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VL234f.h
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VL234f.h
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// VL234 monolithic header
typedef float Real;
#ifdef VL_DEBUG
#include <assert.h>
#define CL_ASSERT(M_X) assert(M_X);
#define CL_ASSERT_MSG(M_X, M_MSG) assert(M_X);
#define CL_ERROR(M_MSG) assert(false);
#define CL_WARNING(M_X)
#define CL_WARNING_MSG(M_X, M_MSG)
#define CL_EXPECT(M_X) assert(M_X)
#define CL_EXPECT_MSG(M_X, M_MSG) assert(M_X)
#define CL_RANGE(M_X, M_0, M_1) assert((M_X) >= M_0 && (M_X) < M_1)
#define CL_RANGE_MSG(M_X, M_0, M_1, M_MSG) assert((M_X) >= M_0 && (M_X) < M_1)
#define CL_INDEX(M_X, M_N) assert((M_X) >= 0 && (M_X) < M_N)
#define CL_INDEX_MSG(M_X, M_N, M_MSG) assert((M_X) >= 0 && (M_X) < M_N)
#else
#define CL_ASSERT(M_X)
#define CL_ASSERT_MSG(M_X, M_MSG)
#define CL_ERROR(M_X)
#define CL_WARNING(M_X)
#define CL_WARNING_MSG(M_X, M_MSG)
#define CL_EXPECT(M_X) (void) (M_X)
#define CL_EXPECT_MSG(M_X, M_MSG) (void) (M_X)
#define CL_RANGE(M_X, M_0, M_1)
#define CL_RANGE_MSG(M_X, M_0, M_1, M_MSG)
#define CL_INDEX(M_X, M_N)
#define CL_INDEX_MSG(M_X, M_N, M_MSG)
#endif
#ifndef VL_NEW
#define VL_NEW new
#define VL_DELETE delete
#endif
#ifndef VL_RESTRICT
#define VL_RESTRICT
#endif
/*
File: VLConstants.h
Function: Contains various constants for VL.
Copyright: Andrew Willmott
*/
#ifndef VLConstants_H
#define VLConstants_H
#include <cmath>
#include <cstdint>
// --- Mathematical constants -------------------------------------------------
const Real vl_pi = Real(3.14159265358979323846);
const Real vl_halfPi = Real(vl_pi / 2.0);
const Real vl_quarterPi = Real(vl_pi / 4.0);
const Real vl_twoPi = Real(2.0 * vl_pi);
#ifdef HUGE_VAL
const Real vl_inf = Real(HUGE_VAL);
#endif
enum ZeroOrOne { vl_zero = 0, vl_0 = 0, vl_one = 1, vl_I = 1, vl_1 = 1 };
enum Block { vl_Z = 0, vl_B = 1, vl_block = 1 };
enum Axis { vl_x, vl_y, vl_z, vl_w };
typedef Axis vl_axis;
const uint32_t VL_REF_FLAG = uint32_t(1) << (sizeof(uint32_t) * 8 - 1);
const uint32_t VL_REF_MASK = (~VL_REF_FLAG);
enum { VL_SV_END = -1 };
const uint32_t VL_SV_MAX_INDEX = (1 << 30);
const int VL_MAX_STEPS = 10000;
#endif
/*
File: VLMath.h
Function: Various math definitions for VL
Copyright: Andrew Willmott
*/
#ifndef VL_MATH_H
#define VL_MATH_H
#include <stdlib.h>
// --- Inlines ----------------------------------------------------------------
// additions to arithmetic functions
#ifdef VL_HAS_IEEEFP
#include <ieeefp.h>
#define vl_is_finite(X) finite(X)
#elif defined (__GNUC__) && defined(VL_USE_MISC)
#define vl_is_finite(X) finite(X)
#else
#define vl_is_finite(X) (1)
#endif
#ifdef VL_HAS_DRAND
inline double vl_rand()
{ return drand48()); }
inline double vl_srand(Uint seed)
{ srand48(seed); }
#else
inline double vl_rand()
{ return rand() / (RAND_MAX + 1.0); }
inline void vl_srand(uint32_t seed)
{ srand(seed); }
#endif
inline float len(float x)
{ return (fabsf(x)); }
inline double len(double x)
{ return (fabs(x)); }
template<class T_Value> inline T_Value sqr(T_Value x)
