|
@@ -324,6 +324,213 @@ namespace bx
|
|
|
return _a + angleDiff(_a, _b) * _t;
|
|
return _a + angleDiff(_a, _b) * _t;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
+ inline BX_CONST_FUNC Vec3 abs(const Vec3& _a)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vec3 result;
|
|
|
|
|
+ result.x = abs(_a.x);
|
|
|
|
|
+ result.y = abs(_a.y);
|
|
|
|
|
+ result.z = abs(_a.z);
|
|
|
|
|
+ return result;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline BX_CONST_FUNC Vec3 neg(const Vec3& _a)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vec3 result;
|
|
|
|
|
+ result.x = -_a.x;
|
|
|
|
|
+ result.y = -_a.y;
|
|
|
|
|
+ result.z = -_a.z;
|
|
|
|
|
+ return result;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline BX_CONST_FUNC Vec3 add(const Vec3& _a, const Vec3& _b)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vec3 result;
|
|
|
|
|
+ result.x = _a.x + _b.x;
|
|
|
|
|
+ result.y = _a.y + _b.y;
|
|
|
|
|
+ result.z = _a.z + _b.z;
|
|
|
|
|
+ return result;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline BX_CONST_FUNC Vec3 add(const Vec3& _a, float _b)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vec3 result;
|
|
|
|
|
+ result.x = _a.x + _b;
|
|
|
|
|
+ result.y = _a.y + _b;
|
|
|
|
|
+ result.z = _a.z + _b;
|
|
|
|
|
+ return result;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline BX_CONST_FUNC Vec3 sub(const Vec3& _a, const Vec3& _b)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vec3 result;
|
|
|
|
|
+ result.x = _a.x - _b.x;
|
|
|
|
|
+ result.y = _a.y - _b.y;
|
|
|
|
|
+ result.z = _a.z - _b.z;
|
|
|
|
|
+ return result;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline BX_CONST_FUNC Vec3 sub(const Vec3& _a, float _b)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vec3 result;
|
|
|
|
|
+ result.x = _a.x - _b;
|
|
|
|
|
+ result.y = _a.y - _b;
|
|
|
|
|
+ result.z = _a.z - _b;
|
|
|
|
|
+ return result;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline BX_CONST_FUNC Vec3 mul(const Vec3& _a, const Vec3& _b)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vec3 result;
|
|
|
|
|
+ result.x = _a.x * _b.x;
|
|
|
|
|
+ result.y = _a.y * _b.y;
|
|
|
|
|
+ result.z = _a.z * _b.z;
|
|
|
|
|
+ return result;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline BX_CONST_FUNC Vec3 mul(const Vec3& _a, float _b)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vec3 result;
|
|
|
|
|
+ result.x = _a.x * _b;
|
|
|
|
|
+ result.y = _a.y * _b;
|
|
|
|
|
+ result.z = _a.z * _b;
|
|
|
|
|
+ return result;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline BX_CONST_FUNC float dot(const Vec3& _a, const Vec3& _b)
|
|
|
|
|
+ {
|
|
|
|
|
+ return _a.x*_b.x + _a.y*_b.y + _a.z*_b.z;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline BX_CONST_FUNC Vec3 cross(const Vec3& _a, const Vec3& _b)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vec3 result;
|
|
|
|
|
+ result.x = _a.y*_b.z - _a.z*_b.y;
|
|
|
|
|
+ result.y = _a.z*_b.x - _a.x*_b.z;
|
|
|
|
|
+ result.z = _a.x*_b.y - _a.y*_b.x;
|
|
|
|
|
+ return result;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline BX_CONST_FUNC float length(const Vec3& _a)
|
|
|
|
|
+ {
|
|
|
|
|
+ return sqrt(dot(_a, _a) );
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline BX_CONST_FUNC Vec3 lerp(const Vec3& _a, const Vec3& _b, float _t)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vec3 result;
|
|
|
|
|
+ result.x = lerp(_a.x, _b.x, _t);
|
|
|
|
|
+ result.y = lerp(_a.y, _b.y, _t);
|
|
|
|
|
+ result.z = lerp(_a.z, _b.z, _t);
|
|
|
|
|
+ return result;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline BX_CONST_FUNC Vec3 lerp(const Vec3& _a, const Vec3& _b, const Vec3& _t)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vec3 result;
