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vec.h
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vec.h
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//////////////////////////////////////////////////////////////////////////////
//
// --- vec.h ---
//
//////////////////////////////////////////////////////////////////////////////
#ifndef __ANGEL_VEC_H__
#define __ANGEL_VEC_H__
#include "Angel.h"
namespace Angel {
//////////////////////////////////////////////////////////////////////////////
//
// vec2.h - 2D vector
//
struct vec2 {
GLfloat x;
GLfloat y;
//
// --- Constructors and Destructors ---
//
vec2( GLfloat s = GLfloat(0.0) ) :
x(s), y(s) {}
vec2( GLfloat x, GLfloat y ) :
x(x), y(y) {}
vec2( const vec2& v )
{ x = v.x; y = v.y; }
//
// --- Indexing Operator ---
//
GLfloat& operator [] ( int i ) { return *(&x + i); }
const GLfloat operator [] ( int i ) const { return *(&x + i); }
//
// --- (non-modifying) Arithematic Operators ---
//
vec2 operator - () const // unary minus operator
{ return vec2( -x, -y ); }
vec2 operator + ( const vec2& v ) const
{ return vec2( x + v.x, y + v.y ); }
vec2 operator - ( const vec2& v ) const
{ return vec2( x - v.x, y - v.y ); }
vec2 operator * ( const GLfloat s ) const
{ return vec2( s*x, s*y ); }
vec2 operator * ( const vec2& v ) const
{ return vec2( x*v.x, y*v.y ); }
friend vec2 operator * ( const GLfloat s, const vec2& v )
{ return v * s; }
vec2 operator / ( const GLfloat s ) const {
#ifdef DEBUG
if ( std::fabs(s) < DivideByZeroTolerance ) {
std::cerr << "[" << __FILE__ << ":" << __LINE__ << "] "
<< "Division by zero" << std::endl;
return vec2();
}
#endif // DEBUG
GLfloat r = GLfloat(1.0) / s;
return *this * r;
}
//
// --- (modifying) Arithematic Operators ---
//
vec2& operator += ( const vec2& v )
{ x += v.x; y += v.y; return *this; }
vec2& operator -= ( const vec2& v )
{ x -= v.x; y -= v.y; return *this; }
vec2& operator *= ( const GLfloat s )
{ x *= s; y *= s; return *this; }
vec2& operator *= ( const vec2& v )
{ x *= v.x; y *= v.y; return *this; }
vec2& operator /= ( const GLfloat s ) {
#ifdef DEBUG
if ( std::fabs(s) < DivideByZeroTolerance ) {
std::cerr << "[" << __FILE__ << ":" << __LINE__ << "] "
<< "Division by zero" << std::endl;
}
#endif // DEBUG
GLfloat r = GLfloat(1.0) / s;
*this *= r;
return *this;
}
//
// --- Insertion and Extraction Operators ---
//
friend std::ostream& operator << ( std::ostream& os, const vec2& v ) {
return os << "( " << v.x << ", " << v.y << " )";
}
friend std::istream& operator >> ( std::istream& is, vec2& v )
{ return is >> v.x >> v.y ; }
//
// --- Conversion Operators ---
//
operator const GLfloat* () const
{ return static_cast<const GLfloat*>( &x ); }
operator GLfloat* ()
{ return static_cast<GLfloat*>( &x ); }
};
//----------------------------------------------------------------------------
//
// Non-class vec2 Methods
//
inline
GLfloat dot( const vec2& u, const vec2& v ) {
return u.x * v.x + u.y * v.y;
}
inline
GLfloat length( const vec2& v ) {
return std::sqrt( dot(v,v) );
}
inline
vec2 normalize( const vec2& v ) {
return v / length(v);
}
//////////////////////////////////////////////////////////////////////////////
//
// vec3.h - 3D vector
//
