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renderdoc/renderdoc/maths/vec.h
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baldurk 5f28b745a2 Format code according to newly added clang-format
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2.6 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2016 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 <math.h>
struct Vec2f
{
Vec2f(float X = 0.0f, float Y = 0.0f)
{
x = X;
y = Y;
}
float x;
float y;
};
class Vec3f
{
public:
Vec3f(const float X = 0.0f, const float Y = 0.0f, const float Z = 0.0f) : x(X), y(Y), z(Z) {}
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);
}
inline float Length() const { return sqrtf(Dot(*this)); }
inline void Normalise()
{
float l = Length();
x /= l;
y /= l;
z /= l;
}
float x, y, z;
};
struct Vec4f
{
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;
}
float x, y, z, w;
};
extern const Vec4f overdrawRamp[128];
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;
}