Added editorconfig file for VS C++ code style formatting.

Applied C++ auto formatting.
This commit is contained in:
2022-08-08 00:20:45 -07:00
parent 870a796f39
commit 82a892cede
25 changed files with 2876 additions and 2480 deletions

136
.editorconfig Normal file
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@@ -0,0 +1,136 @@
# Visual Studio generated .editorconfig file with C++ settings.
root = true
[*.{c++,cc,cpp,cppm,cxx,h,h++,hh,hpp,hxx,inl,ipp,ixx,tlh,tli}]
# Visual C++ Code Style settings
cpp_generate_documentation_comments = xml
# Visual C++ Formatting settings
cpp_indent_braces = false
cpp_indent_multi_line_relative_to = innermost_parenthesis
cpp_indent_within_parentheses = indent
cpp_indent_preserve_within_parentheses = true
cpp_indent_case_contents = true
cpp_indent_case_labels = false
cpp_indent_case_contents_when_block = false
cpp_indent_lambda_braces_when_parameter = true
cpp_indent_goto_labels = one_left
cpp_indent_preprocessor = leftmost_column
cpp_indent_access_specifiers = false
cpp_indent_namespace_contents = false
cpp_indent_preserve_comments = false
cpp_new_line_before_open_brace_namespace = ignore
cpp_new_line_before_open_brace_type = ignore
cpp_new_line_before_open_brace_function = ignore
cpp_new_line_before_open_brace_block = false
cpp_new_line_before_open_brace_lambda = ignore
cpp_new_line_scope_braces_on_separate_lines = false
cpp_new_line_close_brace_same_line_empty_type = false
cpp_new_line_close_brace_same_line_empty_function = false
cpp_new_line_before_catch = true
cpp_new_line_before_else = true
cpp_new_line_before_while_in_do_while = false
cpp_space_before_function_open_parenthesis = remove
cpp_space_within_parameter_list_parentheses = false
cpp_space_between_empty_parameter_list_parentheses = false
cpp_space_after_keywords_in_control_flow_statements = true
cpp_space_within_control_flow_statement_parentheses = false
cpp_space_before_lambda_open_parenthesis = false
cpp_space_within_cast_parentheses = false
cpp_space_after_cast_close_parenthesis = false
cpp_space_within_expression_parentheses = false
cpp_space_before_block_open_brace = true
cpp_space_between_empty_braces = false
cpp_space_before_initializer_list_open_brace = false
cpp_space_within_initializer_list_braces = true
cpp_space_preserve_in_initializer_list = true
cpp_space_before_open_square_bracket = false
cpp_space_within_square_brackets = false
cpp_space_before_empty_square_brackets = false
cpp_space_between_empty_square_brackets = false
cpp_space_group_square_brackets = true
cpp_space_within_lambda_brackets = false
cpp_space_between_empty_lambda_brackets = false
cpp_space_before_comma = false
cpp_space_after_comma = true
cpp_space_remove_around_member_operators = true
cpp_space_before_inheritance_colon = true
cpp_space_before_constructor_colon = true
cpp_space_remove_before_semicolon = true
cpp_space_after_semicolon = true
cpp_space_remove_around_unary_operator = true
cpp_space_around_binary_operator = insert
cpp_space_around_assignment_operator = insert
cpp_space_pointer_reference_alignment = left
cpp_space_around_ternary_operator = insert
cpp_wrap_preserve_blocks = one_liners
[*.{c++,cc,cpp,cppm,cxx,h,h++,hh,hpp,hxx,inl,ipp,ixx,tlh,tli}]
# Visual C++ Code Style settings
cpp_generate_documentation_comments = xml
# Visual C++ Formatting settings
cpp_indent_braces = false
cpp_indent_multi_line_relative_to = outermost_parenthesis
cpp_indent_within_parentheses = indent
cpp_indent_preserve_within_parentheses = true
cpp_indent_case_contents = true
cpp_indent_case_labels = false
cpp_indent_case_contents_when_block = false
cpp_indent_lambda_braces_when_parameter = true
cpp_indent_goto_labels = one_left
cpp_indent_preprocessor = leftmost_column
cpp_indent_access_specifiers = false
cpp_indent_namespace_contents = false
cpp_indent_preserve_comments = false
cpp_new_line_before_open_brace_namespace = same_line
cpp_new_line_before_open_brace_type = new_line
cpp_new_line_before_open_brace_function = new_line
cpp_new_line_before_open_brace_block = same_line
cpp_new_line_before_open_brace_lambda = same_line
cpp_new_line_scope_braces_on_separate_lines = true
cpp_new_line_close_brace_same_line_empty_type = false
cpp_new_line_close_brace_same_line_empty_function = false
cpp_new_line_before_catch = false
cpp_new_line_before_else = false
cpp_new_line_before_while_in_do_while = false
cpp_space_before_function_open_parenthesis = remove
cpp_space_within_parameter_list_parentheses = false
cpp_space_between_empty_parameter_list_parentheses = false
cpp_space_after_keywords_in_control_flow_statements = true
cpp_space_within_control_flow_statement_parentheses = false
cpp_space_before_lambda_open_parenthesis = false
cpp_space_within_cast_parentheses = false
cpp_space_after_cast_close_parenthesis = false
cpp_space_within_expression_parentheses = false
cpp_space_before_block_open_brace = true
cpp_space_between_empty_braces = false
cpp_space_before_initializer_list_open_brace = false
cpp_space_within_initializer_list_braces = true
cpp_space_preserve_in_initializer_list = true
cpp_space_before_open_square_bracket = false
cpp_space_within_square_brackets = false
cpp_space_before_empty_square_brackets = false
cpp_space_between_empty_square_brackets = false
cpp_space_group_square_brackets = true
cpp_space_within_lambda_brackets = false
cpp_space_between_empty_lambda_brackets = false
cpp_space_before_comma = false
cpp_space_after_comma = true
cpp_space_remove_around_member_operators = true
cpp_space_before_inheritance_colon = true
cpp_space_before_constructor_colon = true
cpp_space_remove_before_semicolon = true
cpp_space_after_semicolon = true
cpp_space_remove_around_unary_operator = true
cpp_space_around_binary_operator = insert
cpp_space_around_assignment_operator = insert
cpp_space_pointer_reference_alignment = left
cpp_space_around_ternary_operator = insert
cpp_wrap_preserve_blocks = never

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@@ -43,7 +43,8 @@ namespace kraken {
class Matrix4; class Matrix4;
class AABB { class AABB
{
public: public:
Vector3 min; Vector3 min;
Vector3 max; Vector3 max;
@@ -89,7 +90,8 @@ static_assert(std::is_pod<AABB>::value, "kraken::AABB must be a POD type.");
namespace std { namespace std {
template<> template<>
struct hash<kraken::AABB> { struct hash<kraken::AABB>
{
public: public:
size_t operator()(const kraken::AABB& s) const size_t operator()(const kraken::AABB& s) const
{ {

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@@ -38,7 +38,8 @@ class KRNode;
namespace kraken { namespace kraken {
class HitInfo { class HitInfo
{
public: public:
HitInfo(); HitInfo();
HitInfo(const Vector3& position, const Vector3& normal, const float distance); HitInfo(const Vector3& position, const Vector3& normal, const float distance);

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@@ -36,11 +36,14 @@
namespace kraken { namespace kraken {
class Matrix2 { class Matrix2
{
public: public:
union { union
struct { {
struct
{
Vector2 axis_x, axis_y; Vector2 axis_x, axis_y;
}; };
// Matrix components, in column-major order // Matrix components, in column-major order
@@ -92,7 +95,8 @@ static_assert(std::is_pod<Matrix2>::value, "kraken::Matrix2 must be a POD type."
namespace std { namespace std {
template<> template<>
struct hash<kraken::Matrix2> { struct hash<kraken::Matrix2>
{
public: public:
size_t operator()(const kraken::Matrix2& s) const size_t operator()(const kraken::Matrix2& s) const
{ {

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@@ -37,11 +37,14 @@
namespace kraken { namespace kraken {
class Matrix2x3 { class Matrix2x3
{
public: public:
union { union
struct { {
struct
{
Vector2 axis_x, axis_y, transform; Vector2 axis_x, axis_y, transform;
}; };
// Matrix components, in column-major order // Matrix components, in column-major order
@@ -94,7 +97,8 @@ static_assert(std::is_pod<Matrix2x3>::value, "kraken::Matrix2x3 must be a POD ty
namespace std { namespace std {
template<> template<>
struct hash<kraken::Matrix2x3> { struct hash<kraken::Matrix2x3>
{
public: public:
size_t operator()(const kraken::Matrix2x3& s) const size_t operator()(const kraken::Matrix2x3& s) const
{ {

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@@ -38,7 +38,8 @@
namespace kraken { namespace kraken {
enum class AXIS { enum class AXIS
{
X_AXIS, X_AXIS,
Y_AXIS, Y_AXIS,
Z_AXIS Z_AXIS
@@ -46,11 +47,14 @@ enum class AXIS {
class Quaternion; class Quaternion;
class Matrix4 { class Matrix4
{
public: public:
union { union
struct { {
struct
{
Vector4 axis_x, axis_y, axis_z, transform; Vector4 axis_x, axis_y, axis_z, transform;
}; };
// Matrix components, in column-major order // Matrix components, in column-major order
@@ -116,7 +120,8 @@ static_assert(std::is_pod<Matrix4>::value, "kraken::Matrix4 must be a POD type."
namespace std { namespace std {
template<> template<>
struct hash<kraken::Matrix4> { struct hash<kraken::Matrix4>
{
public: public:
size_t operator()(const kraken::Matrix4& s) const size_t operator()(const kraken::Matrix4& s) const
{ {

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@@ -36,10 +36,13 @@
namespace kraken { namespace kraken {
class Quaternion { class Quaternion
{
public: public:
union { union
struct { {
struct
{
float w, x, y, z; float w, x, y, z;
}; };
float c[4]; float c[4];
@@ -102,7 +105,8 @@ static_assert(std::is_pod<Quaternion>::value, "kraken::Quaternion must be a POD
namespace std { namespace std {
template<> template<>
struct hash<kraken::Quaternion> { struct hash<kraken::Quaternion>
{
public: public:
size_t operator()(const kraken::Quaternion& s) const size_t operator()(const kraken::Quaternion& s) const
{ {

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@@ -65,7 +65,8 @@ static_assert(std::is_pod<Triangle3>::value, "kraken::Triangle3 must be a POD ty
namespace std { namespace std {
template<> template<>
struct hash<kraken::Triangle3> { struct hash<kraken::Triangle3>
{
public: public:
size_t operator()(const kraken::Triangle3& s) const size_t operator()(const kraken::Triangle3& s) const
{ {