//////////////////////////////////////////////////////////////////////////////
struct vec3 {
GLfloat x;
GLfloat y;
GLfloat z;
//
// --- Constructors and Destructors ---
//
vec3( GLfloat s = GLfloat(0.0) ) :
x(s), y(s), z(s) {}
vec3( GLfloat x, GLfloat y, GLfloat z ) :
x(x), y(y), z(z) {}
vec3( const vec3& v ) { x = v.x; y = v.y; z = v.z; }
vec3( const vec2& v, const float f ) { x = v.x; y = v.y; z = f; }
//
// --- Indexing Operator ---
//
GLfloat& operator [] ( int i ) { return *(&x + i); }
const GLfloat operator [] ( int i ) const { return *(&x + i); }
//
// --- (non-modifying) Arithematic Operators ---
//
vec3 operator - () const // unary minus operator
{ return vec3( -x, -y, -z ); }
vec3 operator + ( const vec3& v ) const
{ return vec3( x + v.x, y + v.y, z + v.z ); }
vec3 operator - ( const vec3& v ) const
{ return vec3( x - v.x, y - v.y, z - v.z ); }
vec3 operator * ( const GLfloat s ) const
{ return vec3( s*x, s*y, s*z ); }
vec3 operator * ( const vec3& v ) const
{ return vec3( x*v.x, y*v.y, z*v.z ); }
friend vec3 operator * ( const GLfloat s, const vec3& v )
{ return v * s; }
vec3 operator / ( const GLfloat s ) const {
#ifdef DEBUG
if ( std::fabs(s) < DivideByZeroTolerance ) {
std::cerr << "[" << __FILE__ << ":" << __LINE__ << "] "
<< "Division by zero" << std::endl;
return vec3();
}
#endif // DEBUG
GLfloat r = GLfloat(1.0) / s;
return *this * r;
}
//
// --- (modifying) Arithematic Operators ---
//
vec3& operator += ( const vec3& v )
{ x += v.x; y += v.y; z += v.z; return *this; }
vec3& operator -= ( const vec3& v )
{ x -= v.x; y -= v.y; z -= v.z; return *this; }
vec3& operator *= ( const GLfloat s )
{ x *= s; y *= s; z *= s; return *this; }
vec3& operator *= ( const vec3& v )
{ x *= v.x; y *= v.y; z *= v.z; return *this; }
vec3& operator /= ( const GLfloat s ) {
#ifdef DEBUG
if ( std::fabs(s) < DivideByZeroTolerance ) {
std::cerr << "[" << __FILE__ << ":" << __LINE__ << "] "
<< "Division by zero" << std::endl;
}
#endif // DEBUG
GLfloat r = GLfloat(1.0) / s;
*this *= r;
return *this;
}
//
// --- Insertion and Extraction Operators ---
//
friend std::ostream& operator << ( std::ostream& os, const vec3& v ) {
return os << "( " << v.x << ", " << v.y << ", " << v.z << " )";
}
friend std::istream& operator >> ( std::istream& is, vec3& v )
{ return is >> v.x >> v.y >> v.z ; }
//
// --- Conversion Operators ---
//
operator const GLfloat* () const
{ return static_cast<const GLfloat*>( &x ); }
operator GLfloat* ()
{ return static_cast<GLfloat*>( &x ); }
};
//----------------------------------------------------------------------------
//
// Non-class vec3 Methods
//
inline
GLfloat dot( const vec3& u, const vec3& v ) {
return u.x*v.x + u.y*v.y + u.z*v.z ;
}
inline
GLfloat length( const vec3& v ) {
return std::sqrt( dot(v,v) );
}
inline
vec3 normalize( const vec3& v ) {
return v / length(v);
}
inline
vec3 cross(const vec3& a, const vec3& b )
{
return vec3( a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x );
}
//////////////////////////////////////////////////////////////////////////////
//
// vec4 - 4D vector
//
//////////////////////////////////////////////////////////////////////////////
struct vec4 {
GLfloat x;
GLfloat y;
GLfloat z;
GLfloat w;
//
