1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
|
#pragma once
#include <math.h>
#include "typedef.h"
static const F32 PI = 3.14159265359f;
static const F32 PIRAD = 0.01745329251f;
static const F32 RADPI = 57.2957795131f;
struct VEC2 {
F32 x;
F32 y;
VEC2() { x = y = 0.0f; }
VEC2( F32 X, F32 Y ) { x = X; y = Y; }
VEC2( const F32* v ) { x = v[0]; y = v[1]; }
VEC2( const VEC2& v ) { x = v.x; y = v.y; }
bool operator==( const VEC2& v ) const { return ( x == v.x && y == v.y ); }
VEC2& operator=( const VEC2& v ) { x = v.x; y = v.y; return *this; }
F32& operator[]( I32 i ) { return ( (F32*)this )[i]; }
F32 operator[]( I32 i ) const { return ( (const F32*)this )[i]; }
VEC2& operator+=( const VEC2& v ) { x += v.x; y += v.y; return *this; }
VEC2& operator-=( const VEC2& v ) { x -= v.x; y -= v.y; return *this; }
VEC2& operator*=( const VEC2& v ) { x *= v.x; y *= v.y; return *this; }
VEC2& operator/=( const VEC2& v ) { x /= v.x; y /= v.y; return *this; }
VEC2 operator+( const VEC2& v ) const { return VEC2( x + v.x, y + v.y ); }
VEC2 operator-( const VEC2& v ) const { return VEC2( x - v.x, y - v.y ); }
VEC2 operator*( const VEC2& v ) const { return VEC2( x * v.x, y * v.y ); }
VEC2 operator/( const VEC2& v ) const { return VEC2( x / v.x, y / v.y ); }
VEC2& operator+=( const F32& v ) { x += v; y += v; return *this; }
VEC2& operator-=( const F32& v ) { x -= v; y -= v; return *this; }
VEC2& operator*=( const F32& v ) { x *= v; y *= v; return *this; }
VEC2& operator/=( const F32& v ) { x /= v; y /= v; return *this; }
VEC2 operator/( const F32& v ) const { return VEC2( x / v, y / v ); }
VEC2 operator*( const F32& v ) const { return VEC2( x * v, y * v ); }
VEC2 operator+( const F32& v ) const { return VEC2( x + v, y + v ); }
VEC2 operator-( const F32& v ) const { return VEC2( x - v, y - v ); }
};
struct VEC3 {
F32 x;
F32 y;
F32 z;
VEC3() { x = y = z = 0.0f; }
VEC3( F32 X, F32 Y, F32 Z ) { x = X; y = Y; z = Z; }
VEC3( const F32* v ) { x = v[0]; y = v[1]; z = v[2]; }
VEC3( const VEC3& v ) { x = v.x; y = v.y; z = v.z; }
VEC3( const VEC2& v ) { x = v.x; y = v.y; z = 0.f; }
VEC3& operator=( const VEC3& v ) { x = v.x; y = v.y; z = v.z; return *this; }
F32& operator[]( I32 i ) { return ( (F32*)this )[i]; }
F32 operator[]( I32 i ) const { return ( (F32*)this )[i]; }
VEC3& operator+=( const VEC3& v ) { x += v.x; y += v.y; z += v.z; return *this; }
VEC3& operator-=( const VEC3& v ) { x -= v.x; y -= v.y; z -= v.z; return *this; }
VEC3& operator*=( const VEC3& v ) { x *= v.x; y *= v.y; z *= v.z; return *this; }
VEC3& operator/=( const VEC3& v ) { x /= v.x; y /= v.y; z /= v.z; return *this; }
VEC3 operator+( const VEC3& v ) const { return VEC3( x + v.x, y + v.y, z + v.z ); }
VEC3 operator-( const VEC3& v ) const { return VEC3( x - v.x, y - v.y, z - v.z ); }
VEC3 operator*( const VEC3& v ) const { return VEC3( x * v.x, y * v.y, z * v.z ); }
VEC3 operator/( const VEC3& v ) const { return VEC3( x / v.x, y / v.y, z / v.z ); }
VEC3& operator+=( const F32& v ) { x += v; y += v; z += v; return *this; }
VEC3& operator-=( const F32& v ) { x -= v; y -= v; z -= v; return *this; }