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@@ -38,11 +38,14 @@
namespace kraken { namespace kraken {
class Vector2 { class Vector2
{
public: public:
union { union
struct { {
struct
{
float x, y; float x, y;
}; };
float c[2]; float c[2];
@@ -108,7 +111,8 @@ static_assert(std::is_pod<Vector2>::value, "kraken::Vector2 must be a POD type."
namespace std { namespace std {
template<> template<>
struct hash<kraken::Vector2> { struct hash<kraken::Vector2>
{
public: public:
size_t operator()(const kraken::Vector2& s) const size_t operator()(const kraken::Vector2& s) const
{ {

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@@ -37,11 +37,14 @@
namespace kraken { namespace kraken {
class Vector2i { class Vector2i
{
public: public:
union { union
struct { {
struct
{
int x, y; int x, y;
}; };
int c[2]; int c[2];
@@ -108,7 +111,8 @@ static_assert(std::is_pod<Vector2i>::value, "kraken::Vector2i must be a POD type
namespace std { namespace std {
template<> template<>
struct hash<kraken::Vector2i> { struct hash<kraken::Vector2i>
{
public: public:
size_t operator()(const kraken::Vector2i& s) const size_t operator()(const kraken::Vector2i& s) const
{ {

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@@ -38,11 +38,14 @@
namespace kraken { namespace kraken {
class Vector3 { class Vector3
{
public: public:
union { union
struct { {
struct
{
float x, y, z; float x, y, z;
}; };
float c[3]; float c[3];
@@ -139,7 +142,8 @@ static_assert(std::is_pod<Vector3>::value, "kraken::Vector3 must be a POD type."
namespace std { namespace std {
template<> template<>
struct hash<kraken::Vector3> { struct hash<kraken::Vector3>
{
public: public:
size_t operator()(const kraken::Vector3& s) const size_t operator()(const kraken::Vector3& s) const
{ {

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@@ -37,11 +37,14 @@ namespace kraken {
class Vector3; class Vector3;
class Vector4 { class Vector4
{
public: public:
union { union
struct { {
struct
{
float x, y, z, w; float x, y, z, w;
}; };
float c[4]; float c[4];
@@ -112,7 +115,8 @@ static_assert(std::is_pod<Vector4>::value, "kraken::Vector4 must be a POD type."
namespace std { namespace std {
template<> template<>
struct hash<kraken::Vector4> { struct hash<kraken::Vector4>
{
public: public:
size_t operator()(const kraken::Vector4& s) const size_t operator()(const kraken::Vector4& s) const
{ {

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@@ -250,7 +250,8 @@ bool AABB::intersectsRay(const Vector3 &v1, const Vector3 &dir) const
// FINDME, TODO - Perhaps there is a more efficient algorithm, as we don't actually need the exact coordinate of the intersection // FINDME, TODO - Perhaps there is a more efficient algorithm, as we don't actually need the exact coordinate of the intersection
enum { enum
{
RIGHT = 0, RIGHT = 0,
LEFT = 1, LEFT = 1,
MIDDLE = 2 MIDDLE = 2

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@@ -35,7 +35,8 @@
namespace kraken { namespace kraken {
void Matrix2::init() { void Matrix2::init()
{
// Default constructor - Initialize with an identity matrix // Default constructor - Initialize with an identity matrix
static const float IDENTITY_MATRIX[] = { static const float IDENTITY_MATRIX[] = {
1.0, 0.0, 1.0, 0.0,
@@ -45,7 +46,8 @@ void Matrix2::init() {
} }
void Matrix2::init(float *pMat) { void Matrix2::init(float* pMat)
{
memcpy(c, pMat, sizeof(float) * 4); memcpy(c, pMat, sizeof(float) * 4);
} }
@@ -55,37 +57,41 @@ void Matrix2::init(const Vector2 &new_axis_x, const Vector2 &new_axis_y)
c[2] = new_axis_y.x; c[3] = new_axis_y.y; c[2] = new_axis_y.x; c[3] = new_axis_y.y;
} }
void Matrix2::init(const Matrix2 &m) { void Matrix2::init(const Matrix2& m)
{
memcpy(c, m.c, sizeof(float) * 4); memcpy(c, m.c, sizeof(float) * 4);
} }
float *Matrix2::getPointer() { float* Matrix2::getPointer()
{
return c; return c;
} }
float& Matrix2::operator[](unsigned i) { float& Matrix2::operator[](unsigned i)
{
return c[i]; return c[i];
} }
float Matrix2::operator[](unsigned i) const { float Matrix2::operator[](unsigned i) const
{
return c[i]; return c[i];
} }
// Overload comparison operator // Overload comparison operator
bool Matrix2::operator==(const Matrix2 &m) const { bool Matrix2::operator==(const Matrix2& m) const
{
return memcmp(c, m.c, sizeof(float) * 4) == 0; return memcmp(c, m.c, sizeof(float) * 4) == 0;
} }
// Overload compound multiply operator // Overload compound multiply operator
Matrix2& Matrix2::operator*=(const Matrix2 &m) { Matrix2& Matrix2::operator*=(const Matrix2& m)
{
float temp[4]; float temp[4];
int x, y; int x, y;
for (x=0; x < 2; x++) for (x = 0; x < 2; x++) {
{ for (y = 0; y < 2; y++) {
for(y=0; y < 2; y++)
{
temp[y + (x * 2)] = (c[x * 2] * m.c[y]) + temp[y + (x * 2)] = (c[x * 2] * m.c[y]) +
(c[x * 2 + 1] * m.c[y + 2]); (c[x * 2 + 1] * m.c[y + 2]);
} }
@@ -96,14 +102,16 @@ Matrix2& Matrix2::operator*=(const Matrix2 &m) {
} }
// Overload multiply operator // Overload multiply operator
Matrix2 Matrix2::operator*(const Matrix2 &m) const { Matrix2 Matrix2::operator*(const Matrix2& m) const
{
Matrix2 ret = *this; Matrix2 ret = *this;
ret *= m; ret *= m;
return ret; return ret;
} }
/* Rotate a matrix by an angle on a X, Y, or Z axis */ /* Rotate a matrix by an angle on a X, Y, or Z axis */
void Matrix2::rotate(float angle) { void Matrix2::rotate(float angle)
{
Matrix2 newMatrix; // Create new identity matrix Matrix2 newMatrix; // Create new identity matrix
newMatrix.init(); newMatrix.init();
@@ -116,7 +124,8 @@ void Matrix2::rotate(float angle) {
} }
/* Scale matrix by separate x, y, and z amounts */ /* Scale matrix by separate x, y, and z amounts */
void Matrix2::scale(float x, float y) { void Matrix2::scale(float x, float y)
{
Matrix2 newMatrix; // Create new identity matrix Matrix2 newMatrix; // Create new identity matrix
newMatrix.init(); newMatrix.init();
@@ -126,17 +135,20 @@ void Matrix2::scale(float x, float y) {
*this *= newMatrix; *this *= newMatrix;
} }
void Matrix2::scale(const Vector2 &v) { void Matrix2::scale(const Vector2& v)
{
scale(v.x, v.y); scale(v.x, v.y);
} }
/* Scale all dimensions equally */ /* Scale all dimensions equally */
void Matrix2::scale(float s) { void Matrix2::scale(float s)
{
scale(s, s); scale(s, s);
} }
/* Replace matrix with its inverse */ /* Replace matrix with its inverse */
bool Matrix2::invert() { bool Matrix2::invert()
{
float det = c[0] * c[3] - c[1] * c[2]; float det = c[0] * c[3] - c[1] * c[2];
if (det == 0) { if (det == 0) {
return false; return false;
@@ -151,14 +163,16 @@ bool Matrix2::invert() {
return true; return true;
} }
void Matrix2::transpose() { void Matrix2::transpose()
{
float tmp = c[1]; float tmp = c[1];
c[1] = c[2]; c[1] = c[2];
c[2] = tmp; c[2] = tmp;
} }
/* Dot Product, returning Vector2 */ /* Dot Product, returning Vector2 */
Vector2 Matrix2::Dot(const Matrix2 &m, const Vector2 &v) { Vector2 Matrix2::Dot(const Matrix2& m, const Vector2& v)
{
return Vector2::Create( return Vector2::Create(
v.c[0] * m.c[0] + v.c[1] * m.c[2], v.c[0] * m.c[0] + v.c[1] * m.c[2],
v.c[0] * m.c[1] + v.c[1] * m.c[3] v.c[0] * m.c[1] + v.c[1] * m.c[3]