{ return x * x; }
template<class T_Value> inline T_Value cube(T_Value x)
{ return x * x * x; }
inline float sqrlen(float r)
{ return sqr(r); }
inline double sqrlen(double r)
{ return sqr(r); }
inline float lerp(float a, float b, float s)
{ return (1.0f - s) * a + s * b; }
inline double lerp(double a, double b, double s)
{ return (1.0 - s) * a + s * b; }
template<class T_Value> inline T_Value lerp(T_Value x, T_Value y, Real s)
{ return x + (y - x) * s; }
template<> inline float lerp<float>(float x, float y, Real s)
{ return float(x + (y - x) * s); }
template<class T> inline T vl_min(T a, T b)
{
return a < b ? a : b;
}
template<class T> inline T vl_max(T a, T b)
{
return a > b ? a : b;
}
inline double sign(double d)
{
if (d < 0)
return -1.0;
else
return +1.0;
}
inline double sinc(double x)
{
if (fabs(x) < 1.0e-6)
return 1.0;
else
return sin(x) / x;
}
inline float sincf(float x)
{
if (fabsf(x) < 1.0e-6f)
return 1.0f;
else
return sinf(x) / x;
}
#ifndef VL_HAVE_SINCOS
inline void sincosf(double phi, double* sinv, double* cosv)
{
*sinv = sin(phi);
*cosv = cos(phi);
}
inline void sincosf(float phi, float* sinv, float* cosv)
{
*sinv = sinf(phi);
*cosv = cosf(phi);
}
#endif
template<class T_Value> inline T_Value clip(T_Value x, T_Value min, T_Value max)
{
if (x <= min)
return min;
else if (x >= max)
return max;
else
return x;
}
// useful routines
inline void SetReal(float& a, double b)
{ a = float(b); }
inline void SetReal(double& a, double b)
{ a = b; }
template <class S, class T> inline void ConvertVec(const S& u, T& v)
{
for (int i = 0; i < u.Elts(); i++)
v[i] = u[i];
}
template <class T> inline void ConvertVec(const T& u, T& v)
{ v = u; }
template <class S, class T> inline void ConvertMat(const S& m, T& n)
{
for (int i = 0; i < m.Rows(); i++)
ConvertVec(m[i], n[i]);
}
template <class T> inline void ConvertMat(const T& m, T& n)
{ n = m; }
#endif
/*
File: VLVec2.h
Function: Defines a length-2 vector.
Copyright: Andrew Willmott
*/
#ifndef VL_Vec2_H
#define VL_Vec2_H
// --- Vec2 Class -------------------------------------------------------------
class Vec2f
{
public:
// Constructors
Vec2f();
Vec2f(float x, float y); // (x, y)
Vec2f(const Vec2f& v); // Copy constructor
Vec2f(ZeroOrOne k); // v[i] = vl_zero
Vec2f(Axis k); // v[k] = 1
explicit Vec2f(float s);
explicit Vec2f(const float v[]);
// Accessor functions
int Elts() const { return 2; }; // Element count
float& operator [] (int i); // Indexing by row
const float& operator [] (int i) const; // Indexing by row
float* Ref(); // Return pointer to data
const float* Ref() const; // Return pointer to data
// Assignment operators
Vec2f& operator = (const Vec2f& a);
Vec2f& operator = (ZeroOrOne k);
Vec2f& operator = (Axis k);
Vec2f& operator += (const Vec2f& a);
Vec2f& operator -= (const Vec2f& a);
Vec2f& operator *= (const Vec2f& a);
Vec2f& operator *= (float s);
Vec2f& operator /= (const Vec2f& a);
Vec2f& operator /= (float s);
// Comparison operators
bool operator == (const Vec2f& a) const; // v == a?
bool operator != (const Vec2f& a) const; // v != a?
