X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=gph-math;a=blobdiff_plain;f=src%2Fvector4.inl;fp=src%2Fvector4.inl;h=c37eed1c85d5c6ec5b37e0904ac9c46de48e7914;hp=0000000000000000000000000000000000000000;hb=016badf08fbd4db92e6ee6e2ad74e7e61c5505e3;hpb=bdeb1048917667c00f540c17f397443e8f6f76bf diff --git a/src/vector4.inl b/src/vector4.inl new file mode 100644 index 0000000..c37eed1 --- /dev/null +++ b/src/vector4.inl @@ -0,0 +1,252 @@ +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)); +} + +inline Vector4 operator -(const Vector4 &v) +{ + return Vector4(-v.x, -v.y, -v.z, -v.w); +} + +inline Vector4 operator +(const Vector4 &a, const Vector4 &b) +{ + return Vector4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); +} + +inline Vector4 operator -(const Vector4 &a, const Vector4 &b) +{ + return Vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); +} + +inline Vector4 operator *(const Vector4 &a, const Vector4 &b) +{ + return Vector4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); +} + +inline Vector4 operator /(const Vector4 &a, const Vector4 &b) +{ + return Vector4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w); +} + +inline Vector4 operator *(const Vector4 &v, float s) +{ + return Vector4(v.x * s, v.y * s, v.z * s, v.w * s); +} + +inline Vector4 operator *(float s, const Vector4 &v) +{ + return Vector4(s * v.x, s * v.y, s * v.z, s * v.w); +} + +inline Vector4 operator /(const Vector4 &v, float s) +{ + return Vector4(v.x / s, v.y / s, v.z / s, v.w / s); +} + +inline Vector4 operator /(float s, const Vector4 &v) +{ + return Vector4(s / v.x, s / v.y, s / v.z, s / v.w); +} + +inline Vector4 &operator +=(Vector4 &a, const Vector4 &b) +{ + a.x += b.x; + a.y += b.y; + a.z += b.z; + a.w += b.w; + return a; +} + +inline Vector4 &operator -=(Vector4 &a, const Vector4 &b) +{ + a.x -= b.x; + a.y -= b.y; + a.z -= b.z; + a.w -= b.w; + return a; +} + +inline Vector4 &operator *=(Vector4 &a, const Vector4 &b) +{ + a.x *= b.x; + a.y *= b.y; + a.z *= b.z; + a.w *= b.w; + return a; +} + +inline Vector4 &operator /=(Vector4 &a, const Vector4 &b) +{ + a.x /= b.x; + a.y /= b.y; + a.z /= b.z; + a.w /= b.w; + return a; +} + +inline Vector4 &operator *=(Vector4 &v, float s) +{ + v.x *= s; + v.y *= s; + v.z *= s; + v.w *= s; + return v; +} + +inline Vector4 &operator /=(Vector4 &v, float s) +{ + v.x /= s; + v.y /= s; + v.z /= s; + v.w /= s; + return v; +} + +inline bool operator ==(const Vector4 &a, const Vector4 &b) +{ + return a.x == b.x && a.y == b.y && a.z == b.z && a.w == b.w; +} + +inline bool operator !=(const Vector4 &a, const Vector4 &b) +{ + return !(a == b); +} + +inline float dot(const Vector4 &a, const Vector4 &b) +{ + return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w; +} + +inline Vector4 cross(const Vector4 &v1, const Vector4 &v2, const Vector4 &v3) +{ + /* Calculate intermediate values. */ + float a = (v2.x * v3.y) - (v2.y * v3.x); + float b = (v2.x * v3.z) - (v2.z * v3.x); + float c = (v2.x * v3.w) - (v2.w * v3.x); + float d = (v2.y * v3.z) - (v2.z * v3.y); + float e = (v2.y * v3.w) - (v2.w * v3.y); + float f = (v2.z * v3.w) - (v2.w * v3.z); + + /* Calculate the result-vector components. */ + float x = (v1.y * f) - (v1.z * e) + (v1.w * d); + float y = - (v1.x * f) + (v1.z * c) - (v1.w * b); + float z = (v1.x * e) - (v1.y * c) + (v1.w * a); + float w = - (v1.x * d) + (v1.y * b) - (v1.z * a); + + return Vector4(x, y, z, w); +} + +inline float length(const Vector4 &v) +{ + return (float)sqrt(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w); +} + +inline float length_sq(const Vector4 &v) +{ + return v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w; +} + +inline Vector4 normalize(const Vector4 &v) +{ + float len = length(v); + if(len == 0.0f) { + return v; + } + + return Vector4(v.x / len, v.y / len, v.z / len, v.w / len); +} + +inline Vector4 reflect(const Vector4 &v, const Vector4 &n) +{ + return v - n * dot(n, v) * 2.0; +} + +inline Vector4 refract(const Vector4 &v, const Vector4 &n, float ior) +{ + float ndotv = dot(n, v); + float k = 1.0f - ior * ior * (1.0f - ndotv * ndotv); + if(k < 0.0f) { + return Vector4(); + } + return ior * v - (ior * ndotv + sqrt(k)) * n; +} + +inline Vector4 refract(const Vector4 &v, const Vector4 &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 Vector4 &a, const Vector4 &b) +{ + return length(a - b); +} + +inline float distance_sq(const Vector4 &a, const Vector4 &b) +{ + return length_sq(a - b); +} + +inline Vector4 faceforward(const Vector4 &n, const Vector4 &vi, const Vector4 &ng) +{ + return dot(ng, vi) < 0.0f ? n : -n; +} + +inline Vector4 major(const Vector4 &v) +{ + int m = major_idx(v); + Vector4 res; + res[m] = v[m]; + return res; +} + +inline int major_idx(const Vector4 &v) +{ + if(fabs(v.x) >= fabs(v.y) && fabs(v.x) >= fabs(v.z) && fabs(v.x >= v.w)) { + return 0; + } + if(fabs(v.y) >= fabs(v.z) && fabs(v.y) >= fabs(v.w)) { + return 1; + } + if(fabs(v.z) >= fabs(v.w)) { + return 2; + } + return 3; +} + +inline Vector4 proj_axis(const Vector4 &v, const Vector4 &axis) +{ + return axis * dot(v, axis); +} + + +inline Vector4 rotate(const Vector4 &v, const Quaternion &q) +{ + return v; // TODO +} + +inline Vector4 rotate(const Vector4 &v, const Vector4 &axis, float angle) +{ + return v; // TODO +} + +inline Vector4 rotate(const Vector4 &v, const Vector4 &euler) +{ + return v; // TODO +}