VEC3& operator*=( const F32& v ) { x *= v; y *= v; z *= v; return *this; }
VEC3& operator/=( const F32& v ) { x /= v; y /= v; z /= v; return *this; }
VEC3 operator/( const F32& v ) const { return VEC3( x / v, y / v, z / v ); }
VEC3 operator*( const F32& v ) const { return VEC3( x * v, y * v, z * v ); }
VEC3 operator+( const F32& v ) const { return VEC3( x + v, y + v, z + v ); }
VEC3 operator-( const F32& v ) const { return VEC3( x - v, y - v, z - v ); }
};
struct VEC4 {
F32 x, y, z, w;
VEC4() { x = y = z = w = 0; }
VEC4( F32 X, F32 Y, F32 Z, F32 W ) { x = X; y = Y; z = Z; w = W; }
VEC4( const VEC4& v ) { x = v.x; y = v.y; z = v.z; w = v.w; }
VEC4( const VEC3& v ) { x = v.x; y = v.y; z = v.z; w = 1.f; }
VEC4( const VEC2& v ) { x = v.x; y = v.y; z = 0.f; w = 1.f; }
VEC4( const VEC2& v, F32 W ) { x = v.x; y = v.y; z = 0.f; w = W; }
VEC4( const VEC3& v, F32 W ) { x = v.x; y = v.y; z = v.z; w = W; }
VEC4( F32* v ) { x = v[0]; y = v[1]; z = v[2]; w = v[3]; }
VEC4 operator=( const VEC4& v ) { x = v.x; y = v.y; z = v.z; w = v.w; return *this; }
F32& operator[]( const int i ) { return *(&x + i); }
F32 operator[]( const int i ) const { return *(&x + i); }
VEC4& operator+=( const VEC4& v ) { x += v.x; y += v.y; z += v.z; w += v.w; return *this; }
VEC4& operator-=( const VEC4& v ) { x -= v.x; y -= v.y; z -= v.z; w -= v.w; return *this; }
VEC4& operator*=( const VEC4& v ) { x *= v.x; y *= v.y; z *= v.z; w *= v.w; return *this; }
VEC4& operator/=( const VEC4& v ) { x /= v.x; y /= v.y; z /= v.z; w /= v.w; return *this; }
VEC4 operator+( const VEC4& v ) { return VEC4( x + v.x, y + v.y, z + v.z, w + v.w ); }
VEC4 operator-( const VEC4& v ) { return VEC4( x - v.x, y - v.y, z - v.z, w - v.w ); }
VEC4 operator*( const VEC4& v ) { return VEC4( x * v.x, y * v.y, z * v.z, w * v.w ); }
VEC4 operator/( const VEC4& v ) { return VEC4( x / v.x, y / v.y, z / v.z, w / v.w ); }
VEC4& operator+=( const F32& v ) { x += v; y += v; z += v; w += v; return *this; }
VEC4& operator-=( const F32& v ) { x -= v; y -= v; z -= v; w -= v; return *this; }
VEC4& operator*=( const F32& v ) { x *= v; y *= v; z *= v; w *= v; return *this; }
VEC4& operator/=( const F32& v ) { x /= v; y /= v; z /= v; w /= v; return *this; }
VEC4 operator+( const F32& v ) { return VEC4( x + v, y + v, z + v, w + v ); }
VEC4 operator-( const F32& v ) { return VEC4( x - v, y - v, z - v, w - v ); }
VEC4 operator*( const F32& v ) { return VEC4( x * v, y * v, z * v, w * v ); }
VEC4 operator/( const F32& v ) { return VEC4( x / v, y / v, z / v, w / v ); }
};
inline U8 is_zero( VEC2 v ) { return v.x == 0.f && v.y == 0.f; }
inline U8 is_zero( VEC3 v ) { return v.x == 0.f && v.y == 0.f && v.z == 0.f; }
inline U8 is_zero( VEC4 v ) { return v.x == 0.f && v.y == 0.f && v.z == 0.f && v.w == 0.f; }
inline F32 vec_len( VEC2 v ) { return sqrtf( v.x * v.x + v.y * v.y ); }
inline F32 vec_lensq( VEC2 v ) { return v.x * v.x + v.y * v.y; }
inline F32 vec_len( VEC3 v ) { return sqrtf( v.x * v.x + v.y * v.y + v.z * v.z ); }
inline F32 vec_lensq( VEC3 v ) { return v.x * v.x + v.y * v.y + v.z * v.z; }
inline F32 vec_len2d( VEC3 v ) { return sqrtf( v.x * v.x + v.y * v.y ); }