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@@ -35,7 +35,8 @@
namespace kraken { namespace kraken {
void Matrix2x3::init() { void Matrix2x3::init()
{
// Default constructor - Initialize with an identity matrix // Default constructor - Initialize with an identity matrix
static const float IDENTITY_MATRIX[] = { static const float IDENTITY_MATRIX[] = {
1.0, 0.0, 1.0, 0.0,
@@ -46,7 +47,8 @@ void Matrix2x3::init() {
} }
void Matrix2x3::init(float *pMat) { void Matrix2x3::init(float* pMat)
{
memcpy(c, pMat, sizeof(float) * 6); memcpy(c, pMat, sizeof(float) * 6);
} }
@@ -57,29 +59,35 @@ void Matrix2x3::init(const Vector2 &new_axis_x, const Vector2 &new_axis_y, const
c[4] = new_transform.x; c[5] = new_transform.y; c[4] = new_transform.x; c[5] = new_transform.y;
} }
void Matrix2x3::init(const Matrix2x3 &m) { void Matrix2x3::init(const Matrix2x3& m)
{
memcpy(c, m.c, sizeof(float) * 6); memcpy(c, m.c, sizeof(float) * 6);
} }
float *Matrix2x3::getPointer() { float* Matrix2x3::getPointer()
{
return c; return c;
} }
float& Matrix2x3::operator[](unsigned i) { float& Matrix2x3::operator[](unsigned i)
{
return c[i]; return c[i];
} }
float Matrix2x3::operator[](unsigned i) const { float Matrix2x3::operator[](unsigned i) const
{
return c[i]; return c[i];
} }
// Overload comparison operator // Overload comparison operator
bool Matrix2x3::operator==(const Matrix2x3 &m) const { bool Matrix2x3::operator==(const Matrix2x3& m) const
{
return memcmp(c, m.c, sizeof(float) * 6) == 0; return memcmp(c, m.c, sizeof(float) * 6) == 0;
} }
// Overload compound multiply operator // Overload compound multiply operator
Matrix2x3& Matrix2x3::operator*=(const Matrix2x3 &m) { Matrix2x3& Matrix2x3::operator*=(const Matrix2x3& m)
{
float temp[6]; float temp[6];
/* /*
temp[0] = c[0] * m[0] + c[2] * m[1]; temp[0] = c[0] * m[0] + c[2] * m[1];
@@ -101,14 +109,16 @@ Matrix2x3& Matrix2x3::operator*=(const Matrix2x3 &m) {
} }
// Overload multiply operator // Overload multiply operator
Matrix2x3 Matrix2x3::operator*(const Matrix2x3 &m) const { Matrix2x3 Matrix2x3::operator*(const Matrix2x3& m) const
{
Matrix2x3 ret = *this; Matrix2x3 ret = *this;
ret *= m; ret *= m;
return ret; return ret;
} }
/* Perform translation operations on a matrix */ /* Perform translation operations on a matrix */
void Matrix2x3::translate(float x, float y) { void Matrix2x3::translate(float x, float y)
{
Matrix2x3 newMatrix; // Create new identity matrix Matrix2x3 newMatrix; // Create new identity matrix
newMatrix.init(); newMatrix.init();
@@ -124,7 +134,8 @@ void Matrix2x3::translate(const Vector2 &v)
} }
/* Rotate a matrix by an angle on a X, Y, or Z axis */ /* Rotate a matrix by an angle on a X, Y, or Z axis */
void Matrix2x3::rotate(float angle) { void Matrix2x3::rotate(float angle)
{
Matrix2x3 newMatrix; Matrix2x3 newMatrix;
newMatrix.init(); newMatrix.init();
newMatrix.c[0] = cosf(angle); newMatrix.c[0] = cosf(angle);
@@ -136,7 +147,8 @@ void Matrix2x3::rotate(float angle) {
} }
/* Scale matrix by separate x, y, and z amounts */ /* Scale matrix by separate x, y, and z amounts */
void Matrix2x3::scale(float x, float y) { void Matrix2x3::scale(float x, float y)
{
Matrix2x3 newMatrix; // Create new identity matrix Matrix2x3 newMatrix; // Create new identity matrix
newMatrix.init(); newMatrix.init();
@@ -146,16 +158,19 @@ void Matrix2x3::scale(float x, float y) {
*this *= newMatrix; *this *= newMatrix;
} }
void Matrix2x3::scale(const Vector2 &v) { void Matrix2x3::scale(const Vector2& v)
{
scale(v.x, v.y); scale(v.x, v.y);
} }
/* Scale all dimensions equally */ /* Scale all dimensions equally */
void Matrix2x3::scale(float s) { void Matrix2x3::scale(float s)
{
scale(s, s); scale(s, s);
} }
/* Replace matrix with its inverse */ /* Replace matrix with its inverse */
bool Matrix2x3::invert() { bool Matrix2x3::invert()
{
float det = c[0] * c[3] - c[1] * c[2]; float det = c[0] * c[3] - c[1] * c[2];
if (det == 0) { if (det == 0) {
return false; return false;
@@ -174,7 +189,8 @@ bool Matrix2x3::invert() {
} }
/* Dot Product, returning Vector2 */ /* Dot Product, returning Vector2 */
Vector2 Matrix2x3::Dot(const Matrix2x3 &m, const Vector2 &v) { Vector2 Matrix2x3::Dot(const Matrix2x3& m, const Vector2& v)
{
return Vector2::Create( return Vector2::Create(
v.c[0] * m.c[0] + v.c[1] * m.c[2] + m.c[4], v.c[0] * m.c[0] + v.c[1] * m.c[2] + m.c[4],
v.c[0] * m.c[1] + v.c[1] * m.c[3] + m.c[5] v.c[0] * m.c[1] + v.c[1] * m.c[3] + m.c[5]

View File

@@ -35,7 +35,8 @@
namespace kraken { namespace kraken {
void Matrix4::init() { void Matrix4::init()
{
// Default constructor - Initialize with an identity matrix // Default constructor - Initialize with an identity matrix
static const float IDENTITY_MATRIX[] = { static const float IDENTITY_MATRIX[] = {
1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0,
@@ -47,7 +48,8 @@ void Matrix4::init() {
} }
void Matrix4::init(float *pMat) { void Matrix4::init(float* pMat)
{
memcpy(c, pMat, sizeof(float) * 16); memcpy(c, pMat, sizeof(float) * 16);
} }
@@ -59,7 +61,8 @@ void Matrix4::init(const Vector3 &new_axis_x, const Vector3 &new_axis_y, const V
c[12] = new_transform.x; c[13] = new_transform.y; c[14] = new_transform.z; c[15] = 1.0f; c[12] = new_transform.x; c[13] = new_transform.y; c[14] = new_transform.z; c[15] = 1.0f;
} }
void Matrix4::init(const Matrix4 &m) { void Matrix4::init(const Matrix4& m)
{
memcpy(c, m.c, sizeof(float) * 16); memcpy(c, m.c, sizeof(float) * 16);
} }
@@ -77,33 +80,36 @@ Matrix4 Matrix4::Create(const Vector3 &new_axis_x, const Vector3 &new_axis_y, co
return r; return r;
} }
float *Matrix4::getPointer() { float* Matrix4::getPointer()
{
return c; return c;
} }
float& Matrix4::operator[](unsigned i) { float& Matrix4::operator[](unsigned i)
{
return c[i]; return c[i];
} }
float Matrix4::operator[](unsigned i) const { float Matrix4::operator[](unsigned i) const
{
return c[i]; return c[i];
} }
// Overload comparison operator // Overload comparison operator
bool Matrix4::operator==(const Matrix4 &m) const { bool Matrix4::operator==(const Matrix4& m) const
{
return memcmp(c, m.c, sizeof(float) * 16) == 0; return memcmp(c, m.c, sizeof(float) * 16) == 0;
} }
// Overload compound multiply operator // Overload compound multiply operator
Matrix4& Matrix4::operator*=(const Matrix4 &m) { Matrix4& Matrix4::operator*=(const Matrix4& m)
{
float temp[16]; float temp[16];
int x, y; int x, y;
for (x=0; x < 4; x++) for (x = 0; x < 4; x++) {
{ for (y = 0; y < 4; y++) {
for(y=0; y < 4; y++)
{
temp[y + (x * 4)] = (c[x * 4] * m.c[y]) + temp[y + (x * 4)] = (c[x * 4] * m.c[y]) +
(c[(x * 4) + 1] * m.c[y + 4]) + (c[(x * 4) + 1] * m.c[y + 4]) +
(c[(x * 4) + 2] * m.c[y + 8]) + (c[(x * 4) + 2] * m.c[y + 8]) +
@@ -116,7 +122,8 @@ Matrix4& Matrix4::operator*=(const Matrix4 &m) {
} }
// Overload multiply operator // Overload multiply operator
Matrix4 Matrix4::operator*(const Matrix4 &m) const { Matrix4 Matrix4::operator*(const Matrix4& m) const
{
Matrix4 ret = *this; Matrix4 ret = *this;
ret *= m; ret *= m;
return ret; return ret;
@@ -125,7 +132,8 @@ Matrix4 Matrix4::operator*(const Matrix4 &m) const {
/* Generate a perspective view matrix using a field of view angle fov, /* Generate a perspective view matrix using a field of view angle fov,
* window aspect ratio, near and far clipping planes */ * window aspect ratio, near and far clipping planes */
void Matrix4::perspective(float fov, float aspect, float nearz, float farz) { void Matrix4::perspective(float fov, float aspect, float nearz, float farz)
{
memset(c, 0, sizeof(float) * 16); memset(c, 0, sizeof(float) * 16);
@@ -149,7 +157,8 @@ void Matrix4::perspective(float fov, float aspect, float nearz, float farz) {
} }
/* Perform translation operations on a matrix */ /* Perform translation operations on a matrix */
void Matrix4::translate(float x, float y, float z) { void Matrix4::translate(float x, float y, float z)
{
Matrix4 newMatrix; // Create new identity matrix Matrix4 newMatrix; // Create new identity matrix
newMatrix.init(); newMatrix.init();
@@ -166,7 +175,8 @@ void Matrix4::translate(const Vector3 &v)
} }
/* Rotate a matrix by an angle on a X, Y, or Z axis */ /* Rotate a matrix by an angle on a X, Y, or Z axis */
void Matrix4::rotate(float angle, AXIS axis) { void Matrix4::rotate(float angle, AXIS axis)
{
const int cos1[3] = { 5, 0, 0 }; // cos(angle) const int cos1[3] = { 5, 0, 0 }; // cos(angle)
const int cos2[3] = { 10, 10, 5 }; // cos(angle) const int cos2[3] = { 10, 10, 5 }; // cos(angle)
const int sin1[3] = { 9, 2, 4 }; // -sin(angle) const int sin1[3] = { 9, 2, 4 }; // -sin(angle)
@@ -214,7 +224,8 @@ void Matrix4::rotate(const Quaternion &q)
} }
/* Scale matrix by separate x, y, and z amounts */ /* Scale matrix by separate x, y, and z amounts */
void Matrix4::scale(float x, float y, float z) { void Matrix4::scale(float x, float y, float z)
{
Matrix4 newMatrix; // Create new identity matrix Matrix4 newMatrix; // Create new identity matrix
newMatrix.init(); newMatrix.init();
@@ -225,17 +236,20 @@ void Matrix4::scale(float x, float y, float z) {
*this *= newMatrix; *this *= newMatrix;
} }
void Matrix4::scale(const Vector3 &v) { void Matrix4::scale(const Vector3& v)
{
scale(v.x, v.y, v.z); scale(v.x, v.y, v.z);
} }
/* Scale all dimensions equally */ /* Scale all dimensions equally */
void Matrix4::scale(float s) { void Matrix4::scale(float s)
{
scale(s, s, s); scale(s, s, s);
} }
// Initialize with a bias matrix // Initialize with a bias matrix
void Matrix4::bias() { void Matrix4::bias()
{
static const float BIAS_MATRIX[] = { static const float BIAS_MATRIX[] = {
0.5, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0,
@@ -247,7 +261,8 @@ void Matrix4::bias() {
/* Generate an orthographic view matrix */ /* Generate an orthographic view matrix */
void Matrix4::ortho(float left, float right, float top, float bottom, float nearz, float farz) { void Matrix4::ortho(float left, float right, float top, float bottom, float nearz, float farz)
{
memset(c, 0, sizeof(float) * 16); memset(c, 0, sizeof(float) * 16);
c[0] = 2.0f / (right - left); c[0] = 2.0f / (right - left);
c[5] = 2.0f / (bottom - top); c[5] = 2.0f / (bottom - top);
@@ -257,7 +272,8 @@ void Matrix4::ortho(float left, float right, float top, float bottom, float near
} }
/* Replace matrix with its inverse */ /* Replace matrix with its inverse */
bool Matrix4::invert() { bool Matrix4::invert()
{
// Based on gluInvertMatrix implementation // Based on gluInvertMatrix implementation
float inv[16], det; float inv[16], det;
@@ -311,7 +327,8 @@ bool Matrix4::invert() {
return true; return true;
} }
void Matrix4::transpose() { void Matrix4::transpose()
{
float trans[16]; float trans[16];
for (int x = 0; x < 4; x++) { for (int x = 0; x < 4; x++) {
for (int y = 0; y < 4; y++) { for (int y = 0; y < 4; y++) {
@@ -322,7 +339,8 @@ void Matrix4::transpose() {
} }
/* Dot Product, returning Vector3 */ /* Dot Product, returning Vector3 */
Vector3 Matrix4::Dot(const Matrix4 &m, const Vector3 &v) { Vector3 Matrix4::Dot(const Matrix4& m, const Vector3& v)
{
return Vector3::Create( return Vector3::Create(
v.c[0] * m.c[0] + v.c[1] * m.c[4] + v.c[2] * m.c[8] + m.c[12], v.c[0] * m.c[0] + v.c[1] * m.c[4] + v.c[2] * m.c[8] + m.c[12],
v.c[0] * m.c[1] + v.c[1] * m.c[5] + v.c[2] * m.c[9] + m.c[13], v.c[0] * m.c[1] + v.c[1] * m.c[5] + v.c[2] * m.c[9] + m.c[13],
@@ -330,7 +348,8 @@ Vector3 Matrix4::Dot(const Matrix4 &m, const Vector3 &v) {
); );
} }
Vector4 Matrix4::Dot4(const Matrix4 &m, const Vector4 &v) { Vector4 Matrix4::Dot4(const Matrix4& m, const Vector4& v)
{
#ifdef KRAKEN_USE_ARM_NEON #ifdef KRAKEN_USE_ARM_NEON
Vector4 d; Vector4 d;
@@ -374,12 +393,14 @@ Vector3 Matrix4::DotNoTranslate(const Matrix4 &m, const Vector3 &v)
} }
/* Dot Product, returning w component as if it were a Vector4 (This will be deprecated once Vector4 is implemented instead*/ /* Dot Product, returning w component as if it were a Vector4 (This will be deprecated once Vector4 is implemented instead*/
float Matrix4::DotW(const Matrix4 &m, const Vector3 &v) { float Matrix4::DotW(const Matrix4& m, const Vector3& v)
{
return v.x * m.c[0 * 4 + 3] + v.y * m.c[1 * 4 + 3] + v.z * m.c[2 * 4 + 3] + m.c[3 * 4 + 3]; return v.x * m.c[0 * 4 + 3] + v.y * m.c[1 * 4 + 3] + v.z * m.c[2 * 4 + 3] + m.c[3 * 4 + 3];
} }
/* Dot Product followed by W-divide */ /* Dot Product followed by W-divide */
Vector3 Matrix4::DotWDiv(const Matrix4 &m, const Vector3 &v) { Vector3 Matrix4::DotWDiv(const Matrix4& m, const Vector3& v)
{
Vector4 r = Dot4(m, Vector4::Create(v, 1.0f)); Vector4 r = Dot4(m, Vector4::Create(v, 1.0f));
return Vector3::Create(r) / r.w; return Vector3::Create(r) / r.w;
} }

