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Initial commit of existing code.
* All renderdoc code up to this point was written by me, history is available by request
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2014 Crytek
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#pragma once
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#include <math.h>
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struct Vec2f
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{
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Vec2f(float X = 0.0f, float Y = 0.0f) { x = X; y = Y; }
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float x;
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float y;
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};
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class Vec3f
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{
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public:
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Vec3f(const float X=0.0f, const float Y=0.0f, const float Z=0.0f)
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: x(X), y(Y), z(Z)
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{ }
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inline float Dot(const Vec3f &o) const
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{
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return x*o.x + y*o.y + z*o.z;
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}
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inline Vec3f Cross(const Vec3f &o) const
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{
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return Vec3f(y*o.z - z*o.y,
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z*o.x - x*o.z,
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x*o.y - y*o.x);
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}
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inline float Length() const
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{
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return sqrt(Dot(*this));
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}
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inline void Normalise()
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{
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float l = Length();
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x /= l;
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y /= l;
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z /= l;
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}
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float x, y, z;
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};
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struct Vec4f
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{
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Vec4f(float X = 0.0f, float Y = 0.0f, float Z = 0.0f, float W = 0.0f) { x = X; y = Y; z = Z; w = W; }
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float x, y, z, w;
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};
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inline Vec3f operator *(const Vec3f &a, const float b)
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{
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return Vec3f(a.x*b, a.y*b, a.z*b);
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}
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inline Vec3f operator +(const Vec3f &a, const Vec3f &b)
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{
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return Vec3f(a.x+b.x, a.y+b.y, a.z+b.z);
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}
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inline Vec3f operator -(const Vec3f &a)
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{
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return Vec3f(-a.x, -a.y, -a.z);
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}
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inline Vec3f operator -(const Vec3f &a, const Vec3f &b)
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{
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return a + (-b);
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}
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inline Vec3f operator -=(Vec3f &a, const Vec3f &b)
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{
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a = a-b;
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return a;
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}
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inline Vec3f operator +=(Vec3f &a, const Vec3f &b)
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{
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a = a+b;
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return a;
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}
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