2018-09-06 02:26:54 +00:00
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#ifndef VEC_H
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#include "util.h"
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#include <cmath>
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// STRUCTURE
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struct Vector
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{
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inline Vector(void) : x(0), y(0), z(0), w(0) {}
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inline Vector(float x, float y, float z) : x(x), y(y), z(z), w(0) {}
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inline void Normalize(void)
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{
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float length = sqrtf(x*x + y*y + z*z);
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// zero length
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if (length < EPSILON_E3)
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{
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x = 0.0f;
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y = 0.0f;
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z = 0.0f;
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}
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else
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{
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float lengthInv = 1.0f / length;
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x *= lengthInv;
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y *= lengthInv;
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z *= lengthInv;
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}
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}
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inline static float Dot(Vector v1, Vector v2)
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{
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float result;
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result = (v1.x * v2.x) + (v1.y * v2.y) + (v1.z * v2.z);
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return result;
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}
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inline static Vector Cross(Vector v1, Vector v2)
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{
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Vector result;
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result.x = (v1.y * v2.z) - (v1.z * v2.y);
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result.y = (v1.z * v2.x) - (v1.x * v2.z);
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result.z = (v1.x * v2.y) - (v1.y * v2.x);
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return result;
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}
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union
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{
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float e[4];
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struct
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{
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float x, y, z, w;
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};
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};
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};
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// OPERATORS
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// -v
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inline Vector operator-(Vector v)
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{
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Vector result;
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result.x = -v.x;
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result.y = -v.y;
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result.z = -v.z;
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return result;
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}
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2018-09-11 02:51:59 +00:00
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// v1 + v2
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inline Vector operator+(Vector v1, Vector v2)
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{
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Vector result;
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result.x = v1.x + v2.x;
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result.y = v1.y + v2.y;
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result.z = v1.z + v2.z;
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return result;
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}
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// v1 += v2
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inline Vector &operator+=(Vector &v1, Vector v2)
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{
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v1 = v1 + v2;
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return v1;
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}
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// v / f
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inline Vector operator/(Vector v, float f)
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{
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Vector result;
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float inverse = 1.0f / f;
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result.x = v.x * inverse;
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result.y = v.y * inverse;
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result.z = v.z * inverse;
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return result;
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}
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// v /= f
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inline Vector &operator/=(Vector &v, float f)
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{
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v = v / f;
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return v;
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}
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2018-09-06 02:26:54 +00:00
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#define VEC_H
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#endif
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