// Arithmetic operators
Vec2f operator + (const Vec2f& a) const; // v + a
Vec2f operator - (const Vec2f& a) const; // v - a
Vec2f operator - () const; // -v
Vec2f operator * (const Vec2f& a) const; // v * a (vx * ax, ...)
Vec2f operator * (float s) const; // v * s
Vec2f operator / (const Vec2f& a) const; // v / a (vx / ax, ...)
Vec2f operator / (float s) const; // v / s
// Initialisers
Vec2f& MakeZero(); // Zero vector
Vec2f& MakeUnit(int i, float k = vl_one);// I[i]
Vec2f& MakeBlock(float k = vl_one); // All-k vector
Vec2f& Normalize(); // normalize vector
// Data
float x;
float y;
};
// --- Vec operators ----------------------------------------------------------
Vec2f operator * (float s, const Vec2f& v);// s * v
float dot (const Vec2f& a, const Vec2f& b); // v . a
float len (const Vec2f& v); // || v ||
float sqrlen (const Vec2f& v); // v . v
Vec2f norm (const Vec2f& v); // v / || v ||
Vec2f norm_safe(const Vec2f& v); // v / || v ||, handles || v || = 0
Vec2f cross (const Vec2f& v); // cross prod.
Vec2f inv (const Vec2f& v); // inverse: 1 / v
Vec2f abs (const Vec2f& v); // abs(v_i)
// --- Inlines ----------------------------------------------------------------
inline float& Vec2f::operator [] (int i)
{
CL_RANGE_MSG(i, 0, 2, "(Vec2::[i]) index out of range");
return (&x)[i];
}
inline const float& Vec2f::operator [] (int i) const
{
CL_RANGE_MSG(i, 0, 2, "(Vec2::[i]) index out of range");
return (&x)[i];
}
inline Vec2f::Vec2f()
{
}
inline Vec2f::Vec2f(float x_in, float y_in) :
x(x_in),
y(y_in)
{}
inline Vec2f::Vec2f(const Vec2f& v) :
x(v.x),
y(v.y)
{}
inline Vec2f::Vec2f(float s) :
x(s),
y(s)
{
}
inline Vec2f::Vec2f(const float v[]) :
x(v[0]),
y(v[1])
{
}
inline float* Vec2f::Ref()
{
return &x;
}
inline const float* Vec2f::Ref() const
{
return &x;
}
inline Vec2f& Vec2f::operator = (const Vec2f& v)
{
x = v.x;
y = v.y;
return *this;
}
inline Vec2f& Vec2f::operator += (const Vec2f& v)
{
x += v.x;
y += v.y;
return *this;
}
inline Vec2f& Vec2f::operator -= (const Vec2f& v)
{
x -= v.x;
y -= v.y;
return *this;
}
inline Vec2f& Vec2f::operator *= (const Vec2f& v)
{
x *= v.x;
y *= v.y;
return *this;
}
inline Vec2f& Vec2f::operator *= (float s)
{
x *= s;
y *= s;
return *this;
}
inline Vec2f& Vec2f::operator /= (const Vec2f& v)
{
x /= v.x;
y /= v.y;
return *this;
}
inline Vec2f& Vec2f::operator /= (float s)
{
x /= s;
y /= s;
return *this;
}
inline Vec2f Vec2f::operator + (const Vec2f& a) const
{
Vec2f result;
result.x = x + a.x;
result.y = y + a.y;
