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* | * ** * ** |** **
\))ejm97/.,(//,,..,,\||(,,.,\\,.((//
108 lines
2.6 KiB
C++
108 lines
2.6 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2016 Baldur Karlsson
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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)
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{
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x = X;
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y = Y;
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}
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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) : x(X), y(Y), z(Z) {}
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inline float Dot(const Vec3f &o) const { return x * o.x + y * o.y + z * o.z; }
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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, z * o.x - x * o.z, x * o.y - y * o.x);
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}
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inline float Length() const { return sqrtf(Dot(*this)); }
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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)
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{
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x = X;
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y = Y;
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z = Z;
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w = W;
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}
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float x, y, z, w;
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};
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extern const Vec4f overdrawRamp[128];
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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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