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renderdoc/renderdoc/maths/vec.h
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2025-12-01 17:25:56 +00:00

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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2025 Baldur Karlsson
* Copyright (c) 2014 Crytek
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#pragma once
#include <stdint.h>
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable : 4201)
#endif
struct Vec2f
{
Vec2f(float X, float Y)
{
x = X;
y = Y;
}
Vec2f() { x = y = 0.0f; }
union
{
struct
{
float x, y;
};
float fv[2];
};
};
class Vec3f
{
public:
Vec3f(const float X, const float Y, const float Z) : x(X), y(Y), z(Z) {}
Vec3f() { x = y = z = 0.0f; }
inline float Dot(const Vec3f &o) const { return x * o.x + y * o.y + z * o.z; }
inline Vec3f Cross(const Vec3f &o) const
{
return Vec3f(y * o.z - z * o.y, z * o.x - x * o.z, x * o.y - y * o.x);
}
float Length() const;
inline void Normalise()
{
float l = Length();
x /= l;
y /= l;
z /= l;
}
union
{
struct
{
float x, y, z;
};
float fv[3];
};
};
struct FloatVector;
struct Vec4f
{
Vec4f(float X, float Y, float Z, float W)
{
x = X;
y = Y;
z = Z;
w = W;
}
Vec4f() { x = y = z = w = 0.0f; }
Vec4f(const FloatVector &v);
operator Vec3f() const { return Vec3f(x, y, z); }
operator FloatVector() const;
union
{
struct
{
float x, y, z, w;
};
float fv[4];
};
};
inline Vec3f operator*(const Vec3f &a, const float b)
{
return Vec3f(a.x * b, a.y * b, a.z * b);
}
inline Vec3f operator+(const Vec3f &a, const Vec3f &b)
{
return Vec3f(a.x + b.x, a.y + b.y, a.z + b.z);
}
inline Vec3f operator-(const Vec3f &a)
{
return Vec3f(-a.x, -a.y, -a.z);
}
inline Vec3f operator-(const Vec3f &a, const Vec3f &b)
{
return a + (-b);
}
inline Vec3f operator-=(Vec3f &a, const Vec3f &b)
{
a = a - b;
return a;
}
inline Vec3f operator+=(Vec3f &a, const Vec3f &b)
{
a = a + b;
return a;
}
inline Vec4f operator*(const Vec4f &a, const float b)
{
return Vec4f(a.x * b, a.y * b, a.z * b, a.w * b);
}
inline Vec4f operator+(const Vec4f &a, const Vec4f &b)
{
return Vec4f(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
}
inline Vec4f operator-(const Vec4f &a)
{
return Vec4f(-a.x, -a.y, -a.z, -a.w);
}
inline Vec4f operator-(const Vec4f &a, const Vec4f &b)
{
return a + (-b);
}
inline Vec4f operator-=(Vec4f &a, const Vec4f &b)
{
a = a - b;
return a;
}
inline Vec4f operator+=(Vec4f &a, const Vec4f &b)
{
a = a + b;
return a;
}
struct Vec2u
{
Vec2u(uint32_t X, uint32_t Y)
{
x = X;
y = Y;
}
Vec2u() { x = y = 0; }
union
{
struct
{
uint32_t x, y;
};
uint32_t uv[2];
};
};
struct Vec3u
{
Vec3u(uint32_t X, uint32_t Y, uint32_t Z)
{
x = X;
y = Y;
z = Z;
}
Vec3u() { x = y = z = 0; }
union
{
struct
{
uint32_t x, y, z;
};
uint32_t uv[3];
};
};
struct Vec4u
{
Vec4u(uint32_t X, uint32_t Y, uint32_t Z, uint32_t W)
{
x = X;
y = Y;
z = Z;
w = W;
}
Vec4u() { x = y = z = w = 0; }
union
{
struct
{
uint32_t x, y, z, w;
};
uint32_t uv[4];
};
};
struct Vec3i
{
Vec3i(int32_t X, int32_t Y, int32_t Z)
{
x = X;
y = Y;
z = Z;
}
Vec3i() { x = y = z = 0; }
union
{
struct
{
int32_t x, y, z;
};
int32_t uv[3];
};
};
struct Vec4i
{
Vec4i(int32_t X, int32_t Y, int32_t Z, int32_t W)
{
x = X;
y = Y;
z = Z;
w = W;
}
Vec4i() { x = y = z = w = 0; }
union
{
struct
{
int32_t x, y, z, w;
};
int32_t uv[4];
};
};
#ifdef _MSC_VER
#pragma warning(pop)
#endif