|
|
|
|
|
+ result.x = lerp(_a.x, _b.x, _t.x);
|
|
|
|
|
+ result.y = lerp(_a.y, _b.y, _t.y);
|
|
|
|
|
+ result.z = lerp(_a.z, _b.z, _t.z);
|
|
|
|
|
+ return result;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline BX_CONST_FUNC Vec3 normalize(const Vec3& _a)
|
|
|
|
|
+ {
|
|
|
|
|
+ const float invLen = 1.0f/length(_a);
|
|
|
|
|
+ const Vec3 result = mul(_a, invLen);
|
|
|
|
|
+ return result;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline BX_CONST_FUNC Vec3 min(const Vec3& _a, const Vec3& _b)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vec3 result;
|
|
|
|
|
+ result.x = min(_a.x, _b.x);
|
|
|
|
|
+ result.y = min(_a.y, _b.y);
|
|
|
|
|
+ result.z = min(_a.z, _b.z);
|
|
|
|
|
+ return result;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline BX_CONST_FUNC Vec3 max(const Vec3& _a, const Vec3& _b)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vec3 result;
|
|
|
|
|
+ result.x = max(_a.x, _b.x);
|
|
|
|
|
+ result.y = max(_a.y, _b.y);
|
|
|
|
|
+ result.z = max(_a.z, _b.z);
|
|
|
|
|
+ return result;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline BX_CONST_FUNC Vec3 rcp(const Vec3& _a)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vec3 result;
|
|
|
|
|
+ result.x = 1.0f / _a.x;
|
|
|
|
|
+ result.y = 1.0f / _a.y;
|
|
|
|
|
+ result.z = 1.0f / _a.z;
|
|
|
|
|
+ return result;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline void calcTangentFrame(Vec3& _outT, Vec3& _outB, const Vec3& _n)
|
|
|
|
|
+ {
|
|
|
|
|
+ const float nx = _n.x;
|
|
|
|
|
+ const float ny = _n.y;
|
|
|
|
|
+ const float nz = _n.z;
|
|
|
|
|
+
|
|
|
|
|
+ if (abs(nx) > abs(nz) )
|
|
|
|
|
+ {
|
|
|
|
|
+ float invLen = 1.0f / sqrt(nx*nx + nz*nz);
|
|
|
|
|
+ _outT.x = -nz * invLen;
|
|
|
|
|
+ _outT.y = 0.0f;
|
|
|
|
|
+ _outT.z = nx * invLen;
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ float invLen = 1.0f / sqrt(ny*ny + nz*nz);
|
|
|
|
|
+ _outT.x = 0.0f;
|
|
|
|
|
+ _outT.y = nz * invLen;
|
|
|
|
|
+ _outT.z = -ny * invLen;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ _outB = cross(_n, _outT);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline void calcTangentFrame(Vec3& _outT, Vec3& _outB, const Vec3& _n, float _angle)
|
|
|
|
|
+ {
|
|
|
|
|
+ calcTangentFrame(_outT, _outB, _n);
|
|
|
|
|
+
|
|
|
|
|
+ const float sa = sin(_angle);
|
|
|
|
|
+ const float ca = cos(_angle);
|
|
|
|
|
+
|
|
|
|
|
+ _outT.x = -sa * _outB.x + ca * _outT.x;
|
|
|
|
|
+ _outT.y = -sa * _outB.y + ca * _outT.y;
|
|
|
|
|
+ _outT.z = -sa * _outB.z + ca * _outT.z;
|
|
|
|
|
+
|
|
|
|
|
+ _outB = cross(_n, _outT);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline BX_CONST_FUNC Vec3 fromLatLong(float _u, float _v)
|
|
|
|
|
+ {
|
|
|
|
|
+ Vec3 result;
|
|
|
|
|
+ const float phi = _u * kPi2;
|
|
|
|
|
+ const float theta = _v * kPi;
|
|
|
|
|
+
|
|
|
|
|
+ const float st = sin(theta);
|
|
|
|
|
+ const float sp = sin(phi);
|
|
|
|
|
+ const float ct = cos(theta);
|
|
|
|
|
+ const float cp = cos(phi);
|
|
|
|
|
+
|
|
|
|
|
+ result.x = -st*sp;
|
|
|
|
|
+ result.y = ct;
|
|
|
|
|
+ result.z = -st*cp;
|
|
|
|
|
+ return result;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ inline void toLatLong(float* _outU, float* _outV, const Vec3& _dir)
|
|
|
|
|
+ {
|
|
|
|
|
+ const float phi = atan2(_dir.x, _dir.z);
|
|
|
|
|
+ const float theta = acos(_dir.y);
|
|
|
|
|
+
|
|
|
|
|
+ *_outU = (bx::kPi + phi)/bx::kPi2;
|
|
|
|
|
+ *_outV = theta*bx::kInvPi;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
inline void vec3Move(float* _result, const float* _a)
|
|
inline void vec3Move(float* _result, const float* _a)
|
|
|
{
|
|
{
|
|
|
_result[0] = _a[0];
|
|
_result[0] = _a[0];
|