View File

@@ -35,7 +35,8 @@
namespace kraken { namespace kraken {
void Quaternion::init() { void Quaternion::init()
{
c[0] = 1.0; c[0] = 1.0;
c[1] = 0.0; c[1] = 0.0;
c[2] = 0.0; c[2] = 0.0;
@@ -49,7 +50,8 @@ Quaternion Quaternion::Create()
return r; return r;
} }
void Quaternion::init(float w, float x, float y, float z) { void Quaternion::init(float w, float x, float y, float z)
{
c[0] = w; c[0] = w;
c[1] = x; c[1] = x;
c[2] = y; c[2] = y;
@@ -63,7 +65,8 @@ Quaternion Quaternion::Create(float w, float x, float y, float z)
return r; return r;
} }
void Quaternion::init(const Quaternion& p) { void Quaternion::init(const Quaternion& p)
{
c[0] = p[0]; c[0] = p[0];
c[1] = p[1]; c[1] = p[1];
c[2] = p[2]; c[2] = p[2];
@@ -77,7 +80,8 @@ Quaternion Quaternion::Create(const Quaternion& p)
return r; return r;
} }
void Quaternion::init(const Vector3 &euler) { void Quaternion::init(const Vector3& euler)
{
setEulerZYX(euler); setEulerZYX(euler);
} }
@@ -88,7 +92,8 @@ Quaternion Quaternion::Create(const Vector3 &euler)
return r; return r;
} }
void Quaternion::init(const Vector3 &from_vector, const Vector3 &to_vector) { void Quaternion::init(const Vector3& from_vector, const Vector3& to_vector)
{
Vector3 a = Vector3::Cross(from_vector, to_vector); Vector3 a = Vector3::Cross(from_vector, to_vector);
c[0] = a[0]; c[0] = a[0];
@@ -112,7 +117,8 @@ void Quaternion::setEulerXYZ(const Vector3 &euler)
* Quaternion::FromAngleAxis(Vector3::Create(0.0f, 0.0f, 1.0f), euler.z); * Quaternion::FromAngleAxis(Vector3::Create(0.0f, 0.0f, 1.0f), euler.z);
} }
void Quaternion::setEulerZYX(const Vector3 &euler) { void Quaternion::setEulerZYX(const Vector3& euler)
{
// ZYX Order! // ZYX Order!
float c1 = cosf(euler[0] * 0.5f); float c1 = cosf(euler[0] * 0.5f);
float c2 = cosf(euler[1] * 0.5f); float c2 = cosf(euler[1] * 0.5f);
@@ -127,15 +133,18 @@ void Quaternion::setEulerZYX(const Vector3 &euler) {
c[3] = c1 * c2 * s3 - s1 * s2 * c3; c[3] = c1 * c2 * s3 - s1 * s2 * c3;
} }
float Quaternion::operator [](unsigned i) const { float Quaternion::operator [](unsigned i) const
{
return c[i]; return c[i];
} }
float &Quaternion::operator [](unsigned i) { float& Quaternion::operator [](unsigned i)
{
return c[i]; return c[i];
} }
Vector3 Quaternion::eulerXYZ() const { Vector3 Quaternion::eulerXYZ() const
{
float a2 = 2 * (c[0] * c[2] - c[1] * c[3]); float a2 = 2 * (c[0] * c[2] - c[1] * c[3]);
if (a2 <= -0.99999) { if (a2 <= -0.99999) {
return Vector3::Create( return Vector3::Create(
@@ -160,7 +169,8 @@ Vector3 Quaternion::eulerXYZ() const {
} }
bool operator ==(Quaternion &v1, Quaternion &v2) { bool operator ==(Quaternion& v1, Quaternion& v2)
{
return return
v1[0] == v2[0] v1[0] == v2[0]
&& v1[1] == v2[1] && v1[1] == v2[1]
@@ -168,7 +178,8 @@ bool operator ==(Quaternion &v1, Quaternion &v2) {
&& v1[3] == v2[3]; && v1[3] == v2[3];
} }
bool operator !=(Quaternion &v1, Quaternion &v2) { bool operator !=(Quaternion& v1, Quaternion& v2)
{
return return
v1[0] != v2[0] v1[0] != v2[0]
|| v1[1] != v2[1] || v1[1] != v2[1]
@@ -176,7 +187,8 @@ bool operator !=(Quaternion &v1, Quaternion &v2) {
|| v1[3] != v2[3]; || v1[3] != v2[3];
} }
Quaternion Quaternion::operator *(const Quaternion &v) { Quaternion Quaternion::operator *(const Quaternion& v)
{
float t0 = (c[3] - c[2]) * (v[2] - v[3]); float t0 = (c[3] - c[2]) * (v[2] - v[3]);
float t1 = (c[0] + c[1]) * (v[0] + v[1]); float t1 = (c[0] + c[1]) * (v[0] + v[1]);
float t2 = (c[0] - c[1]) * (v[2] + v[3]); float t2 = (c[0] - c[1]) * (v[2] + v[3]);
@@ -196,24 +208,29 @@ Quaternion Quaternion::operator *(const Quaternion &v) {
); );
} }
Quaternion Quaternion::operator *(float v) const { Quaternion Quaternion::operator *(float v) const
{
return Quaternion::Create(c[0] * v, c[1] * v, c[2] * v, c[3] * v); return Quaternion::Create(c[0] * v, c[1] * v, c[2] * v, c[3] * v);
} }
Quaternion Quaternion::operator /(float num) const { Quaternion Quaternion::operator /(float num) const
{
float inv_num = 1.0f / num; float inv_num = 1.0f / num;
return Quaternion::Create(c[0] * inv_num, c[1] * inv_num, c[2] * inv_num, c[3] * inv_num); return Quaternion::Create(c[0] * inv_num, c[1] * inv_num, c[2] * inv_num, c[3] * inv_num);
} }
Quaternion Quaternion::operator +(const Quaternion &v) const { Quaternion Quaternion::operator +(const Quaternion& v) const
{
return Quaternion::Create(c[0] + v[0], c[1] + v[1], c[2] + v[2], c[3] + v[3]); return Quaternion::Create(c[0] + v[0], c[1] + v[1], c[2] + v[2], c[3] + v[3]);
} }
Quaternion Quaternion::operator -(const Quaternion &v) const { Quaternion Quaternion::operator -(const Quaternion& v) const
{
return Quaternion::Create(c[0] - v[0], c[1] - v[1], c[2] - v[2], c[3] - v[3]); return Quaternion::Create(c[0] - v[0], c[1] - v[1], c[2] - v[2], c[3] - v[3]);
} }
Quaternion& Quaternion::operator +=(const Quaternion& v) { Quaternion& Quaternion::operator +=(const Quaternion& v)
{
c[0] += v[0]; c[0] += v[0];
c[1] += v[1]; c[1] += v[1];
c[2] += v[2]; c[2] += v[2];
@@ -221,7 +238,8 @@ Quaternion& Quaternion::operator +=(const Quaternion& v) {
return *this; return *this;
} }
Quaternion& Quaternion::operator -=(const Quaternion& v) { Quaternion& Quaternion::operator -=(const Quaternion& v)
{
c[0] -= v[0]; c[0] -= v[0];
c[1] -= v[1]; c[1] -= v[1];
c[2] -= v[2]; c[2] -= v[2];
@@ -229,7 +247,8 @@ Quaternion& Quaternion::operator -=(const Quaternion& v) {
return *this; return *this;
} }
Quaternion& Quaternion::operator *=(const Quaternion& v) { Quaternion& Quaternion::operator *=(const Quaternion& v)
{
float t0 = (c[3] - c[2]) * (v[2] - v[3]); float t0 = (c[3] - c[2]) * (v[2] - v[3]);
float t1 = (c[0] + c[1]) * (v[0] + v[1]); float t1 = (c[0] + c[1]) * (v[0] + v[1]);
float t2 = (c[0] - c[1]) * (v[2] + v[3]); float t2 = (c[0] - c[1]) * (v[2] + v[3]);
@@ -249,7 +268,8 @@ Quaternion& Quaternion::operator *=(const Quaternion& v) {
return *this; return *this;
} }
Quaternion& Quaternion::operator *=(const float& v) { Quaternion& Quaternion::operator *=(const float& v)
{
c[0] *= v; c[0] *= v;
c[1] *= v; c[1] *= v;
c[2] *= v; c[2] *= v;
@@ -257,7 +277,8 @@ Quaternion& Quaternion::operator *=(const float& v) {
return *this; return *this;
} }
Quaternion& Quaternion::operator /=(const float& v) { Quaternion& Quaternion::operator /=(const float& v)
{
float inv_v = 1.0f / v; float inv_v = 1.0f / v;
c[0] *= inv_v; c[0] *= inv_v;
c[1] *= inv_v; c[1] *= inv_v;
@@ -266,15 +287,18 @@ Quaternion& Quaternion::operator /=(const float& v) {
return *this; return *this;
} }
Quaternion Quaternion::operator +() const { Quaternion Quaternion::operator +() const
{
return *this; return *this;
} }
Quaternion Quaternion::operator -() const { Quaternion Quaternion::operator -() const
{
return Quaternion::Create(-c[0], -c[1], -c[2], -c[3]); return Quaternion::Create(-c[0], -c[1], -c[2], -c[3]);
} }
Quaternion Quaternion::Normalize(const Quaternion &v1) { Quaternion Quaternion::Normalize(const Quaternion& v1)
{
float inv_magnitude = 1.0f / sqrtf(v1[0] * v1[0] + v1[1] * v1[1] + v1[2] * v1[2] + v1[3] * v1[3]); float inv_magnitude = 1.0f / sqrtf(v1[0] * v1[0] + v1[1] * v1[1] + v1[2] * v1[2] + v1[3] * v1[3]);
return Quaternion::Create( return Quaternion::Create(
v1[0] * inv_magnitude, v1[0] * inv_magnitude,
@@ -284,7 +308,8 @@ Quaternion Quaternion::Normalize(const Quaternion &v1) {
); );
} }
void Quaternion::normalize() { void Quaternion::normalize()
{
float inv_magnitude = 1.0f / sqrtf(c[0] * c[0] + c[1] * c[1] + c[2] * c[2] + c[3] * c[3]); float inv_magnitude = 1.0f / sqrtf(c[0] * c[0] + c[1] * c[1] + c[2] * c[2] + c[3] * c[3]);
c[0] *= inv_magnitude; c[0] *= inv_magnitude;
c[1] *= inv_magnitude; c[1] *= inv_magnitude;
@@ -292,26 +317,31 @@ void Quaternion::normalize() {
c[3] *= inv_magnitude; c[3] *= inv_magnitude;
} }
Quaternion Quaternion::Conjugate(const Quaternion &v1) { Quaternion Quaternion::Conjugate(const Quaternion& v1)
{
return Quaternion::Create(v1[0], -v1[1], -v1[2], -v1[3]); return Quaternion::Create(v1[0], -v1[1], -v1[2], -v1[3]);
} }
void Quaternion::conjugate() { void Quaternion::conjugate()
{
c[1] = -c[1]; c[1] = -c[1];
c[2] = -c[2]; c[2] = -c[2];
c[3] = -c[3]; c[3] = -c[3];
} }
void Quaternion::invert() { void Quaternion::invert()
{
conjugate(); conjugate();
normalize(); normalize();
} }
Quaternion Quaternion::Invert(const Quaternion &v1) { Quaternion Quaternion::Invert(const Quaternion& v1)
{
return Normalize(Conjugate(v1)); return Normalize(Conjugate(v1));
} }
Matrix4 Quaternion::rotationMatrix() const { Matrix4 Quaternion::rotationMatrix() const
{
Matrix4 matRotate; Matrix4 matRotate;
matRotate.init(); matRotate.init();