return result;
}
inline Vec2f Vec2f::operator - (const Vec2f& a) const
{
Vec2f result;
result.x = x - a.x;
result.y = y - a.y;
return result;
}
inline Vec2f Vec2f::operator - () const
{
Vec2f result;
result.x = -x;
result.y = -y;
return result;
}
inline Vec2f Vec2f::operator * (const Vec2f& a) const
{
Vec2f result;
result.x = x * a.x;
result.y = y * a.y;
return result;
}
inline Vec2f Vec2f::operator * (float s) const
{
Vec2f result;
result.x = x * s;
result.y = y * s;
return result;
}
inline Vec2f operator * (float s, const Vec2f& v)
{
return v * s;
}
inline Vec2f Vec2f::operator / (const Vec2f& a) const
{
Vec2f result;
result.x = x / a.x;
result.y = y / a.y;
return result;
}
inline Vec2f Vec2f::operator / (float s) const
{
Vec2f result;
result.x = x / s;
result.y = y / s;
return result;
}
inline float dot(const Vec2f& a, const Vec2f& b)
{
return a.x * b.x + a.y * b.y;
}
inline Vec2f cross(const Vec2f& a)
{
Vec2f result;
result.x = -a.y;
result.y = a.x;
return result;
}
inline float len(const Vec2f& v)
{
return sqrt(dot(v, v));
}
inline float sqrlen(const Vec2f& v)
{
return dot(v, v);
}
inline Vec2f norm(const Vec2f& v)
{
CL_ASSERT_MSG(sqrlen(v) > float(vl_zero), "normalising length-zero vector");
return v / len(v);
}
inline Vec2f norm_safe(const Vec2f& v)
{
return v / (len(v) + float(1e-8));
}
inline Vec2f inv(const Vec2f& v)
{
return Vec2f(float(1) / v.x, float(1) / v.y);
}
inline Vec2f abs(const Vec2f& v)
{
return Vec2f(abs(v.x), abs(v.y));
}
inline Vec2f& Vec2f::MakeUnit(int i, float k)
{
if (i == 0)
{ x = k; y = vl_zero; }
else if (i == 1)
{ x = vl_zero; y = k; }
else
CL_ERROR("(Vec2::Unit) illegal unit vector");
return *this;
}
inline Vec2f& Vec2f::MakeZero()
{
x = vl_zero; y = vl_zero;
return *this;
}
inline Vec2f& Vec2f::MakeBlock(float k)
{
x = k; y = k;
return *this;
}
inline Vec2f& Vec2f::Normalize()
{
CL_ASSERT_MSG(sqrlen(*this) > float(vl_zero), "normalising length-zero vector");
*this /= len(*this);
return *this;
}
inline Vec2f::Vec2f(ZeroOrOne k)
{
x = float(k);
y = float(k);
}
inline Vec2f::Vec2f(Axis k)
{
MakeUnit(k, vl_one);
}
inline Vec2f& Vec2f::operator = (ZeroOrOne k)
{
x = float(k); y = float(k);
return *this;
}
inline Vec2f& Vec2f::operator = (Axis k)
{
MakeUnit(k, vl_1);
return *this;
}
inline bool Vec2f::operator == (const Vec2f& a) const
{
return x == a.x && y == a.y;
}
inline bool Vec2f::operator != (const Vec2f& a) const
{
return x != a.x || y != a.y;
}
#endif
/*
File: VLVec3.h
Function: Defines a length-3 vector.
