8 #define GPH_SWIZZLE2(T, a, b) inline Vector2 T::a##b() const { return Vector2(a, b); }
9 #define GPH_SWIZZLE3(T, a, b, c) inline Vector3 T::a##b##c() const { return Vector3(a, b, c); }
10 #define GPH_SWIZZLE4(T, a, b, c, d) inline Vector4 T::a##b##c##d() const { return Vector4(a, b, c, d); }
14 inline void Vector3::normalize()
16 float len = (float)sqrt(x * x + y * y + z * z);
24 inline float &Vector3::operator[] (int idx)
26 return idx == 0 ? x : (idx == 1 ? y : z);
29 inline const float &Vector3::operator[] (int idx) const
31 return idx == 0 ? x : (idx == 1 ? y : z);
34 inline Vector3 operator -(const Vector3 &v)
36 return Vector3(-v.x, -v.y, -v.z);
39 inline Vector3 operator +(const Vector3 &a, const Vector3 &b)
41 return Vector3(a.x + b.x, a.y + b.y, a.z + b.z);
44 inline Vector3 operator -(const Vector3 &a, const Vector3 &b)
46 return Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
49 inline Vector3 operator *(const Vector3 &a, const Vector3 &b)
51 return Vector3(a.x * b.x, a.y * b.y, a.z * b.z);
54 inline Vector3 operator /(const Vector3 &a, const Vector3 &b)
56 return Vector3(a.x / b.x, a.y / b.y, a.z / b.z);
59 inline Vector3 operator *(const Vector3 &v, float s)
61 return Vector3(v.x * s, v.y * s, v.z * s);
64 inline Vector3 operator *(float s, const Vector3 &v)
66 return Vector3(s * v.x, s * v.y, s * v.z);
69 inline Vector3 operator /(const Vector3 &v, float s)
71 return Vector3(v.x / s, v.y / s, v.z / s);
74 inline Vector3 operator /(float s, const Vector3 &v)
76 return Vector3(s / v.x, s / v.y, s / v.z);
79 inline Vector3 &operator +=(Vector3 &a, const Vector3 &b)
87 inline Vector3 &operator -=(Vector3 &a, const Vector3 &b)
95 inline Vector3 &operator *=(Vector3 &a, const Vector3 &b)
103 inline Vector3 &operator /=(Vector3 &a, const Vector3 &b)
111 inline Vector3 &operator *=(Vector3 &v, float s)
119 inline Vector3 &operator /=(Vector3 &v, float s)
127 inline bool operator ==(const Vector3 &a, const Vector3 &b)
129 return a.x == b.x && a.y == b.y && a.z == b.z;
132 inline bool operator !=(const Vector3 &a, const Vector3 &b)
137 inline float dot(const Vector3 &a, const Vector3 &b)
139 return a.x * b.x + a.y * b.y + a.z * b.z;
142 inline Vector3 cross(const Vector3 &a, const Vector3 &b)
144 return Vector3(a.y * b.z - a.z * b.y,
145 a.z * b.x - a.x * b.z,
146 a.x * b.y - a.y * b.x);
149 inline float length(const Vector3 &v)
151 return (float)sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
154 inline float length_sq(const Vector3 &v)
156 return v.x * v.x + v.y * v.y + v.z * v.z;
159 inline Vector3 normalize(const Vector3 &v)
161 float len = length(v);
166 return Vector3(v.x / len, v.y / len, v.z / len);
169 inline Vector3 reflect(const Vector3 &v, const Vector3 &n)
171 return v - n * dot(n, v) * 2.0;
174 inline Vector3 refract(const Vector3 &v, const Vector3 &n, float ior)
176 float ndotv = dot(n, v);
177 float k = 1.0f - ior * ior * (1.0f - ndotv * ndotv);
181 return ior * v - (ior * ndotv + sqrt(k)) * n;
184 inline Vector3 refract(const Vector3 &v, const Vector3 &n, float from_ior, float to_ior)
186 if(to_ior == 0.0f) to_ior = 1.0f;
187 return refract(v, n, from_ior / to_ior);
190 inline float distance(const Vector3 &a, const Vector3 &b)
192 return length(a - b);
195 inline float distance_sq(const Vector3 &a, const Vector3 &b)
197 return length_sq(a - b);
200 inline Vector3 faceforward(const Vector3 &n, const Vector3 &vi, const Vector3 &ng)
202 return dot(ng, vi) < 0.0f ? n : -n;
205 inline Vector3 major(const Vector3 &v)
207 int m = major_idx(v);
213 inline int major_idx(const Vector3 &v)
215 return fabs(v.x) >= fabs(v.y) && fabs(v.x) > fabs(v.z) ? 0 :
216 (fabs(v.y) >= fabs(v.z) ? 1 : 2);
219 inline Vector3 proj_axis(const Vector3 &v, const Vector3 &axis)
221 return axis * dot(v, axis);
225 inline Vector3 rotate(const Vector3 &v, const Quaternion &q)
230 inline Vector3 rotate(const Vector3 &v, const Vector3 &axis, float angle)
235 inline Vector3 rotate(const Vector3 &v, const Vector3 &euler)
246 inline void Vector4::normalize()
248 float len = (float)sqrt(x * x + y * y + z * z + w * w);
257 inline float &Vector4::operator[] (int idx)
259 return idx == 0 ? x : (idx == 1 ? y : (idx == 2 ? z : w));
262 inline const float &Vector4::operator[] (int idx) const
264 return idx == 0 ? x : (idx == 1 ? y : (idx == 2 ? z : w));
271 inline void Vector2::normalize()
273 float len = (float)sqrt(x * x + y * y);
280 inline float &Vector2::operator[] (int idx)
282 return idx == 0 ? x : y;
285 inline const float &Vector2::operator[] (int idx) const
287 return idx == 0 ? x : y;