.0f, 0.0f, -1.0f, 1.0f);
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Vector4 Vector4::Backward()
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{
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return Vector4::Create(0.0f, 0.0f, -1.0f, 1.0f);
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}
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Vector4 Vector4::Up() {
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return Vector4::Create(0.0f, 1.0f, 0.0f, 1.0f);
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Vector4 Vector4::Up()
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{
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return Vector4::Create(0.0f, 1.0f, 0.0f, 1.0f);
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}
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Vector4 Vector4::Down() {
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return Vector4::Create(0.0f, -1.0f, 0.0f, 1.0f);
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Vector4 Vector4::Down()
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{
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return Vector4::Create(0.0f, -1.0f, 0.0f, 1.0f);
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}
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Vector4 Vector4::Left() {
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return Vector4::Create(-1.0f, 0.0f, 0.0f, 1.0f);
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Vector4 Vector4::Left()
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{
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return Vector4::Create(-1.0f, 0.0f, 0.0f, 1.0f);
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}
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Vector4 Vector4::Right() {
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return Vector4::Create(1.0f, 0.0f, 0.0f, 1.0f);
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Vector4 Vector4::Right()
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{
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return Vector4::Create(1.0f, 0.0f, 0.0f, 1.0f);
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}
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Vector4 Vector4::Lerp(const Vector4 &v1, const Vector4 &v2, float d) {
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return v1 + (v2 - v1) * d;
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Vector4 Vector4::Lerp(const Vector4& v1, const Vector4& v2, float d)
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{
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return v1 + (v2 - v1) * d;
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}
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Vector4 Vector4::Slerp(const Vector4 &v1, const Vector4 &v2, float d) {
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// From: http://keithmaggio.wordpress.com/2011/02/15/math-magician-lerp-slerp-and-nlerp/
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// Dot product - the cosine of the angle between 2 vectors.
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float dot = Vector4::Dot(v1, v2);
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// Clamp it to be in the range of Acos()
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if(dot < -1.0f) dot = -1.0f;
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if(dot > 1.0f) dot = 1.0f;
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// Acos(dot) returns the angle between start and end,
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// And multiplying that by percent returns the angle between
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// start and the final result.
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float theta = acosf(dot)*d;
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Vector4 RelativeVec = v2 - v1*dot;
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RelativeVec.normalize(); // Orthonormal basis
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// The final result.
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return ((v1*cosf(theta)) + (RelativeVec*sinf(theta)));
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Vector4 Vector4::Slerp(const Vector4& v1, const Vector4& v2, float d)
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{
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// From: http://keithmaggio.wordpress.com/2011/02/15/math-magician-lerp-slerp-and-nlerp/
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// Dot product - the cosine of the angle between 2 vectors.
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float dot = Vector4::Dot(v1, v2);
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// Clamp it to be in the range of Acos()
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if (dot < -1.0f) dot = -1.0f;
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if (dot > 1.0f) dot = 1.0f;
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// Acos(dot) returns the angle between start and end,
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// And multiplying that by percent returns the angle between
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// start and the final result.
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float theta = acosf(dot) * d;
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Vector4 RelativeVec = v2 - v1 * dot;
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RelativeVec.normalize(); // Orthonormal basis
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// The final result.
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return ((v1 * cosf(theta)) + (RelativeVec * sinf(theta)));
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}
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void Vector4::OrthoNormalize(Vector4 &normal, Vector4 &tangent) {
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// Gram-Schmidt Orthonormalization
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normal.normalize();
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Vector4 proj = normal * Dot(tangent, normal);
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tangent = tangent - proj;
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tangent.normalize();
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void Vector4::OrthoNormalize(Vector4& normal, Vector4& tangent)
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{
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// Gram-Schmidt Orthonormalization
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normal.normalize();
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Vector4 proj = normal * Dot(tangent, normal);
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tangent = tangent - proj;
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tangent.normalize();
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}
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Vector4 Vector4::operator +(const Vector4& b) const {
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return Vector4::Create(x + b.x, y + b.y, z + b.z, w + b.w);
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Vector4 Vector4::operator +(const Vector4& b) const
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{
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return Vector4::Create(x + b.x, y + b.y, z + b.z, w + b.w);
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}
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Vector4 Vector4::operator -(const Vector4& b) const {
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return Vector4::Create(x - b.x, y - b.y, z - b.z, w - b.w);
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Vector4 Vector4::operator -(const Vector4& b) const
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{
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return Vector4::Create(x - b.x, y - b.y, z - b.z, w - b.w);
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}
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Vector4 Vector4::operator +() const {
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return *this;
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Vector4 Vector4::operator +() const
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{
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return *this;
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}
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Vector4 Vector4::operator -() const {
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return Vector4::Create(-x, -y, -z, -w);
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Vector4 Vector4::operator -() const
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{
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return Vector4::Create(-x, -y, -z, -w);
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}
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Vector4 Vector4::operator *(const float v) const {
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return Vector4::Create(x * v, y * v, z * v, w * v);
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Vector4 Vector4::operator *(const float v) const
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{
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return Vector4::Create(x * v, y * v, z * v, w * v);
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}
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Vector4 Vector4::operator /(const float v) const {
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return Vector4::Create(x / v, y / v, z / v, w/ v);
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Vector4 Vector4::operator /(const float v) const
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{
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return Vector4::Create(x / v, y / v, z / v, w / v);
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}
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Vector4& Vector4::operator +=(const Vector4& b) {
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x += b.x;
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y += b.y;
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z += b.z;
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w += b.w;
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return *this;
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Vector4& Vector4::operator +=(const Vector4& b)
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{
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x += b.x;
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y += b.y;
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z += b.z;
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w += b.w;
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return *this;
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}
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Vector4& Vector4::operator -=(const Vector4& b) {
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x -= b.x;
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y -= b.y;
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z -= b.z;
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w -= b.w;
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return *this;
