+++ /dev/null
-#include <math.h>
-
-namespace gph {
-
-#undef GPH_SWIZZLE2
-#undef GPH_SWIZZLE3
-#undef GPH_SWIZZLE4
-#define GPH_SWIZZLE2(T, a, b) inline Vector2 T::a##b() const { return Vector2(a, b); }
-#define GPH_SWIZZLE3(T, a, b, c) inline Vector3 T::a##b##c() const { return Vector3(a, b, c); }
-#define GPH_SWIZZLE4(T, a, b, c, d) inline Vector4 T::a##b##c##d() const { return Vector4(a, b, c, d); }
-
-// ---- Vector3 ----
-
-inline void Vector3::normalize()
-{
- float len = (float)sqrt(x * x + y * y + z * z);
- if(len != 0.0f) {
- x /= len;
- y /= len;
- z /= len;
- }
-}
-
-inline float &Vector3::operator[] (int idx)
-{
- return idx == 0 ? x : (idx == 1 ? y : z);
-}
-
-inline const float &Vector3::operator[] (int idx) const
-{
- return idx == 0 ? x : (idx == 1 ? y : z);
-}
-
-inline Vector3 operator -(const Vector3 &v)
-{
- return Vector3(-v.x, -v.y, -v.z);
-}
-
-inline Vector3 operator +(const Vector3 &a, const Vector3 &b)
-{
- return Vector3(a.x + b.x, a.y + b.y, a.z + b.z);
-}
-
-inline Vector3 operator -(const Vector3 &a, const Vector3 &b)
-{
- return Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
-}
-
-inline Vector3 operator *(const Vector3 &a, const Vector3 &b)
-{
- return Vector3(a.x * b.x, a.y * b.y, a.z * b.z);
-}
-
-inline Vector3 operator /(const Vector3 &a, const Vector3 &b)
-{
- return Vector3(a.x / b.x, a.y / b.y, a.z / b.z);
-}
-
-inline Vector3 operator *(const Vector3 &v, float s)
-{
- return Vector3(v.x * s, v.y * s, v.z * s);
-}
-
-inline Vector3 operator *(float s, const Vector3 &v)
-{
- return Vector3(s * v.x, s * v.y, s * v.z);
-}
-
-inline Vector3 operator /(const Vector3 &v, float s)
-{
- return Vector3(v.x / s, v.y / s, v.z / s);
-}
-
-inline Vector3 operator /(float s, const Vector3 &v)
-{
- return Vector3(s / v.x, s / v.y, s / v.z);
-}
-
-inline Vector3 &operator +=(Vector3 &a, const Vector3 &b)
-{
- a.x += b.x;
- a.y += b.y;
- a.z += b.z;
- return a;
-}
-
-inline Vector3 &operator -=(Vector3 &a, const Vector3 &b)
-{
- a.x -= b.x;
- a.y -= b.y;
- a.z -= b.z;
- return a;
-}
-
-inline Vector3 &operator *=(Vector3 &a, const Vector3 &b)
-{
- a.x *= b.x;
- a.y *= b.y;
- a.z *= b.z;
- return a;
-}
-
-inline Vector3 &operator /=(Vector3 &a, const Vector3 &b)
-{
- a.x /= b.x;
- a.y /= b.y;
- a.z /= b.z;
- return a;
-}
-
-inline Vector3 &operator *=(Vector3 &v, float s)
-{
- v.x *= s;
- v.y *= s;
- v.z *= s;
- return v;
-}
-
-inline Vector3 &operator /=(Vector3 &v, float s)
-{
- v.x /= s;
- v.y /= s;
- v.z /= s;
- return v;
-}
-
-inline bool operator ==(const Vector3 &a, const Vector3 &b)
-{
- return a.x == b.x && a.y == b.y && a.z == b.z;
-}
-
-inline bool operator !=(const Vector3 &a, const Vector3 &b)
-{
- return !(a == b);
-}
-
-inline float dot(const Vector3 &a, const Vector3 &b)
-{
- return a.x * b.x + a.y * b.y + a.z * b.z;
-}
-
-inline Vector3 cross(const Vector3 &a, const Vector3 &b)