inline F32 vec_len2dsq( VEC3 v ) { return v.x * v.x + v.y * v.y; }
inline F32 vec_len( VEC4 v ) { return sqrtf( v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w ); }
inline F32 vec_lensq( VEC4 v ) { return v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w; }
inline F32 vec_len3d( VEC4 v ) { return sqrtf( v.x * v.x + v.y * v.y + v.z * v.z ); }
inline F32 vec_len3dsq( VEC4 v ) { return v.x * v.x + v.y * v.y + v.z * v.z; }
inline F32 vec_distsq( VEC2 v1, VEC2 v2 ) { return vec_lensq( v1 - v2 ); }
inline F32 vec_dist( VEC2 v1, VEC2 v2 ) { return sqrtf( vec_distsq( v1, v2 ) ); }
inline F32 vec_dot( VEC2 v1, VEC2 v2 ) { return v1.x * v2.x + v1.y * v2.y; }
inline F32 vec_cross( VEC2 v1, VEC2 v2 ) { return v1.x * v2.y - v1.y * v2.x; }
inline F32 vec_distsq( VEC3 v1, VEC3 v2 ) { return vec_lensq( v1 - v2 ); }
inline F32 vec_dist( VEC3 v1, VEC3 v2 ) { return sqrtf( vec_distsq( v1, v2 ) ); }
inline F32 vec_dot( VEC3 v1, VEC3 v2 ) { return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z; }
inline VEC3 vec_cross( VEC3 v1, VEC3 v2 ) { return { v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x }; }
inline void vec_normalize( VEC2* v ) { F32 l = vec_len( *v ); v->x /= l; v->y /= l; }
inline void vec_normalize( VEC3* v ) { F32 l = vec_len( *v ); v->x /= l; v->y /= l; v->z /= l; }
inline VEC2 vec_normalize( VEC2 v ) { vec_normalize( &v ); return v; };
inline VEC3 vec_normalize( VEC3 v ) { vec_normalize( &v ); return v; };
inline VEC3 vec_normangle( VEC3* v ) {
v->x = remainderf( v->x, 360.f );
v->y = remainderf( v->y, 360.f );
v->z = remainderf( v->z, 360.f );
v->x = fmaxf( fminf( v->x, 90.f ), -90.f );
return *v;
}
inline VEC3 vec_normangle( VEC3 v ) {
return vec_normangle( &v );
}
inline VEC2 vec_normangle( VEC2* v ) {
v->x = remainderf( v->x, 360.f );
v->y = remainderf( v->y, 360.f );
v->x = fmaxf( fminf( v->x, 90.f ), -90.f );
return *v;
}
inline VEC2 vec_normangle( VEC2 v ) {
return vec_normangle( &v );
}
inline VEC3 vec_angles( VEC3 v1, VEC3 v2 ) {
VEC3 d = v2 - v1;
F32 m = sqrtf( d.x * d.x + d.y * d.y );
F32 p = atan2f( -d.z, m ) * RADPI;
F32 y = atan2f( d.y, d.x ) * RADPI;
return vec_normangle( VEC3( p, y, 0.0f ) );
}
inline F32 vec_angle( VEC2 v1, VEC2 v2 ) {
VEC2 d = v2 - v1;
return remainderf( atan2f( d.y, d.x ) * RADPI, 360.f );
}
inline VEC3 angle_vectors( VEC3 angles ) {
F32 sp, sy, cp, cy;
sp = sinf( angles.x * PIRAD );
cp = cosf( angles.x * PIRAD );
sy = sinf( angles.y * PIRAD );
cy = cosf( angles.y * PIRAD );
return VEC3{ cp * cy, cp * sy, -sp };
}
inline void angle_vectors( const VEC3& angles, VEC3* forward, VEC3* right, VEC3* up ) {
F32 sr, sp, sy, cr, cp, cy;
sp = sinf( angles.x * PIRAD );
cp = cosf( angles.x * PIRAD );
sy = sinf( angles.y * PIRAD );
cy = cosf( angles.y * PIRAD );
sr = sinf( angles.z * PIRAD );
cr = cosf( angles.z * PIRAD );
if ( forward ) {
forward->x = cp * cy;
forward->y = cp * sy;
forward->z = -sp;
}
if ( right ) {
right->x = -1 * sr * sp * cy + -1 * cr * -sy;
right->y = -1 * sr * sp * sy + -1 * cr * cy;
right->z = -1 * sr * cp;
}
if ( up ) {
up->x = cr * sp * cy + -sr * -sy;
up->y = cr * sp * sy + -sr * cy;
up->z = cr * cp;
}
}
|