View File

@@ -34,7 +34,8 @@
namespace kraken { namespace kraken {
void Vector2::init() { void Vector2::init()
{
x = 0.0; x = 0.0;
y = 0.0; y = 0.0;
} }
@@ -46,7 +47,8 @@ Vector2 Vector2::Create()
return r; return r;
} }
void Vector2::init(float X, float Y) { void Vector2::init(float X, float Y)
{
x = X; x = X;
y = Y; y = Y;
} }
@@ -58,7 +60,8 @@ Vector2 Vector2::Create(float X, float Y)
return r; return r;
} }
void Vector2::init(float v) { void Vector2::init(float v)
{
x = v; x = v;
y = v; y = v;
} }
@@ -70,7 +73,8 @@ Vector2 Vector2::Create(float v)
return r; return r;
} }
void Vector2::init(float *v) { void Vector2::init(float* v)
{
x = v[0]; x = v[0];
y = v[1]; y = v[1];
} }
@@ -82,7 +86,8 @@ Vector2 Vector2::Create(float *v)
return r; return r;
} }
void Vector2::init(const Vector2 &v) { void Vector2::init(const Vector2& v)
{
x = v.x; x = v.x;
y = v.y; y = v.y;
} }
@@ -107,54 +112,66 @@ void Vector2::yx(const Vector2 &v)
x = v.y; x = v.y;
} }
Vector2 Vector2::Min() { Vector2 Vector2::Min()
{
return Vector2::Create(-std::numeric_limits<float>::max()); return Vector2::Create(-std::numeric_limits<float>::max());
} }
Vector2 Vector2::Max() { Vector2 Vector2::Max()
{
return Vector2::Create(std::numeric_limits<float>::max()); return Vector2::Create(std::numeric_limits<float>::max());
} }
Vector2 Vector2::Zero() { Vector2 Vector2::Zero()
{
return Vector2::Create(0.0f); return Vector2::Create(0.0f);
} }
Vector2 Vector2::One() { Vector2 Vector2::One()
{
return Vector2::Create(1.0f); return Vector2::Create(1.0f);
} }
Vector2 Vector2::operator +(const Vector2& b) const { Vector2 Vector2::operator +(const Vector2& b) const
{
return Vector2::Create(x + b.x, y + b.y); return Vector2::Create(x + b.x, y + b.y);
} }
Vector2 Vector2::operator -(const Vector2& b) const { Vector2 Vector2::operator -(const Vector2& b) const
{
return Vector2::Create(x - b.x, y - b.y); return Vector2::Create(x - b.x, y - b.y);
} }
Vector2 Vector2::operator +() const { Vector2 Vector2::operator +() const
{
return *this; return *this;
} }
Vector2 Vector2::operator -() const { Vector2 Vector2::operator -() const
{
return Vector2::Create(-x, -y); return Vector2::Create(-x, -y);
} }
Vector2 Vector2::operator *(const float v) const { Vector2 Vector2::operator *(const float v) const
{
return Vector2::Create(x * v, y * v); return Vector2::Create(x * v, y * v);
} }
Vector2 Vector2::operator /(const float v) const { Vector2 Vector2::operator /(const float v) const
{
float inv_v = 1.0f / v; float inv_v = 1.0f / v;
return Vector2::Create(x * inv_v, y * inv_v); return Vector2::Create(x * inv_v, y * inv_v);
} }
Vector2& Vector2::operator +=(const Vector2& b) { Vector2& Vector2::operator +=(const Vector2& b)
{
x += b.x; x += b.x;
y += b.y; y += b.y;
return *this; return *this;
} }
Vector2& Vector2::operator -=(const Vector2& b) { Vector2& Vector2::operator -=(const Vector2& b)
{
x -= b.x; x -= b.x;
y -= b.y; y -= b.y;
return *this; return *this;
@@ -162,13 +179,15 @@ Vector2& Vector2::operator -=(const Vector2& b) {
Vector2& Vector2::operator *=(const float v) { Vector2& Vector2::operator *=(const float v)
{
x *= v; x *= v;
y *= v; y *= v;
return *this; return *this;
} }
Vector2& Vector2::operator /=(const float v) { Vector2& Vector2::operator /=(const float v)
{
float inv_v = 1.0f / v; float inv_v = 1.0f / v;
x *= inv_v; x *= inv_v;
y *= inv_v; y *= inv_v;
@@ -176,11 +195,13 @@ Vector2& Vector2::operator /=(const float v) {
} }
bool Vector2::operator ==(const Vector2& b) const { bool Vector2::operator ==(const Vector2& b) const
{
return x == b.x && y == b.y; return x == b.x && y == b.y;
} }
bool Vector2::operator !=(const Vector2& b) const { bool Vector2::operator !=(const Vector2& b) const
{
return x != b.x || y != b.y; return x != b.x || y != b.y;
} }
@@ -212,7 +233,8 @@ bool Vector2::operator <(const Vector2& b) const
} }
} }
float& Vector2::operator[] (unsigned i) { float& Vector2::operator[] (unsigned i)
{
switch (i) { switch (i) {
case 0: case 0:
return x; return x;
@@ -222,7 +244,8 @@ float& Vector2::operator[] (unsigned i) {
} }
} }
float Vector2::operator[](unsigned i) const { float Vector2::operator[](unsigned i) const
{
switch (i) { switch (i) {
case 0: case 0:
return x; return x;
@@ -232,39 +255,47 @@ float Vector2::operator[](unsigned i) const {
} }
} }
void Vector2::normalize() { void Vector2::normalize()
{
float inv_magnitude = 1.0f / sqrtf(x * x + y * y); float inv_magnitude = 1.0f / sqrtf(x * x + y * y);
x *= inv_magnitude; x *= inv_magnitude;
y *= inv_magnitude; y *= inv_magnitude;
} }
float Vector2::sqrMagnitude() const { float Vector2::sqrMagnitude() const
{
return x * x + y * y; return x * x + y * y;
} }
float Vector2::magnitude() const { float Vector2::magnitude() const
{
return sqrtf(x * x + y * y); return sqrtf(x * x + y * y);
} }
Vector2 Vector2::Normalize(const Vector2 &v) { Vector2 Vector2::Normalize(const Vector2& v)
{
float inv_magnitude = 1.0f / sqrtf(v.x * v.x + v.y * v.y); float inv_magnitude = 1.0f / sqrtf(v.x * v.x + v.y * v.y);
return Vector2::Create(v.x * inv_magnitude, v.y * inv_magnitude); return Vector2::Create(v.x * inv_magnitude, v.y * inv_magnitude);
} }
float Vector2::Cross(const Vector2 &v1, const Vector2 &v2) { float Vector2::Cross(const Vector2& v1, const Vector2& v2)
{
return v1.x * v2.y - v1.y * v2.x; return v1.x * v2.y - v1.y * v2.x;
} }
float Vector2::Dot(const Vector2 &v1, const Vector2 &v2) { float Vector2::Dot(const Vector2& v1, const Vector2& v2)
{
return v1.x * v2.x + v1.y * v2.y; return v1.x * v2.x + v1.y * v2.y;
} }
Vector2 Vector2::Min(const Vector2 &v1, const Vector2 &v2) { Vector2 Vector2::Min(const Vector2& v1, const Vector2& v2)
{
return Vector2::Create(KRMIN(v1.x, v2.x), KRMIN(v1.y, v2.y)); return Vector2::Create(KRMIN(v1.x, v2.x), KRMIN(v1.y, v2.y));
} }
Vector2 Vector2::Max(const Vector2 &v1, const Vector2 &v2) { Vector2 Vector2::Max(const Vector2& v1, const Vector2& v2)
{
return Vector2::Create(KRMAX(v1.x, v2.x), KRMAX(v1.y, v2.y)); return Vector2::Create(KRMAX(v1.x, v2.x), KRMAX(v1.y, v2.y));
} }