Copyright: Andrew Willmott
*/
#ifndef VL_Vec3_H
#define VL_Vec3_H
// --- Vec3 Class -------------------------------------------------------------
class Vec2f;
class Vec3f
{
public:
// Constructors
Vec3f();
Vec3f(float x, float y, float z);// [x, y, z]
Vec3f(const Vec3f& v); // Copy constructor
Vec3f(const Vec2f& v, float w); // Hom. 2D vector
Vec3f(ZeroOrOne k);
Vec3f(Axis a);
explicit Vec3f(float s);
explicit Vec3f(const float v[]);
// Accessor functions
int Elts() const { return 3; }; // Element count
float& operator [] (int i); // Indexing by row
const float& operator [] (int i) const; // Indexing by row
float* Ref(); // Return pointer to data
const float* Ref() const; // Return pointer to data
// Assignment operators
Vec3f& operator = (const Vec3f& a);
Vec3f& operator = (ZeroOrOne k);
Vec3f& operator += (const Vec3f& a);
Vec3f& operator -= (const Vec3f& a);
Vec3f& operator *= (const Vec3f& a);
Vec3f& operator *= (float s);
Vec3f& operator /= (const Vec3f& a);
Vec3f& operator /= (float s);
// Comparison operators
bool operator == (const Vec3f& a) const; // v == a?
bool operator != (const Vec3f& a) const; // v != a?
bool operator < (const Vec3f& a) const; // v < a?
bool operator >= (const Vec3f& a) const; // v >= a?
// Arithmetic operators
Vec3f operator + (const Vec3f& a) const; // v + a
Vec3f operator - (const Vec3f& a) const; // v - a
Vec3f operator - () const; // -v
Vec3f operator * (const Vec3f& a) const; // v * a (vx * ax, ...)
Vec3f operator * (float s) const; // v * s
Vec3f operator / (const Vec3f& a) const; // v / a (vx / ax, ...)
Vec3f operator / (float s) const; // v / s
// Initialisers
Vec3f& MakeZero(); // Zero vector
Vec3f& MakeUnit(int i, float k = vl_one);// I[i]
Vec3f& MakeBlock(float k = vl_one); // All-k vector
Vec3f& Normalize(); // normalize vector
// Conversion
Vec2f& AsVec2();
const Vec2f& AsVec2() const;
// Data
float x;
float y;
float z;
};
// --- Vec operators ----------------------------------------------------------
Vec3f operator * (float s, const Vec3f& v); // s * v
float dot(const Vec3f& a, const Vec3f& b); // v . a
float len (const Vec3f& v); // || v ||
float sqrlen (const Vec3f& v); // v . v
Vec3f norm (const Vec3f& v); // v / || v ||
Vec3f norm_safe(const Vec3f& v); // v / || v ||, handles || v || = 0
Vec3f cross (const Vec3f& a, const Vec3f& b); // a x b
Vec3f cross_x (const Vec3f& v); // v x e_x
Vec3f cross_y (const Vec3f& v); // v x e_y
Vec3f cross_z (const Vec3f& v); // v x e_z
Vec3f inv (const Vec3f& v); // inverse: 1 / v
Vec2f proj (const Vec3f& v); // homogeneous projection
Vec3f abs (const Vec3f& v); // abs(v_i)
// --- Inlines ----------------------------------------------------------------
inline float& Vec3f::operator [] (int i)
{
CL_RANGE_MSG(i, 0, 3, "(Vec3::[i]) index out of range");
return (&x)[i];
}
inline const float& Vec3f::operator [] (int i) const
{
CL_RANGE_MSG(i, 0, 3, "(Vec3::[i]) index out of range");
return (&x)[i];
}
inline Vec3f::Vec3f()
{
}
inline Vec3f::Vec3f(float x_in, float y_in, float z_in) :
x(x_in),
y(y_in),
z(z_in)
{}
inline Vec3f::Vec3f(const Vec3f& v) :
x(v.x),
y(v.y),
z(v.z)
{}
