1
0
Fork 0
2018-soft-3d-renderer/include/vec.h

150 lines
2.3 KiB
C

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