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Vector4& Vector4::operator -=(const Vector4& b)
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{
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x -= b.x;
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y -= b.y;
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z -= b.z;
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w -= b.w;
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return *this;
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}
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Vector4& Vector4::operator *=(const float v) {
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x *= v;
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y *= v;
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z *= v;
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w *= v;
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return *this;
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Vector4& Vector4::operator *=(const float v)
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{
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x *= v;
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y *= v;
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z *= v;
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w *= v;
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return *this;
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}
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Vector4& Vector4::operator /=(const float v) {
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float inv_v = 1.0f / v;
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x *= inv_v;
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y *= inv_v;
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z *= inv_v;
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w *= inv_v;
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return *this;
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Vector4& Vector4::operator /=(const float v)
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{
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float inv_v = 1.0f / v;
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x *= inv_v;
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y *= inv_v;
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z *= inv_v;
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w *= inv_v;
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return *this;
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}
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bool Vector4::operator ==(const Vector4& b) const {
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return x == b.x && y == b.y && z == b.z && w == b.w;
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bool Vector4::operator ==(const Vector4& b) const
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{
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return x == b.x && y == b.y && z == b.z && w == b.w;
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}
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bool Vector4::operator !=(const Vector4& b) const {
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return x != b.x || y != b.y || z != b.z || w != b.w;
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bool Vector4::operator !=(const Vector4& b) const
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{
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return x != b.x || y != b.y || z != b.z || w != b.w;
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}
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float& Vector4::operator[](unsigned i) {
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switch(i) {
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case 0:
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return x;
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case 1:
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return y;
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case 2:
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return z;
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default:
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case 3:
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return w;
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}
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float& Vector4::operator[](unsigned i)
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{
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switch (i) {
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case 0:
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return x;
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case 1:
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return y;
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case 2:
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return z;
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default:
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case 3:
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return w;
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}
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}
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float Vector4::operator[](unsigned i) const {
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switch(i) {
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case 0:
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return x;
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case 1:
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return y;
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case 2:
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return z;
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default:
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case 3:
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return w;
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}
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float Vector4::operator[](unsigned i) const
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{
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switch (i) {
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case 0:
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return x;
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case 1:
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return y;
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case 2:
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return z;
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default:
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case 3:
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return w;
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}
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}
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float Vector4::sqrMagnitude() const {
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// calculate the square of the magnitude (useful for comparison of magnitudes without the cost of a sqrt() function)
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return x * x + y * y + z * z + w * w;
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float Vector4::sqrMagnitude() const
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{
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// calculate the square of the magnitude (useful for comparison of magnitudes without the cost of a sqrt() function)
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return x * x + y * y + z * z + w * w;
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}
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float Vector4::magnitude() const {
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return sqrtf(x * x + y * y + z * z + w * w);
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float Vector4::magnitude() const
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{
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return sqrtf(x * x + y * y + z * z + w * w);
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}
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void Vector4::normalize() {
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float inv_magnitude = 1.0f / sqrtf(x * x + y * y + z * z + w * w);
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x *= inv_magnitude;
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y *= inv_magnitude;
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z *= inv_magnitude;
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w *= inv_magnitude;
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void Vector4::normalize()
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{
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float inv_magnitude = 1.0f / sqrtf(x * x + y * y + z * z + w * w);
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x *= inv_magnitude;
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y *= inv_magnitude;
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z *= inv_magnitude;
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w *= inv_magnitude;
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}
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Vector4 Vector4::Normalize(const Vector4 &v) {
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float inv_magnitude = 1.0f / sqrtf(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w);
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return Vector4::Create(v.x * inv_magnitude,
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v.y * inv_magnitude,
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v.z * inv_magnitude,
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v.w * inv_magnitude);
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Vector4 Vector4::Normalize(const Vector4& v)
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{
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float inv_magnitude = 1.0f / sqrtf(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w);
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return Vector4::Create(v.x * inv_magnitude,
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v.y * inv_magnitude,
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v.z * inv_magnitude,
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v.w * inv_magnitude);
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}
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float Vector4::Dot(const Vector4 &v1, const Vector4 &v2) {
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return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w;
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||||
float Vector4::Dot(const Vector4& v1, const Vector4& v2)
|
||||
{
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||||
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) {
|
||||
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) {
|
||||
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;
|
||||
// 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;
|
||||
// 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;
|
||||
}
|
||||
|
||||
} // namespace kraken
|
||||
|
||||
Reference in New Issue
Block a user