inline Vec3f::Vec3f(const Vec2f& v, float z_in) :
x(v.x),
y(v.y),
z(z_in)
{}
inline Vec3f::Vec3f(float s) :
x(s),
y(s),
z(s)
{}
inline Vec3f::Vec3f(const float v[]) :
x(v[0]),
y(v[1]),
z(v[2])
{}
inline float* Vec3f::Ref()
{
return &x;
}
inline const float* Vec3f::Ref() const
{
return &x;
}
inline Vec3f& Vec3f::operator = (const Vec3f& v)
{
x = v.x;
y = v.y;
z = v.z;
return *this;
}
inline Vec3f& Vec3f::operator += (const Vec3f& v)
{
x += v.x;
y += v.y;
z += v.z;
return *this;
}
inline Vec3f& Vec3f::operator -= (const Vec3f& v)
{
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
}
inline Vec3f& Vec3f::operator *= (const Vec3f& a)
{
x *= a.x;
y *= a.y;
z *= a.z;
return *this;
}
inline Vec3f& Vec3f::operator *= (float s)
{
x *= s;
y *= s;
z *= s;
return *this;
}
inline Vec3f& Vec3f::operator /= (const Vec3f& a)
{
x /= a.x;
y /= a.y;
z /= a.z;
return *this;
}
inline Vec3f& Vec3f::operator /= (float s)
{
x /= s;
y /= s;
z /= s;
return *this;
}
inline Vec3f Vec3f::operator + (const Vec3f& a) const
{
Vec3f result;
result.x = x + a.x;
result.y = y + a.y;
result.z = z + a.z;
return result;
}
inline Vec3f Vec3f::operator - (const Vec3f& a) const
{
Vec3f result;
result.x = x - a.x;
result.y = y - a.y;
result.z = z - a.z;
return result;
}
inline Vec3f Vec3f::operator - () const
{
Vec3f result;
result.x = -x;
result.y = -y;
result.z = -z;
return result;
}
inline Vec3f Vec3f::operator * (const Vec3f& a) const
{
Vec3f result;
result.x = x * a.x;
result.y = y * a.y;
result.z = z * a.z;
return result;
}
inline Vec3f Vec3f::operator * (float s) const
{
Vec3f result;
result.x = x * s;
result.y = y * s;
result.z = z * s;
return result;
}
inline Vec3f Vec3f::operator / (const Vec3f& a) const
{
Vec3f result;
result.x = x / a.x;
result.y = y / a.y;
result.z = z / a.z;
return result;
}
inline Vec3f Vec3f::operator / (float s) const
{
Vec3f result;
result.x = x / s;
result.y = y / s;
result.z = z / s;
return result;
}
inline Vec3f operator * (float s, const Vec3f& v)
{
return v * s;
}
inline Vec3f& Vec3f::MakeUnit(int n, float k)
{
switch (n)
{
case 0:
{ x = k; y = vl_zero; z = vl_zero; } break;
case 1:
{ x = vl_zero; y = k; z = vl_zero; } break;
case 2:
{ x = vl_zero; y = vl_zero; z = k; } break;
default:
CL_ERROR("(Vec3::Unit) illegal unit vector");
}
return *this;
}
inline Vec3f& Vec3f::MakeZero()
{
x = vl_zero; y = vl_zero; z = vl_zero;
return *this;
}
inline Vec3f& Vec3f::MakeBlock(float k)
{
x = k; y = k; z = k;
return *this;
}
inline Vec3f& Vec3f::Normalize()
{
CL_ASSERT_MSG(sqrlen(*this) > vl_zero, "normalising length-zero vector");
*this /= len(*this);
return *this;
}
inline Vec3f::Vec3f(ZeroOrOne k)
{
x = float(k); y = float(k); z = float(k);
}
inline Vec3f& Vec3f::operator = (ZeroOrOne k)
{
x = float(k); y = float(k); z = float(k);
return *this;
}
inline Vec3f::Vec3f(Axis a)
{
MakeUnit(a, vl_one);
}
inline bool Vec3f::operator == (const Vec3f& a) const
{
return x == a.x && y == a.y && z == a.z;
}
inline bool Vec3f::operator != (const Vec3f& a) const
{
return x != a.x || y != a.y || z != a.z;
}
inline bool Vec3f::operator < (const Vec3f& a) const
{
return x < a.x && y < a.y && z < a.z;