View File

@@ -34,7 +34,8 @@
namespace kraken { namespace kraken {
void Vector2i::init() { void Vector2i::init()
{
x = 0; x = 0;
y = 0; y = 0;
} }
@@ -46,7 +47,8 @@ Vector2i Vector2i::Create()
return r; return r;
} }
void Vector2i::init(int X, int Y) { void Vector2i::init(int X, int Y)
{
x = X; x = X;
y = Y; y = Y;
} }
@@ -58,7 +60,8 @@ Vector2i Vector2i::Create(int X, int Y)
return r; return r;
} }
void Vector2i::init(int v) { void Vector2i::init(int v)
{
x = v; x = v;
y = v; y = v;
} }
@@ -70,7 +73,8 @@ Vector2i Vector2i::Create(int v)
return r; return r;
} }
void Vector2i::init(int *v) { void Vector2i::init(int* v)
{
x = v[0]; x = v[0];
y = v[1]; y = v[1];
} }
@@ -82,7 +86,8 @@ Vector2i Vector2i::Create(int *v)
return r; return r;
} }
void Vector2i::init(const Vector2i &v) { void Vector2i::init(const Vector2i& v)
{
x = v.x; x = v.x;
y = v.y; y = v.y;
} }
@@ -107,75 +112,91 @@ void Vector2i::yx(const Vector2i &v)
x = v.y; x = v.y;
} }
Vector2i Vector2i::Min() { Vector2i Vector2i::Min()
{
return Vector2i::Create(-std::numeric_limits<int>::max()); return Vector2i::Create(-std::numeric_limits<int>::max());
} }
Vector2i Vector2i::Max() { Vector2i Vector2i::Max()
{
return Vector2i::Create(std::numeric_limits<int>::max()); return Vector2i::Create(std::numeric_limits<int>::max());
} }
Vector2i Vector2i::Zero() { Vector2i Vector2i::Zero()
{
return Vector2i::Create(0); return Vector2i::Create(0);
} }
Vector2i Vector2i::One() { Vector2i Vector2i::One()
{
return Vector2i::Create(1); return Vector2i::Create(1);
} }
Vector2i Vector2i::operator +(const Vector2i& b) const { Vector2i Vector2i::operator +(const Vector2i& b) const
{
return Vector2i::Create(x + b.x, y + b.y); return Vector2i::Create(x + b.x, y + b.y);
} }
Vector2i Vector2i::operator -(const Vector2i& b) const { Vector2i Vector2i::operator -(const Vector2i& b) const
{
return Vector2i::Create(x - b.x, y - b.y); return Vector2i::Create(x - b.x, y - b.y);
} }
Vector2i Vector2i::operator +() const { Vector2i Vector2i::operator +() const
{
return *this; return *this;
} }
Vector2i Vector2i::operator -() const { Vector2i Vector2i::operator -() const
{
return Vector2i::Create(-x, -y); return Vector2i::Create(-x, -y);
} }
Vector2i Vector2i::operator *(const int v) const { Vector2i Vector2i::operator *(const int v) const
{
return Vector2i::Create(x * v, y * v); return Vector2i::Create(x * v, y * v);
} }
Vector2i Vector2i::operator /(const int v) const { Vector2i Vector2i::operator /(const int v) const
{
return Vector2i::Create(x / v, y / v); return Vector2i::Create(x / v, y / v);
} }
Vector2i& Vector2i::operator +=(const Vector2i& b) { Vector2i& Vector2i::operator +=(const Vector2i& b)
{
x += b.x; x += b.x;
y += b.y; y += b.y;
return *this; return *this;
} }
Vector2i& Vector2i::operator -=(const Vector2i& b) { Vector2i& Vector2i::operator -=(const Vector2i& b)
{
x -= b.x; x -= b.x;
y -= b.y; y -= b.y;
return *this; return *this;
} }
Vector2i& Vector2i::operator *=(const int v) { Vector2i& Vector2i::operator *=(const int v)
{
x *= v; x *= v;
y *= v; y *= v;
return *this; return *this;
} }
Vector2i& Vector2i::operator /=(const int v) { Vector2i& Vector2i::operator /=(const int v)
{
x /= v; x /= v;
y /= v; y /= v;
return *this; return *this;
} }
bool Vector2i::operator ==(const Vector2i& b) const { bool Vector2i::operator ==(const Vector2i& b) const
{
return x == b.x && y == b.y; return x == b.x && y == b.y;
} }
bool Vector2i::operator !=(const Vector2i& b) const { bool Vector2i::operator !=(const Vector2i& b) const
{
return x != b.x || y != b.y; return x != b.x || y != b.y;
} }
@@ -207,7 +228,8 @@ bool Vector2i::operator <(const Vector2i& b) const
} }
} }
int& Vector2i::operator[] (unsigned i) { int& Vector2i::operator[] (unsigned i)
{
switch (i) { switch (i) {
case 0: case 0:
return x; return x;
@@ -217,7 +239,8 @@ int& Vector2i::operator[] (unsigned i) {
} }
} }
int Vector2i::operator[](unsigned i) const { int Vector2i::operator[](unsigned i) const
{
switch (i) { switch (i) {
case 0: case 0:
return x; return x;
@@ -227,38 +250,46 @@ int Vector2i::operator[](unsigned i) const {
} }
} }
void Vector2i::normalize() { void Vector2i::normalize()
{
int m = magnitude(); int m = magnitude();
x /= m; x /= m;
y /= m; y /= m;
} }
int Vector2i::sqrMagnitude() const { int Vector2i::sqrMagnitude() const
{
return x * x + y * y; return x * x + y * y;
} }
int Vector2i::magnitude() const { int Vector2i::magnitude() const
{
return static_cast<int>(sqrtf((float)x * (float)x + (float)y * (float)y)); return static_cast<int>(sqrtf((float)x * (float)x + (float)y * (float)y));
} }
Vector2i Vector2i::Normalize(const Vector2i &v) { Vector2i Vector2i::Normalize(const Vector2i& v)
{
int m = v.magnitude(); int m = v.magnitude();
return Vector2i::Create(v.x / m, v.y / m); return Vector2i::Create(v.x / m, v.y / m);
} }
int Vector2i::Cross(const Vector2i &v1, const Vector2i &v2) { int Vector2i::Cross(const Vector2i& v1, const Vector2i& v2)
{
return v1.x * v2.y - v1.y * v2.x; return v1.x * v2.y - v1.y * v2.x;
} }
int Vector2i::Dot(const Vector2i &v1, const Vector2i &v2) { int Vector2i::Dot(const Vector2i& v1, const Vector2i& v2)
{
return v1.x * v2.x + v1.y * v2.y; return v1.x * v2.x + v1.y * v2.y;
} }
Vector2i Vector2i::Min(const Vector2i &v1, const Vector2i &v2) { Vector2i Vector2i::Min(const Vector2i& v1, const Vector2i& v2)
{
return Vector2i::Create(KRMIN(v1.x, v2.x), KRMIN(v1.y, v2.y)); return Vector2i::Create(KRMIN(v1.x, v2.x), KRMIN(v1.y, v2.y));
} }
Vector2i Vector2i::Max(const Vector2i &v1, const Vector2i &v2) { Vector2i Vector2i::Max(const Vector2i& v1, const Vector2i& v2)
{
return Vector2i::Create(KRMAX(v1.x, v2.x), KRMAX(v1.y, v2.y)); return Vector2i::Create(KRMAX(v1.x, v2.x), KRMAX(v1.y, v2.y));
} }