-{
- return Vector3(a.y * b.z - a.z * b.y,
- a.z * b.x - a.x * b.z,
- a.x * b.y - a.y * b.x);
-}
-
-inline float length(const Vector3 &v)
-{
- return (float)sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
-}
-
-inline float length_sq(const Vector3 &v)
-{
- return v.x * v.x + v.y * v.y + v.z * v.z;
-}
-
-inline Vector3 normalize(const Vector3 &v)
-{
- float len = length(v);
- if(len == 0.0f) {
- return v;
- }
-
- return Vector3(v.x / len, v.y / len, v.z / len);
-}
-
-inline Vector3 reflect(const Vector3 &v, const Vector3 &n)
-{
- return v - n * dot(n, v) * 2.0;
-}
-
-inline Vector3 refract(const Vector3 &v, const Vector3 &n, float ior)
-{
- float ndotv = dot(n, v);
- float k = 1.0f - ior * ior * (1.0f - ndotv * ndotv);
- if(k < 0.0f) {
- return Vector3();
- }
- return ior * v - (ior * ndotv + sqrt(k)) * n;
-}
-
-inline Vector3 refract(const Vector3 &v, const Vector3 &n, float from_ior, float to_ior)
-{
- if(to_ior == 0.0f) to_ior = 1.0f;
- return refract(v, n, from_ior / to_ior);
-}
-
-inline float distance(const Vector3 &a, const Vector3 &b)
-{
- return length(a - b);
-}
-
-inline float distance_sq(const Vector3 &a, const Vector3 &b)
-{
- return length_sq(a - b);
-}
-
-inline Vector3 faceforward(const Vector3 &n, const Vector3 &vi, const Vector3 &ng)
-{
- return dot(ng, vi) < 0.0f ? n : -n;
-}
-
-inline Vector3 major(const Vector3 &v)
-{
- int m = major_idx(v);
- Vector3 res;
- res[m] = v[m];
- return res;
-}
-
-inline int major_idx(const Vector3 &v)
-{
- return fabs(v.x) >= fabs(v.y) && fabs(v.x) > fabs(v.z) ? 0 :
- (fabs(v.y) >= fabs(v.z) ? 1 : 2);
-}
-
-inline Vector3 proj_axis(const Vector3 &v, const Vector3 &axis)
-{
- return axis * dot(v, axis);
-}
-
-
-inline Vector3 rotate(const Vector3 &v, const Quaternion &q)
-{
- return v; // TODO
-}
-
-inline Vector3 rotate(const Vector3 &v, const Vector3 &axis, float angle)
-{
- return v; // TODO
-}
-
-inline Vector3 rotate(const Vector3 &v, const Vector3 &euler)
-{
- return v; // TODO
-}
-
-
-GPH_VEC3_SWIZZLE
-
-// ---- Vector4 ----
-
-
-inline void Vector4::normalize()
-{
- float len = (float)sqrt(x * x + y * y + z * z + w * w);
- if(len != 0.0f) {
- x /= len;
- y /= len;
- z /= len;
- w /= len;
- }
-}
-
-inline float &Vector4::operator[] (int idx)
-{
- return idx == 0 ? x : (idx == 1 ? y : (idx == 2 ? z : w));
-}
-
-inline const float &Vector4::operator[] (int idx) const
-{
- return idx == 0 ? x : (idx == 1 ? y : (idx == 2 ? z : w));
-}
-
-GPH_VEC4_SWIZZLE
-
-// ---- Vector2 ----
-
-inline void Vector2::normalize()
-{
- float len = (float)sqrt(x * x + y * y);
- if(len != 0.0f) {
- x /= len;
- y /= len;
- }
-}
-
-inline float &Vector2::operator[] (int idx)
-{
- return idx == 0 ? x : y;
-}
-
-inline const float &Vector2::operator[] (int idx) const
-{
- return idx == 0 ? x : y;
-}
-
-GPH_VEC2_SWIZZLE
-
-} // namespace gph