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- // zlib open source license
- //
- // Copyright (c) 2017 to 2019 David Forsgren Piuva
- //
- // This software is provided 'as-is', without any express or implied
- // warranty. In no event will the authors be held liable for any damages
- // arising from the use of this software.
- //
- // Permission is granted to anyone to use this software for any purpose,
- // including commercial applications, and to alter it and redistribute it
- // freely, subject to the following restrictions:
- //
- // 1. The origin of this software must not be misrepresented; you must not
- // claim that you wrote the original software. If you use this software
- // in a product, an acknowledgment in the product documentation would be
- // appreciated but is not required.
- //
- // 2. Altered source versions must be plainly marked as such, and must not be
- // misrepresented as being the original software.
- //
- // 3. This notice may not be removed or altered from any source
- // distribution.
- #ifndef DFPSR_GEOMETRY_FVECTOR
- #define DFPSR_GEOMETRY_FVECTOR
- #include "vectorMethods.h"
- namespace dsr {
- struct FVector2D {
- VECTOR_BODY_2D(FVector2D, float, 0.0f);
- };
- struct FVector3D {
- VECTOR_BODY_3D(FVector3D, float, 0.0f);
- };
- struct FVector4D {
- VECTOR_BODY_4D(FVector4D, float, 0.0f);
- };
- OPERATORS_2D(FVector2D, float);
- OPERATORS_3D(FVector3D, float);
- OPERATORS_4D(FVector4D, float);
- SIGNED_OPERATORS_2D(FVector2D, float);
- SIGNED_OPERATORS_3D(FVector3D, float);
- SIGNED_OPERATORS_4D(FVector4D, float);
- SERIALIZATION_2D(FVector2D);
- SERIALIZATION_3D(FVector3D);
- SERIALIZATION_4D(FVector4D);
- inline bool operator==(const FVector2D &left, const FVector2D &right) {
- return fabs(left.x - right.x) < 0.0001f && fabs(left.y - right.y) < 0.0001f;
- }
- inline bool operator==(const FVector3D &left, const FVector3D &right) {
- return fabs(left.x - right.x) < 0.0001f && fabs(left.y - right.y) < 0.0001f && fabs(left.z - right.z) < 0.0001f;
- }
- inline bool operator==(const FVector4D &left, const FVector4D &right) {
- return fabs(left.x - right.x) < 0.0001f && fabs(left.y - right.y) < 0.0001f && fabs(left.z - right.z) < 0.0001f && fabs(left.w - right.w) < 0.0001f;
- }
- inline bool operator!=(const FVector2D &left, const FVector2D &right) {
- return !(left == right);
- }
- inline bool operator!=(const FVector3D &left, const FVector3D &right) {
- return !(left == right);
- }
- inline bool operator!=(const FVector4D &left, const FVector4D &right) {
- return !(left == right);
- }
- inline float dotProduct(const FVector2D &a, const FVector2D &b) {
- return (a.x * b.x) + (a.y * b.y);
- }
- inline float dotProduct(const FVector3D &a, const FVector3D &b) {
- return (a.x * b.x) + (a.y * b.y) + (a.z * b.z);
- }
- inline float dotProduct(const FVector4D &a, const FVector4D &b) {
- return (a.x * b.x) + (a.y * b.y) + (a.z * b.z) + (a.w * b.w);
- }
- inline float squareLength(const FVector2D &v) {
- return v.x * v.x + v.y * v.y;
- }
- inline float squareLength(const FVector3D &v) {
- return v.x * v.x + v.y * v.y + v.z * v.z;
- }
- inline float squareLength(const FVector4D &v) {
- return v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w;
- }
- inline float length(const FVector2D &v) {
- return sqrtf(squareLength(v));
- }
- inline float length(const FVector3D &v) {
- return sqrtf(squareLength(v));
- }
- inline float length(const FVector4D &v) {
- return sqrtf(squareLength(v));
- }
- inline FVector3D crossProduct(const FVector3D &a, const FVector3D &b) {
- return FVector3D(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 FVector2D normalize(const FVector2D &v) {
- float l = length(v);
- if (l == 0.0f) {
- return FVector2D(0.0f, 1.0f);
- } else {
- return v / length(v);
- }
- }
- inline FVector3D normalize(const FVector3D &v) {
- float l = length(v);
- if (l == 0.0f) {
- return FVector3D(0.0f, 0.0f, 1.0f);
- } else {
- return v / length(v);
- }
- }
- inline FVector4D normalize(const FVector4D &v) {
- float l = length(v);
- if (l == 0.0f) {
- return FVector4D(0.0f, 0.0f, 0.0f, 1.0f);
- } else {
- return v / length(v);
- }
- }
- }
- #endif
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