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-///////////////////////////////////////////////////////////////////////////////
-// Vectors.h
-// =========
-// 2D/3D/4D vectors
-//
-// AUTHOR: Song Ho Ahn (song.ahn@gmail.com)
-// CREATED: 2007-02-14
-// UPDATED: 2013-01-20
-//
-// Copyright (C) 2007-2013 Song Ho Ahn
-///////////////////////////////////////////////////////////////////////////////
-
-
-#ifndef VECTORS_H_DEF
-#define VECTORS_H_DEF
-
-#include <cmath>
-#include <iostream>
-
-///////////////////////////////////////////////////////////////////////////////
-// 2D vector
-///////////////////////////////////////////////////////////////////////////////
-struct Vector2
-{
- float x;
- float y;
-
- // ctors
- Vector2() : x(0), y(0) {};
- Vector2(float x, float y) : x(x), y(y) {};
-
- // utils functions
- void set(float x, float y);
- float length() const; //
- float distance(const Vector2& vec) const; // distance between two vectors
- Vector2& normalize(); //
- float dot(const Vector2& vec) const; // dot product
- bool equal(const Vector2& vec, float e) const; // compare with epsilon
-
- // operators
- Vector2 operator-() const; // unary operator (negate)
- Vector2 operator+(const Vector2& rhs) const; // add rhs
- Vector2 operator-(const Vector2& rhs) const; // subtract rhs
- Vector2& operator+=(const Vector2& rhs); // add rhs and update this object
- Vector2& operator-=(const Vector2& rhs); // subtract rhs and update this object
- Vector2 operator*(const float scale) const; // scale
- Vector2 operator*(const Vector2& rhs) const; // multiply each element
- Vector2& operator*=(const float scale); // scale and update this object
- Vector2& operator*=(const Vector2& rhs); // multiply each element and update this object
- Vector2 operator/(const float scale) const; // inverse scale
- Vector2& operator/=(const float scale); // scale and update this object
- bool operator==(const Vector2& rhs) const; // exact compare, no epsilon
- bool operator!=(const Vector2& rhs) const; // exact compare, no epsilon
- bool operator<(const Vector2& rhs) const; // comparison for sort
- float operator[](int index) const; // subscript operator v[0], v[1]
- float& operator[](int index); // subscript operator v[0], v[1]
-
- friend Vector2 operator*(const float a, const Vector2 vec);
- friend std::ostream& operator<<(std::ostream& os, const Vector2& vec);
-};
-
-
-
-///////////////////////////////////////////////////////////////////////////////
-// 3D vector
-///////////////////////////////////////////////////////////////////////////////
-struct Vector3
-{
- float x;
- float y;
- float z;
-
- // ctors
- Vector3() : x(0), y(0), z(0) {};
- Vector3(float x, float y, float z) : x(x), y(y), z(z) {};
-
- // utils functions
- void set(float x, float y, float z);
- float length() const; //
- float distance(const Vector3& vec) const; // distance between two vectors
- Vector3& normalize(); //
- float dot(const Vector3& vec) const; // dot product
- Vector3 cross(const Vector3& vec) const; // cross product
- bool equal(const Vector3& vec, float e) const; // compare with epsilon
-
- // operators
- Vector3 operator-() const; // unary operator (negate)
- Vector3 operator+(const Vector3& rhs) const; // add rhs
- Vector3 operator-(const Vector3& rhs) const; // subtract rhs
