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| author | Magnus Auvinen <magnus.auvinen@gmail.com> | 2008-06-12 12:09:34 +0000 |
|---|---|---|
| committer | Magnus Auvinen <magnus.auvinen@gmail.com> | 2008-06-12 12:09:34 +0000 |
| commit | 3705064b109580103a3d13f44693503da9927281 (patch) | |
| tree | 0de409d2c67e74866e2bbe0b53a3791c20dab80d /src/game/g_vmath.hpp | |
| parent | f6c67c29cd10d41b877ee1319801edc01b625e72 (diff) | |
| download | zcatch-3705064b109580103a3d13f44693503da9927281.tar.gz zcatch-3705064b109580103a3d13f44693503da9927281.zip | |
renamed .h to .hpp in game because they are c++ headers
Diffstat (limited to 'src/game/g_vmath.hpp')
| -rw-r--r-- | src/game/g_vmath.hpp | 198 |
1 files changed, 198 insertions, 0 deletions
diff --git a/src/game/g_vmath.hpp b/src/game/g_vmath.hpp new file mode 100644 index 00000000..ac3e1870 --- /dev/null +++ b/src/game/g_vmath.hpp @@ -0,0 +1,198 @@ +/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ +#ifndef BASE_VMATH_H +#define BASE_VMATH_H + +//#include <engine/system.h> + +// ------------------------------------ + +template<typename T> +class vector2_base +{ +public: + union { T x,u; }; + union { T y,v; }; + + vector2_base() {} + vector2_base(float nx, float ny) + { + x = nx; + y = ny; + } + + vector2_base operator -() const { return vector2_base(-x, -y); } + vector2_base operator -(const vector2_base &v) const { return vector2_base(x-v.x, y-v.y); } + vector2_base operator +(const vector2_base &v) const { return vector2_base(x+v.x, y+v.y); } + vector2_base operator *(const T v) const { return vector2_base(x*v, y*v); } + + const vector2_base &operator =(const vector2_base &v) { x = v.x; y = v.y; return *this; } + + const vector2_base &operator +=(const vector2_base &v) { x += v.x; y += v.y; return *this; } + const vector2_base &operator -=(const vector2_base &v) { x -= v.x; y -= v.y; return *this; } + const vector2_base &operator *=(const T v) { x *= v; y *= v; return *this; } + + bool operator ==(const vector2_base &v) const { return x == v.x && y == v.y; } //TODO: do this with an eps instead + + operator const T* () { return &x; } +}; + + +template<typename T> +inline T length(const vector2_base<T> &a) +{ + return sqrtf(a.x*a.x + a.y*a.y); +} + +template<typename T> +inline T distance(const vector2_base<T> a, const vector2_base<T> &b) +{ + return length(a-b); +} + +template<typename T> +inline T dot(const vector2_base<T> a, const vector2_base<T> &b) +{ + return a.x*b.x + a.y*b.y; +} + +template<typename T> +inline vector2_base<T> normalize(const vector2_base<T> &v) +{ + T l = (T)(1.0f/sqrtf(v.x*v.x + v.y*v.y)); + return vector2_base<T>(v.x*l, v.y*l); +} + +typedef vector2_base<float> vec2; +typedef vector2_base<bool> bvec2; +typedef vector2_base<int> ivec2; + +template<typename T> +inline vector2_base<T> closest_point_on_line(vector2_base<T> line_point0, vector2_base<T> line_point1, vector2_base<T> target_point) +{ + vector2_base<T> c = target_point - line_point0; + vector2_base<T> v = (line_point1 - line_point0); + v = normalize(v); + T d = length(line_point0-line_point1); + T t = dot(v, c)/d; + return mix(line_point0, line_point1, clamp(t, (T)0, (T)1)); + /* + if (t < 0) t = 0; + if (t > 1.0f) return 1.0f; + return t;*/ +} + +// ------------------------------------ +template<typename T> +class vector3_base +{ +public: + union { T x,r,h; }; + union { T y,g,s; }; + union { T z,b,v,l; }; + + vector3_base() {} + vector3_base(float nx, float ny, float nz) + { + x = nx; + y = ny; + z = nz; + } + + const