View File

@@ -49,7 +49,8 @@ Vector3 Vector3::Create()
return r; return r;
} }
void Vector3::init(const Vector3 &v) { void Vector3::init(const Vector3& v)
{
x = v.x; x = v.x;
y = v.y; y = v.y;
z = v.z; z = v.z;
@@ -62,7 +63,8 @@ Vector3 Vector3::Create(const Vector3 &v)
return r; return r;
} }
void Vector3::init(const Vector4 &v) { void Vector3::init(const Vector4& v)
{
x = v.x; x = v.x;
y = v.y; y = v.y;
z = v.z; z = v.z;
@@ -75,7 +77,8 @@ Vector3 Vector3::Create(const Vector4 &v)
return r; return r;
} }
void Vector3::init(float *v) { void Vector3::init(float* v)
{
x = v[0]; x = v[0];
y = v[1]; y = v[1];
z = v[2]; z = v[2];
@@ -89,7 +92,8 @@ Vector3 Vector3::Create(float *v)
} }
void Vector3::init(double *v) { void Vector3::init(double* v)
{
x = (float)v[0]; x = (float)v[0];
y = (float)v[1]; y = (float)v[1];
z = (float)v[2]; z = (float)v[2];
@@ -103,7 +107,8 @@ Vector3 Vector3::Create(double *v)
} }
void Vector3::init(float v) { void Vector3::init(float v)
{
x = v; x = v;
y = v; y = v;
z = v; z = v;
@@ -211,43 +216,53 @@ void Vector3::zy(const Vector2 &v)
y = v.y; y = v.y;
} }
Vector3 Vector3::Min() { Vector3 Vector3::Min()
{
return Vector3::Create(-std::numeric_limits<float>::max()); return Vector3::Create(-std::numeric_limits<float>::max());
} }
Vector3 Vector3::Max() { Vector3 Vector3::Max()
{
return Vector3::Create(std::numeric_limits<float>::max()); return Vector3::Create(std::numeric_limits<float>::max());
} }
Vector3 Vector3::Zero() { Vector3 Vector3::Zero()
{
return Vector3::Create(); return Vector3::Create();
} }
Vector3 Vector3::One() { Vector3 Vector3::One()
{
return Vector3::Create(1.0f, 1.0f, 1.0f); return Vector3::Create(1.0f, 1.0f, 1.0f);
} }
Vector3 Vector3::Forward() { Vector3 Vector3::Forward()
{
return Vector3::Create(0.0f, 0.0f, 1.0f); return Vector3::Create(0.0f, 0.0f, 1.0f);
} }
Vector3 Vector3::Backward() { Vector3 Vector3::Backward()
{
return Vector3::Create(0.0f, 0.0f, -1.0f); return Vector3::Create(0.0f, 0.0f, -1.0f);
} }
Vector3 Vector3::Up() { Vector3 Vector3::Up()
{
return Vector3::Create(0.0f, 1.0f, 0.0f); return Vector3::Create(0.0f, 1.0f, 0.0f);
} }
Vector3 Vector3::Down() { Vector3 Vector3::Down()
{
return Vector3::Create(0.0f, -1.0f, 0.0f); return Vector3::Create(0.0f, -1.0f, 0.0f);
} }
Vector3 Vector3::Left() { Vector3 Vector3::Left()
{
return Vector3::Create(-1.0f, 0.0f, 0.0f); return Vector3::Create(-1.0f, 0.0f, 0.0f);
} }
Vector3 Vector3::Right() { Vector3 Vector3::Right()
{
return Vector3::Create(1.0f, 0.0f, 0.0f); return Vector3::Create(1.0f, 0.0f, 0.0f);
} }
@@ -264,11 +279,13 @@ Vector3 Vector3::Scale(const Vector3 &v1, const Vector3 &v2)
return Vector3::Create(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z); return Vector3::Create(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z);
} }
Vector3 Vector3::Lerp(const Vector3 &v1, const Vector3 &v2, float d) { Vector3 Vector3::Lerp(const Vector3& v1, const Vector3& v2, float d)
{
return v1 + (v2 - v1) * d; return v1 + (v2 - v1) * d;
} }
Vector3 Vector3::Slerp(const Vector3 &v1, const Vector3 &v2, float d) { Vector3 Vector3::Slerp(const Vector3& v1, const Vector3& v2, float d)
{
// From: http://keithmaggio.wordpress.com/2011/02/15/math-magician-lerp-slerp-and-nlerp/ // From: http://keithmaggio.wordpress.com/2011/02/15/math-magician-lerp-slerp-and-nlerp/
// Dot product - the cosine of the angle between 2 vectors. // Dot product - the cosine of the angle between 2 vectors.
float dot = Vector3::Dot(v1, v2); float dot = Vector3::Dot(v1, v2);
@@ -285,7 +302,8 @@ Vector3 Vector3::Slerp(const Vector3 &v1, const Vector3 &v2, float d) {
return ((v1 * cosf(theta)) + (RelativeVec * sinf(theta))); return ((v1 * cosf(theta)) + (RelativeVec * sinf(theta)));
} }
void Vector3::OrthoNormalize(Vector3 &normal, Vector3 &tangent) { void Vector3::OrthoNormalize(Vector3& normal, Vector3& tangent)
{
// Gram-Schmidt Orthonormalization // Gram-Schmidt Orthonormalization
normal.normalize(); normal.normalize();
Vector3 proj = normal * Dot(tangent, normal); Vector3 proj = normal * Dot(tangent, normal);
@@ -293,36 +311,44 @@ void Vector3::OrthoNormalize(Vector3 &normal, Vector3 &tangent) {
tangent.normalize(); tangent.normalize();
} }
Vector3& Vector3::operator =(const Vector4 &b) { Vector3& Vector3::operator =(const Vector4& b)
{
x = b.x; x = b.x;
y = b.y; y = b.y;
z = b.z; z = b.z;
return *this; return *this;
} }
Vector3 Vector3::operator +(const Vector3& b) const { Vector3 Vector3::operator +(const Vector3& b) const
{
return Vector3::Create(x + b.x, y + b.y, z + b.z); return Vector3::Create(x + b.x, y + b.y, z + b.z);
} }
Vector3 Vector3::operator -(const Vector3& b) const { Vector3 Vector3::operator -(const Vector3& b) const
{
return Vector3::Create(x - b.x, y - b.y, z - b.z); return Vector3::Create(x - b.x, y - b.y, z - b.z);
} }
Vector3 Vector3::operator +() const { Vector3 Vector3::operator +() const
{
return *this; return *this;
} }
Vector3 Vector3::operator -() const { Vector3 Vector3::operator -() const
{
return Vector3::Create(-x, -y, -z); return Vector3::Create(-x, -y, -z);
} }
Vector3 Vector3::operator *(const float v) const { Vector3 Vector3::operator *(const float v) const
{
return Vector3::Create(x * v, y * v, z * v); return Vector3::Create(x * v, y * v, z * v);
} }
Vector3 Vector3::operator /(const float v) const { Vector3 Vector3::operator /(const float v) const
{
float inv_v = 1.0f / v; float inv_v = 1.0f / v;
return Vector3::Create(x * inv_v, y * inv_v, z * inv_v); return Vector3::Create(x * inv_v, y * inv_v, z * inv_v);
} }
Vector3& Vector3::operator +=(const Vector3& b) { Vector3& Vector3::operator +=(const Vector3& b)
{
x += b.x; x += b.x;
y += b.y; y += b.y;
z += b.z; z += b.z;
@@ -330,7 +356,8 @@ Vector3& Vector3::operator +=(const Vector3& b) {
return *this; return *this;
} }
Vector3& Vector3::operator -=(const Vector3& b) { Vector3& Vector3::operator -=(const Vector3& b)
{
x -= b.x; x -= b.x;
y -= b.y; y -= b.y;
z -= b.z; z -= b.z;
@@ -338,7 +365,8 @@ Vector3& Vector3::operator -=(const Vector3& b) {
return *this; return *this;
} }
Vector3& Vector3::operator *=(const float v) { Vector3& Vector3::operator *=(const float v)
{
x *= v; x *= v;
y *= v; y *= v;
z *= v; z *= v;
@@ -346,7 +374,8 @@ Vector3& Vector3::operator *=(const float v) {
return *this; return *this;
} }
Vector3& Vector3::operator /=(const float v) { Vector3& Vector3::operator /=(const float v)
{
float inv_v = 1.0f / v; float inv_v = 1.0f / v;
x *= inv_v; x *= inv_v;
y *= inv_v; y *= inv_v;
@@ -355,15 +384,18 @@ Vector3& Vector3::operator /=(const float v) {
return *this; return *this;
} }
bool Vector3::operator ==(const Vector3& b) const { bool Vector3::operator ==(const Vector3& b) const
{
return x == b.x && y == b.y && z == b.z; return x == b.x && y == b.y && z == b.z;
} }
bool Vector3::operator !=(const Vector3& b) const { bool Vector3::operator !=(const Vector3& b) const
{
return x != b.x || y != b.y || z != b.z; return x != b.x || y != b.y || z != b.z;
} }
float& Vector3::operator[](unsigned i) { float& Vector3::operator[](unsigned i)
{
switch (i) { switch (i) {
case 0: case 0:
return x; return x;
@@ -375,7 +407,8 @@ float& Vector3::operator[](unsigned i) {
} }
} }
float Vector3::operator[](unsigned i) const { float Vector3::operator[](unsigned i) const
{
switch (i) { switch (i) {
case 0: case 0:
return x; return x;
@@ -387,41 +420,49 @@ float Vector3::operator[](unsigned i) const {
} }
} }
float Vector3::sqrMagnitude() const { float Vector3::sqrMagnitude() const
{
// calculate the square of the magnitude (useful for comparison of magnitudes without the cost of a sqrt() function) // 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; return x * x + y * y + z * z;
} }
float Vector3::magnitude() const { float Vector3::magnitude() const
{
return sqrtf(x * x + y * y + z * z); return sqrtf(x * x + y * y + z * z);
} }
void Vector3::normalize() { void Vector3::normalize()
{
float inv_magnitude = 1.0f / sqrtf(x * x + y * y + z * z); float inv_magnitude = 1.0f / sqrtf(x * x + y * y + z * z);
x *= inv_magnitude; x *= inv_magnitude;
y *= inv_magnitude; y *= inv_magnitude;
z *= inv_magnitude; z *= inv_magnitude;
} }
Vector3 Vector3::Normalize(const Vector3 &v) { Vector3 Vector3::Normalize(const Vector3& v)
{
float inv_magnitude = 1.0f / sqrtf(v.x * v.x + v.y * v.y + v.z * v.z); float inv_magnitude = 1.0f / sqrtf(v.x * v.x + v.y * v.y + v.z * v.z);
return Vector3::Create(v.x * inv_magnitude, v.y * inv_magnitude, v.z * inv_magnitude); return Vector3::Create(v.x * inv_magnitude, v.y * inv_magnitude, v.z * inv_magnitude);
} }
Vector3 Vector3::Cross(const Vector3 &v1, const Vector3 &v2) { Vector3 Vector3::Cross(const Vector3& v1, const Vector3& v2)
{
return Vector3::Create(v1.y * v2.z - v1.z * v2.y, return Vector3::Create(v1.y * v2.z - v1.z * v2.y,
v1.z * v2.x - v1.x * v2.z, v1.z * v2.x - v1.x * v2.z,
v1.x * v2.y - v1.y * v2.x); v1.x * v2.y - v1.y * v2.x);
} }
float Vector3::Dot(const Vector3 &v1, const Vector3 &v2) { float Vector3::Dot(const Vector3& v1, const Vector3& v2)
{
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z; return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
} }
Vector3 Vector3::Min(const Vector3 &v1, const Vector3 &v2) { Vector3 Vector3::Min(const Vector3& v1, const Vector3& v2)
{
return Vector3::Create(KRMIN(v1.x, v2.x), KRMIN(v1.y, v2.y), KRMIN(v1.z, v2.z)); return Vector3::Create(KRMIN(v1.x, v2.x), KRMIN(v1.y, v2.y), KRMIN(v1.z, v2.z));
} }
Vector3 Vector3::Max(const Vector3 &v1, const Vector3 &v2) { Vector3 Vector3::Max(const Vector3& v1, const Vector3& v2)
{
return Vector3::Create(KRMAX(v1.x, v2.x), KRMAX(v1.y, v2.y), KRMAX(v1.z, v2.z)); return Vector3::Create(KRMAX(v1.x, v2.x), KRMAX(v1.y, v2.y), KRMAX(v1.z, v2.z));
} }