- Vector3& operator+=(const Vector3& rhs); // add rhs and update this object
- Vector3& operator-=(const Vector3& rhs); // subtract rhs and update this object
- Vector3 operator*(const float scale) const; // scale
- Vector3 operator*(const Vector3& rhs) const; // multiplay each element
- Vector3& operator*=(const float scale); // scale and update this object
- Vector3& operator*=(const Vector3& rhs); // product each element and update this object
- Vector3 operator/(const float scale) const; // inverse scale
- Vector3& operator/=(const float scale); // scale and update this object
- bool operator==(const Vector3& rhs) const; // exact compare, no epsilon
- bool operator!=(const Vector3& rhs) const; // exact compare, no epsilon
- bool operator<(const Vector3& rhs) const; // comparison for sort
- float operator[](int index) const; // subscript operator v[0], v[1]
- float& operator[](int index); // subscript operator v[0], v[1]
-
- friend Vector3 operator*(const float a, const Vector3 vec);
- friend std::ostream& operator<<(std::ostream& os, const Vector3& vec);
-};
-
-
-
-///////////////////////////////////////////////////////////////////////////////
-// 4D vector
-///////////////////////////////////////////////////////////////////////////////
-struct Vector4
-{
- float x;
- float y;
- float z;
- float w;
-
- // ctors
- Vector4() : x(0), y(0), z(0), w(0) {};
- Vector4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {};
-
- // utils functions
- void set(float x, float y, float z, float w);
- float length() const; //
- float distance(const Vector4& vec) const; // distance between two vectors
- Vector4& normalize(); //
- float dot(const Vector4& vec) const; // dot product
- bool equal(const Vector4& vec, float e) const; // compare with epsilon
-
- // operators
- Vector4 operator-() const; // unary operator (negate)
- Vector4 operator+(const Vector4& rhs) const; // add rhs
- Vector4 operator-(const Vector4& rhs) const; // subtract rhs
- Vector4& operator+=(const Vector4& rhs); // add rhs and update this object
- Vector4& operator-=(const Vector4& rhs); // subtract rhs and update this object
- Vector4 operator*(const float scale) const; // scale
- Vector4 operator*(const Vector4& rhs) const; // multiply each element
- Vector4& operator*=(const float scale); // scale and update this object
- Vector4& operator*=(const Vector4& rhs); // multiply each element and update this object
- Vector4 operator/(const float scale) const; // inverse scale
- Vector4& operator/=(const float scale); // scale and update this object
- bool operator==(const Vector4& rhs) const; // exact compare, no epsilon
- bool operator!=(const Vector4& rhs) const; // exact compare, no epsilon
- bool operator<(const Vector4& rhs) const; // comparison for sort
- float operator[](int index) const; // subscript operator v[0], v[1]
- float& operator[](int index); // subscript operator v[0], v[1]
-
- friend Vector4 operator*(const float a, const Vector4 vec);
- friend std::ostream& operator<<(std::ostream& os, const Vector4& vec);
-};
-
-
-
-// fast math routines from Doom3 SDK
-inline float invSqrt(float x)
-{
- float xhalf = 0.5f * x;
- int i = *(int*)&x; // get bits for floating value
- i = 0x5f3759df - (i>>1); // gives initial guess
- x = *(float*)&i; // convert bits back to float
- x = x * (1.5f - xhalf*x*x); // Newton step
- return x;
-}
-
-
-