// --- Constructors and Destructors ---
//
vec4( GLfloat s = GLfloat(0.0) ) :
x(s), y(s), z(s), w(s) {}
vec4( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) :
x(x), y(y), z(z), w(w) {}
vec4( const vec4& v ) { x = v.x; y = v.y; z = v.z; w = v.w; }
vec4( const vec3& v, const float w = 1.0 ) : w(w)
{ x = v.x; y = v.y; z = v.z; }
vec4( const vec2& v, const float z, const float w ) : z(z), w(w)
{ x = v.x; y = v.y; }
//
// --- Indexing Operator ---
//
GLfloat& operator [] ( int i ) { return *(&x + i); }
const GLfloat operator [] ( int i ) const { return *(&x + i); }
//
// --- (non-modifying) Arithematic Operators ---
//
vec4 operator - () const // unary minus operator
{ return vec4( -x, -y, -z, -w ); }
vec4 operator + ( const vec4& v ) const
{ return vec4( x + v.x, y + v.y, z + v.z, w + v.w ); }
vec4 operator - ( const vec4& v ) const
{ return vec4( x - v.x, y - v.y, z - v.z, w - v.w ); }
vec4 operator * ( const GLfloat s ) const
{ return vec4( s*x, s*y, s*z, s*w ); }
vec4 operator * ( const vec4& v ) const
{ return vec4( x*v.x, y*v.y, z*v.z, w*v.z ); }
friend vec4 operator * ( const GLfloat s, const vec4& v )
{ return v * s; }
vec4 operator / ( const GLfloat s ) const {
#ifdef DEBUG
if ( std::fabs(s) < DivideByZeroTolerance ) {
std::cerr << "[" << __FILE__ << ":" << __LINE__ << "] "
<< "Division by zero" << std::endl;
return vec4();
}
#endif // DEBUG
GLfloat r = GLfloat(1.0) / s;
return *this * r;
}
//
// --- (modifying) Arithematic Operators ---
//
vec4& operator += ( const vec4& v )
{ x += v.x; y += v.y; z += v.z; w += v.w; return *this; }
vec4& operator -= ( const vec4& v )
{ x -= v.x; y -= v.y; z -= v.z; w -= v.w; return *this; }
vec4& operator *= ( const GLfloat s )
{ x *= s; y *= s; z *= s; w *= s; return *this; }
vec4& operator *= ( const vec4& v )
{ x *= v.x, y *= v.y, z *= v.z, w *= v.w; return *this; }
vec4& operator /= ( const GLfloat s ) {
#ifdef DEBUG
if ( std::fabs(s) < DivideByZeroTolerance ) {
std::cerr << "[" << __FILE__ << ":" << __LINE__ << "] "
<< "Division by zero" << std::endl;
}
#endif // DEBUG
GLfloat r = GLfloat(1.0) / s;
*this *= r;
return *this;
}
//
// --- Insertion and Extraction Operators ---
//
friend std::ostream& operator << ( std::ostream& os, const vec4& v ) {
return os << "( " << v.x << ", " << v.y
<< ", " << v.z << ", " << v.w << " )";
}
friend std::istream& operator >> ( std::istream& is, vec4& v )
{ return is >> v.x >> v.y >> v.z >> v.w; }
//
// --- Conversion Operators ---
//
operator const GLfloat* () const
{ return static_cast<const GLfloat*>( &x ); }
operator GLfloat* ()
{ return static_cast<GLfloat*>( &x ); }
};
//----------------------------------------------------------------------------
//
// Non-class vec4 Methods
//
inline
GLfloat dot( const vec4& u, const vec4& v ) {
return u.x*v.x + u.y*v.y + u.z*v.z + u.w+v.w;
}
inline
GLfloat length( const vec4& v ) {
return std::sqrt( dot(v,v) );
}
inline
vec4 normalize( const vec4& v ) {
return v / length(v);
}
inline
vec3 cross(const vec4& a, const vec4& b )
{
return vec3( a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x );
}
//----------------------------------------------------------------------------
} // namespace Angel
#endif // __ANGEL_VEC_H__