vector3_base &operator =(const vector3_base &v) { x = v.x; y = v.y; z = v.z; return *this; } + + vector3_base operator -(const vector3_base &v) const { return vector3_base(x-v.x, y-v.y, z-v.z); } + vector3_base operator -() const { return vector3_base(-x, -y, -z); } + vector3_base operator +(const vector3_base &v) const { return vector3_base(x+v.x, y+v.y, z+v.z); } + vector3_base operator *(const T v) const { return vector3_base(x*v, y*v, z*v); } + vector3_base operator *(const vector3_base &v) const { return vector3_base(x*v.x, y*v.y, z*v.z); } + vector3_base operator /(const T v) const { return vector3_base(x/v, y/v, z/v); } + + const vector3_base &operator +=(const vector3_base &v) { x += v.x; y += v.y; z += v.z; return *this; } + const vector3_base &operator -=(const vector3_base &v) { x -= v.x; y -= v.y; z -= v.z; return *this; } + const vector3_base &operator *=(const T v) { x *= v; y *= v; z *= v; return *this; } + + bool operator ==(const vector3_base &v) const { return x == v.x && y == v.y && z == v.z; } //TODO: do this with an eps instead + + operator const T* () { return &x; } +}; + +template<typename T> +inline T length(const vector3_base<T> &a) +{ + return sqrtf(a.x*a.x + a.y*a.y + a.z*a.z); +} + +template<typename T> +inline T distance(const vector3_base<T> &a, const vector3_base<T> &b) +{ + return length(a-b); +} + +template<typename T> +inline T dot(const vector3_base<T> &a, const vector3_base<T> &b) +{ + return a.x*b.x + a.y*b.y + a.z*b.z; +} + +template<typename T> +inline vector3_base<T> normalize(const vector3_base<T> &v) +{ + T l = (T)(1.0f/sqrtf(v.x*v.x + v.y*v.y + v.z*v.z)); + return vector3_base<T>(v.x*l, v.y*l, v.z*l); +} + +template<typename T> +inline vector3_base<T> cross(const vector3_base<T> &a, const vector3_base<T> &b) +{ + return vector3_base<T>( + a.y*b.z - a.z*b.y, + a.z*b.x - a.x*b.z, + a.x*b.y - a.y*b.x); +} + +typedef vector3_base<float> vec3; +typedef vector3_base<bool> bvec3; +typedef vector3_base<int> ivec3; + +// ------------------------------------ + +template<typename T> +class vector4_base +{ +public: + union { T x,r; }; + union { T y,g; }; + union { T z,b; }; + union { T w,a; }; + + vector4_base() {} + vector4_base(float nx, float ny, float nz, float nw) + { + x = nx; + y = ny; + z = nz; + w = nw; + } + + vector4_base operator +(const vector4_base &v) const { return vector4_base(x+v.x, y+v.y, z+v.z, w+v.w); } + vector4_base operator -(const vector4_base &v) const { return vector4_base(x-v.x, y-v.y, z-v.z, w-v.w); } + vector4_base operator -() const { return vector4_base(-x, -y, -z, -w); } + vector4_base operator *(const vector4_base &v) const { return vector4_base(x*v.x, y*v.y, z*v.z, w*v.w); } + vector4_base operator *(const T v) const { return vector4_base(x*v, y*v, z*v, w*v); } + + const vector4_base &operator =(const vector4_base &v) { x = v.x; y = v.y; z = v.z; w = v.w; return *this; } + + const vector4_base &operator +=(const vector4_base &v) { x += v.x; y += v.y; z += v.z; w += v.w; return *this; } + const vector4_base &operator -=(const vector4_base &v) { x -= v.x; y -= v.y; z -= v.z; w -= v.w; return *this; } + const vector4_base &operator *=(const T v) { x *= v; y *= v; z *= v; w *= v; return *this; } + + bool operator ==(const vector4_base &v) const { return x == v.x && y == v.y && z == v.z && w == v.w; } //TODO: do this with an eps instead + + operator const T* () { return &x; } +}; + +typedef vector4_base<float> vec4; +typedef vector4_base<bool> bvec4; +typedef vector4_base<int> ivec4; + +#endif |