-///////////////////////////////////////////////////////////////////////////////
-// inline functions for Vector2
-///////////////////////////////////////////////////////////////////////////////
-inline Vector2 Vector2::operator-() const {
- return Vector2(-x, -y);
-}
-
-inline Vector2 Vector2::operator+(const Vector2& rhs) const {
- return Vector2(x+rhs.x, y+rhs.y);
-}
-
-inline Vector2 Vector2::operator-(const Vector2& rhs) const {
- return Vector2(x-rhs.x, y-rhs.y);
-}
-
-inline Vector2& Vector2::operator+=(const Vector2& rhs) {
- x += rhs.x; y += rhs.y; return *this;
-}
-
-inline Vector2& Vector2::operator-=(const Vector2& rhs) {
- x -= rhs.x; y -= rhs.y; return *this;
-}
-
-inline Vector2 Vector2::operator*(const float a) const {
- return Vector2(x*a, y*a);
-}
-
-inline Vector2 Vector2::operator*(const Vector2& rhs) const {
- return Vector2(x*rhs.x, y*rhs.y);
-}
-
-inline Vector2& Vector2::operator*=(const float a) {
- x *= a; y *= a; return *this;
-}
-
-inline Vector2& Vector2::operator*=(const Vector2& rhs) {
- x *= rhs.x; y *= rhs.y; return *this;
-}
-
-inline Vector2 Vector2::operator/(const float a) const {
- return Vector2(x/a, y/a);
-}
-
-inline Vector2& Vector2::operator/=(const float a) {
- x /= a; y /= a; return *this;
-}
-
-inline bool Vector2::operator==(const Vector2& rhs) const {
- return (x == rhs.x) && (y == rhs.y);
-}
-
-inline bool Vector2::operator!=(const Vector2& rhs) const {
- return (x != rhs.x) || (y != rhs.y);
-}
-
-inline bool Vector2::operator<(const Vector2& rhs) const {
- if(x < rhs.x) return true;
- if(x > rhs.x) return false;
- if(y < rhs.y) return true;
- if(y > rhs.y) return false;
- return false;
-}
-
-inline float Vector2::operator[](int index) const {
- return (&x)[index];
-}
-
-inline float& Vector2::operator[](int index) {
- return (&x)[index];
-}
-
-inline void Vector2::set(float x_, float y_) {
- this->x = x_; this->y = y_;
-}
-
-inline float Vector2::length() const {
- return sqrtf(x*x + y*y);
-}
-
-inline float Vector2::distance(const Vector2& vec) const {
- return sqrtf((vec.x-x)*(vec.x-x) + (vec.y-y)*(vec.y-y));
-}
-
-inline Vector2& Vector2::normalize() {
- //@@const float EPSILON = 0.000001f;
- float xxyy = x*x + y*y;
- //@@if(xxyy < EPSILON)
- //@@ return *this;
-
- //float invLength = invSqrt(xxyy);
- float invLength = 1.0f / sqrtf(xxyy);
- x *= invLength;
- y *= invLength;
- return *this;
-}
-
-inline float Vector2::dot(const Vector2& rhs) const {
- return (x*rhs.x + y*rhs.y);
-}
-
-inline bool Vector2::equal(const Vector2& rhs, float epsilon) const {
- return fabs(x - rhs.x) < epsilon && fabs(y - rhs.y) < epsilon;
-}
-
-inline Vector2 operator*(const float a, const Vector2 vec) {
- return Vector2(a*vec.x, a*vec.y);
-}
-
-inline std::ostream& operator<<(std::ostream& os, const Vector2& vec) {
- os << "(" << vec.x << ", " << vec.y << ")";
- return os;
-}
-// END OF VECTOR2 /////////////////////////////////////////////////////////////
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////
-// inline functions for Vector3
-///////////////////////////////////////////////////////////////////////////////
-inline Vector3 Vector3::operator-() const {
- return Vector3(-x, -y, -z);
-}
-
-inline Vector3 Vector3::operator+(const Vector3& rhs) const {
- return Vector3(x+rhs.x, y+rhs.y, z+rhs.z);
-}
-
-inline Vector3 Vector3::operator-(const Vector3& rhs) const {