View File

@@ -50,7 +50,8 @@ Vector4 Vector4::Create()
return r; return r;
} }
void Vector4::init(const Vector4 &v) { void Vector4::init(const Vector4& v)
{
x = v.x; x = v.x;
y = v.y; y = v.y;
z = v.z; z = v.z;
@@ -64,7 +65,8 @@ Vector4 Vector4::Create(const Vector4 &v)
return r; return r;
} }
void Vector4::init(const Vector3 &v, float W) { void Vector4::init(const Vector3& v, float W)
{
x = v.x; x = v.x;
y = v.y; y = v.y;
z = v.z; z = v.z;
@@ -78,7 +80,8 @@ Vector4 Vector4::Create(const Vector3 &v, float W)
return r; return r;
} }
void Vector4::init(float *v) { void Vector4::init(float* v)
{
x = v[0]; x = v[0];
y = v[1]; y = v[1];
z = v[2]; z = v[2];
@@ -92,7 +95,8 @@ Vector4 Vector4::Create(float *v)
return r; return r;
} }
void Vector4::init(float v) { void Vector4::init(float v)
{
x = v; x = v;
y = v; y = v;
z = v; z = v;
@@ -121,51 +125,63 @@ Vector4 Vector4::Create(float X, float Y, float Z, float W)
return r; return r;
} }
Vector4 Vector4::Min() { Vector4 Vector4::Min()
{
return Vector4::Create(-std::numeric_limits<float>::max()); return Vector4::Create(-std::numeric_limits<float>::max());
} }
Vector4 Vector4::Max() { Vector4 Vector4::Max()
{
return Vector4::Create(std::numeric_limits<float>::max()); return Vector4::Create(std::numeric_limits<float>::max());
} }
Vector4 Vector4::Zero() { Vector4 Vector4::Zero()
{
return Vector4::Create(); return Vector4::Create();
} }
Vector4 Vector4::One() { Vector4 Vector4::One()
{
return Vector4::Create(1.0f, 1.0f, 1.0f, 1.0f); return Vector4::Create(1.0f, 1.0f, 1.0f, 1.0f);
} }
Vector4 Vector4::Forward() { Vector4 Vector4::Forward()
{
return Vector4::Create(0.0f, 0.0f, 1.0f, 1.0f); return Vector4::Create(0.0f, 0.0f, 1.0f, 1.0f);
} }
Vector4 Vector4::Backward() { Vector4 Vector4::Backward()
{
return Vector4::Create(0.0f, 0.0f, -1.0f, 1.0f); return Vector4::Create(0.0f, 0.0f, -1.0f, 1.0f);
} }
Vector4 Vector4::Up() { Vector4 Vector4::Up()
{
return Vector4::Create(0.0f, 1.0f, 0.0f, 1.0f); return Vector4::Create(0.0f, 1.0f, 0.0f, 1.0f);
} }
Vector4 Vector4::Down() { Vector4 Vector4::Down()
{
return Vector4::Create(0.0f, -1.0f, 0.0f, 1.0f); return Vector4::Create(0.0f, -1.0f, 0.0f, 1.0f);
} }
Vector4 Vector4::Left() { Vector4 Vector4::Left()
{
return Vector4::Create(-1.0f, 0.0f, 0.0f, 1.0f); return Vector4::Create(-1.0f, 0.0f, 0.0f, 1.0f);
} }
Vector4 Vector4::Right() { Vector4 Vector4::Right()
{
return Vector4::Create(1.0f, 0.0f, 0.0f, 1.0f); return Vector4::Create(1.0f, 0.0f, 0.0f, 1.0f);
} }
Vector4 Vector4::Lerp(const Vector4 &v1, const Vector4 &v2, float d) { Vector4 Vector4::Lerp(const Vector4& v1, const Vector4& v2, float d)
{
return v1 + (v2 - v1) * d; return v1 + (v2 - v1) * d;
} }
Vector4 Vector4::Slerp(const Vector4 &v1, const Vector4 &v2, float 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/ // From: http://keithmaggio.wordpress.com/2011/02/15/math-magician-lerp-slerp-and-nlerp/
// Dot product - the cosine of the angle between 2 vectors. // Dot product - the cosine of the angle between 2 vectors.
float dot = Vector4::Dot(v1, v2); float dot = Vector4::Dot(v1, v2);
@@ -182,7 +198,8 @@ Vector4 Vector4::Slerp(const Vector4 &v1, const Vector4 &v2, float d) {
return ((v1 * cosf(theta)) + (RelativeVec * sinf(theta))); return ((v1 * cosf(theta)) + (RelativeVec * sinf(theta)));
} }
void Vector4::OrthoNormalize(Vector4 &normal, Vector4 &tangent) { void Vector4::OrthoNormalize(Vector4& normal, Vector4& tangent)
{
// Gram-Schmidt Orthonormalization // Gram-Schmidt Orthonormalization
normal.normalize(); normal.normalize();
Vector4 proj = normal * Dot(tangent, normal); Vector4 proj = normal * Dot(tangent, normal);
@@ -190,28 +207,35 @@ void Vector4::OrthoNormalize(Vector4 &normal, Vector4 &tangent) {
tangent.normalize(); tangent.normalize();
} }
Vector4 Vector4::operator +(const Vector4& b) const { Vector4 Vector4::operator +(const Vector4& b) const
{
return Vector4::Create(x + b.x, y + b.y, z + b.z, w + b.w); return Vector4::Create(x + b.x, y + b.y, z + b.z, w + b.w);
} }
Vector4 Vector4::operator -(const Vector4& b) const { Vector4 Vector4::operator -(const Vector4& b) const
{
return Vector4::Create(x - b.x, y - b.y, z - b.z, w - b.w); return Vector4::Create(x - b.x, y - b.y, z - b.z, w - b.w);
} }
Vector4 Vector4::operator +() const { Vector4 Vector4::operator +() const
{
return *this; return *this;
} }
Vector4 Vector4::operator -() const { Vector4 Vector4::operator -() const
{
return Vector4::Create(-x, -y, -z, -w); return Vector4::Create(-x, -y, -z, -w);
} }
Vector4 Vector4::operator *(const float v) const { Vector4 Vector4::operator *(const float v) const
{
return Vector4::Create(x * v, y * v, z * v, w * v); return Vector4::Create(x * v, y * v, z * v, w * v);
} }
Vector4 Vector4::operator /(const float v) const { Vector4 Vector4::operator /(const float v) const
{
return Vector4::Create(x / v, y / v, z / v, w / v); return Vector4::Create(x / v, y / v, z / v, w / v);
} }
Vector4& Vector4::operator +=(const Vector4& b) { Vector4& Vector4::operator +=(const Vector4& b)
{
x += b.x; x += b.x;
y += b.y; y += b.y;
z += b.z; z += b.z;
@@ -220,7 +244,8 @@ Vector4& Vector4::operator +=(const Vector4& b) {
return *this; return *this;
} }
Vector4& Vector4::operator -=(const Vector4& b) { Vector4& Vector4::operator -=(const Vector4& b)
{
x -= b.x; x -= b.x;
y -= b.y; y -= b.y;
z -= b.z; z -= b.z;
@@ -229,7 +254,8 @@ Vector4& Vector4::operator -=(const Vector4& b) {
return *this; return *this;
} }
Vector4& Vector4::operator *=(const float v) { Vector4& Vector4::operator *=(const float v)
{
x *= v; x *= v;
y *= v; y *= v;
z *= v; z *= v;
@@ -238,7 +264,8 @@ Vector4& Vector4::operator *=(const float v) {
return *this; return *this;
} }
Vector4& Vector4::operator /=(const float v) { Vector4& Vector4::operator /=(const float v)
{
float inv_v = 1.0f / v; float inv_v = 1.0f / v;
x *= inv_v; x *= inv_v;
y *= inv_v; y *= inv_v;
@@ -248,15 +275,18 @@ Vector4& Vector4::operator /=(const float v) {
return *this; return *this;
} }
bool Vector4::operator ==(const Vector4& b) const { bool Vector4::operator ==(const Vector4& b) const
{
return x == b.x && y == b.y && z == b.z && w == b.w; return x == b.x && y == b.y && z == b.z && w == b.w;
} }
bool Vector4::operator !=(const Vector4& b) const { bool Vector4::operator !=(const Vector4& b) const
{
return x != b.x || y != b.y || z != b.z || w != b.w; return x != b.x || y != b.y || z != b.z || w != b.w;
} }
float& Vector4::operator[](unsigned i) { float& Vector4::operator[](unsigned i)
{
switch (i) { switch (i) {
case 0: case 0:
return x; return x;
@@ -270,7 +300,8 @@ float& Vector4::operator[](unsigned i) {
} }
} }
float Vector4::operator[](unsigned i) const { float Vector4::operator[](unsigned i) const
{
switch (i) { switch (i) {
case 0: case 0:
return x; return x;
@@ -284,23 +315,27 @@ float Vector4::operator[](unsigned i) const {
} }
} }
float Vector4::sqrMagnitude() const { float Vector4::sqrMagnitude() const
{
// calculate the square of the magnitude (useful for comparison of magnitudes without the cost of a sqrt() function) // 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; return x * x + y * y + z * z + w * w;
} }
float Vector4::magnitude() const { float Vector4::magnitude() const
{
return sqrtf(x * x + y * y + z * z + w * w); return sqrtf(x * x + y * y + z * z + w * w);
} }
void Vector4::normalize() { void Vector4::normalize()
{
float inv_magnitude = 1.0f / sqrtf(x * x + y * y + z * z + w * w); float inv_magnitude = 1.0f / sqrtf(x * x + y * y + z * z + w * w);
x *= inv_magnitude; x *= inv_magnitude;
y *= inv_magnitude; y *= inv_magnitude;
z *= inv_magnitude; z *= inv_magnitude;
w *= inv_magnitude; w *= inv_magnitude;
} }
Vector4 Vector4::Normalize(const Vector4 &v) { 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); 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, return Vector4::Create(v.x * inv_magnitude,
v.y * inv_magnitude, v.y * inv_magnitude,
@@ -309,15 +344,18 @@ Vector4 Vector4::Normalize(const Vector4 &v) {
} }
float Vector4::Dot(const Vector4 &v1, const Vector4 &v2) { 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; 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)); 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)); return Vector4::Create(KRMAX(v1.x, v2.x), KRMAX(v1.y, v2.y), KRMAX(v1.z, v2.z), KRMAX(v1.w, v2.w));
} }