- return Vector3(x-rhs.x, y-rhs.y, z-rhs.z);
-}
-
-inline Vector3& Vector3::operator+=(const Vector3& rhs) {
- x += rhs.x; y += rhs.y; z += rhs.z; return *this;
-}
-
-inline Vector3& Vector3::operator-=(const Vector3& rhs) {
- x -= rhs.x; y -= rhs.y; z -= rhs.z; return *this;
-}
-
-inline Vector3 Vector3::operator*(const float a) const {
- return Vector3(x*a, y*a, z*a);
-}
-
-inline Vector3 Vector3::operator*(const Vector3& rhs) const {
- return Vector3(x*rhs.x, y*rhs.y, z*rhs.z);
-}
-
-inline Vector3& Vector3::operator*=(const float a) {
- x *= a; y *= a; z *= a; return *this;
-}
-
-inline Vector3& Vector3::operator*=(const Vector3& rhs) {
- x *= rhs.x; y *= rhs.y; z *= rhs.z; return *this;
-}
-
-inline Vector3 Vector3::operator/(const float a) const {
- return Vector3(x/a, y/a, z/a);
-}
-
-inline Vector3& Vector3::operator/=(const float a) {
- x /= a; y /= a; z /= a; return *this;
-}
-
-inline bool Vector3::operator==(const Vector3& rhs) const {
- return (x == rhs.x) && (y == rhs.y) && (z == rhs.z);
-}
-
-inline bool Vector3::operator!=(const Vector3& rhs) const {
- return (x != rhs.x) || (y != rhs.y) || (z != rhs.z);
-}
-
-inline bool Vector3::operator<(const Vector3& rhs) const {
- if(x < rhs.x) return true;
- if(x > rhs.x) return false;
- if(y < rhs.y) return true;
- if(y > rhs.y) return false;
- if(z < rhs.z) return true;
- if(z > rhs.z) return false;
- return false;
-}
-
-inline float Vector3::operator[](int index) const {
- return (&x)[index];
-}
-
-inline float& Vector3::operator[](int index) {
- return (&x)[index];
-}
-
-inline void Vector3::set(float x_, float y_, float z_) {
- this->x = x_; this->y = y_; this->z = z_;
-}
-
-inline float Vector3::length() const {
- return sqrtf(x*x + y*y + z*z);
-}
-
-inline float Vector3::distance(const Vector3& vec) const {
- return sqrtf((vec.x-x)*(vec.x-x) + (vec.y-y)*(vec.y-y) + (vec.z-z)*(vec.z-z));
-}
-
-inline Vector3& Vector3::normalize() {
- //@@const float EPSILON = 0.000001f;
- float xxyyzz = x*x + y*y + z*z;
- //@@if(xxyyzz < EPSILON)
- //@@ return *this; // do nothing if it is ~zero vector
-
- //float invLength = invSqrt(xxyyzz);
- float invLength = 1.0f / sqrtf(xxyyzz);
- x *= invLength;
- y *= invLength;
- z *= invLength;
- return *this;
-}
-
-inline float Vector3::dot(const Vector3& rhs) const {
- return (x*rhs.x + y*rhs.y + z*rhs.z);
-}
-
-inline Vector3 Vector3::cross(const Vector3& rhs) const {
- return Vector3(y*rhs.z - z*rhs.y, z*rhs.x - x*rhs.z, x*rhs.y - y*rhs.x);
-}
-
-inline bool Vector3::equal(const Vector3& rhs, float epsilon) const {
- return fabs(x - rhs.x) < epsilon && fabs(y - rhs.y) < epsilon && fabs(z - rhs.z) < epsilon;
-}
-
-inline Vector3 operator*(const float a, const Vector3 vec) {
- return Vector3(a*vec.x, a*vec.y, a*vec.z);
-}
-
-inline std::ostream& operator<<(std::ostream& os, const Vector3& vec) {
- os << "(" << vec.x << ", " << vec.y << ", " << vec.z << ")";
- return os;
-}
-// END OF VECTOR3 /////////////////////////////////////////////////////////////
-
-
-
-///////////////////////////////////////////////////////////////////////////////
-// inline functions for Vector4
-///////////////////////////////////////////////////////////////////////////////
-inline Vector4 Vector4::operator-() const {
- return Vector4(-x, -y, -z, -w);
-}
-
-inline Vector4 Vector4::operator+(const Vector4& rhs) const {
- return Vector4(x+rhs.x, y+rhs.y, z+rhs.z, w+rhs.w);
-}
-
-inline Vector4 Vector4::operator-(const Vector4& rhs) const {
- return Vector4(x-rhs.x, y-rhs.y, z-rhs.z, w-rhs.w);
-}
-
-inline Vector4& Vector4::operator+=(const Vector4& rhs) {
- x += rhs.x; y += rhs.y; z += rhs.z; w += rhs.w; return *this;
-}
-
-inline Vector4& Vector4::operator-=(const Vector4& rhs) {
- x -= rhs.x; y -= rhs.y; z -= rhs.z; w -= rhs.w; return *this;
-}
-
-inline Vector4 Vector4::operator*(const float a) const {
- return Vector4(x*a, y*a, z*a, w*a);
-}
-
-inline Vector4 Vector4::operator*(const Vector4& rhs) const {
- return Vector4(x*rhs.x, y*rhs.y, z*rhs.z, w*rhs.w);
-}
-
-inline Vector4& Vector4::operator*=(const float a) {
- x *= a; y *= a; z *= a; w *= a; return *this;
-}
-
-inline Vector4& Vector4::operator*=(const Vector4& rhs) {
- x *= rhs.x; y *= rhs.y; z *= rhs.z; w *= rhs.w; return *this;
-}
-
-inline Vector4 Vector4::operator/(const float a) const {
- return Vector4(x/a, y/a, z/a, w/a);
-}
-
-inline Vector4& Vector4::operator/=(const float a) {
- x /= a; y /= a; z /= a; w /= a; return *this;
-}
-
-inline bool Vector4::operator==(const Vector4& rhs) const {
- return (x == rhs.x) && (y == rhs.y) && (z == rhs.z) && (w == rhs.w);
-}
-
-inline bool Vector4::operator!=(const Vector4& rhs) const {
- return (x != rhs.x) || (y != rhs.y) || (z != rhs.z) || (w != rhs.w);
-}
-
-inline bool Vector4::operator<(const Vector4& rhs) const {
- if(x < rhs.x) return true;
- if(x > rhs.x) return false;
- if(y < rhs.y) return true;
- if(y > rhs.y) return false;
- if(z < rhs.z) return true;
- if(z > rhs.z) return false;
- if(w < rhs.w) return true;
- if(w > rhs.w) return false;
- return false;
-}
-
-inline float Vector4::operator[](int index) const {
- return (&x)[index];
-}
-
-inline float& Vector4::operator[](int index) {
- return (&x)[index];
-}
-
-inline void Vector4::set(float x_, float y_, float z_, float w_) {
- this->x = x_; this->y = y_; this->z = z_; this->w = w_;
-}
-
-inline float Vector4::length() const {
- return sqrtf(x*x + y*y + z*z + w*w);
-}
-
-inline float Vector4::distance(const Vector4& vec) const {
- return sqrtf((vec.x-x)*(vec.x-x) + (vec.y-y)*(vec.y-y) + (vec.z-z)*(vec.z-z) + (vec.w-w)*(vec.w-w));
-}
-
-inline Vector4& Vector4::normalize() {
- //NOTE: leave w-component untouched
- //@@const float EPSILON = 0.000001f;
- float xxyyzz = x*x + y*y + z*z;
- //@@if(xxyyzz < EPSILON)
- //@@ return *this; // do nothing if it is zero vector
-
- //float invLength = invSqrt(xxyyzz);
- float invLength = 1.0f / sqrtf(xxyyzz);
- x *= invLength;
- y *= invLength;
- z *= invLength;
- return *this;
-}
-
-inline float Vector4::dot(const Vector4& rhs) const {
- return (x*rhs.x + y*rhs.y + z*rhs.z + w*rhs.w);
-}
-
-inline bool Vector4::equal(const Vector4& rhs, float epsilon) const {
- return fabs(x - rhs.x) < epsilon && fabs(y - rhs.y) < epsilon &&
- fabs(z - rhs.z) < epsilon && fabs(w - rhs.w) < epsilon;
-}
-
-inline Vector4 operator*(const float a, const Vector4 vec) {
- return Vector4(a*vec.x, a*vec.y, a*vec.z, a*vec.w);
-}
-
-inline std::ostream& operator<<(std::ostream& os, const Vector4& vec) {
- os << "(" << vec.x << ", " << vec.y << ", " << vec.z << ", " << vec.w << ")";
- return os;
-}
-// END OF VECTOR4 /////////////////////////////////////////////////////////////
-
-#endif