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Vector.cpp
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527 lines (433 loc) · 7.84 KB
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//---------------------------------------------------------------
// Name: Ren's vector library
//
// This file contains 2d and 3d vector classes. It is memory aligned for
// any future assembly optimzation.
//
// DOT product is using SSE 'sqrtss' so we don't need to access math.h
// pow() is done through multiplication.
//
// Inspired by id's library
//---------------------------------------------------------------
#include "Vector.h"
//---------------------------------------------------------------
//--- 2D vector class
//---------------------------------------------------------------
rVec2::rVec2(void)
{
x = 0.0f;
y = 0.0f;
}
rVec2::rVec2(const rVec2 &newVector)
{
x = newVector.x;
y = newVector.y;
}
rVec2::rVec2(const float2 &val)
{
x = val.x;
y = val.y;
}
rVec2::rVec2(const int2 &val)
{
x = (float)val.x;
y = (float)val.y;
}
rVec2::rVec2(const float newX, const float newY)
{
x = newX;
y = newY;
}
//Set and Get
void rVec2::set(const float newX, const float newY)
{
x = newX;
y = newY;
}
void rVec2::set(const float2 &p1, const float2 &p2)
{
//Vector from two points
x = p2.x - p1.x;
y = p2.y - p1.y;
}
rVec2 rVec2::get(void) const
{
return *this;
}
//Return data
float rVec2::lengthSqr(void) const
{
//This is basically a dot product of itself
return (x*x + y*y);
}
float rVec2::length(void) const
{
return rMath::sqrt(x*x + y*y);
}
float rVec2::dot(const rVec2 &vec) const
{
return ( (x * vec.x) + (y * vec.y) );
}
//Basically using id's method
rVec2 rVec2::truncate(const float max)
{
float adjust, vecLen;
if(!max)
{
zero();
}
else
{
vecLen = lengthSqr();
if( vecLen > (max * max) )
{
adjust = max * rMath::invSqrt(vecLen);
x *= adjust;
y *= adjust;
}
}
return *this;
}
float4 rVec2::asFloat4(void) const
{
float4 res = {x, y, 0.0f, 0.0f};
return res;
}
float3 rVec2::asFloat3(void) const
{
float3 res = {x, y, 0.0f};
return res;
}
//Misc
void rVec2::zero(void)
{
x = y = 0.0f;
}
void rVec2::snap(void)
{
x = rMath::RoundToInt(x);
y = rMath::RoundToInt(y);
}
void rVec2::reverse(void)
{
x *= -1;
y *= -1;
}
void rVec2::swap(void)
{
float temp;
temp = x;
x = y;
y = temp;
}
//Operators
rVec2 rVec2::operator-(void) const
{
return rVec2(-x, -y);
}
rVec2 rVec2::operator-(const rVec2 &vec) const
{
return rVec2(x - vec.x, y - vec.y);
}
rVec2 rVec2::operator+(const rVec2 &vec) const
{
return rVec2(x + vec.x, y + vec.y);
}
rVec2 operator*(const float val, const rVec2 &vec)
{
return rVec2(val * vec.x, val * vec.y);
}
float rVec2::operator*(const rVec2 &vec) const
{
return x * vec.x + y * vec.y;
}
rVec2 rVec2::operator/(const rVec2 &vec) const
{
return rVec2(x / vec.x, y / vec.y);
}
rVec2& rVec2::operator-=(const rVec2 &vec)
{
x -= vec.x;
y -= vec.y;
return *this;
}
rVec2& rVec2::operator+=(const rVec2 &vec)
{
x += vec.x;
y += vec.y;
return *this;
}
rVec2& rVec2::operator*=(const rVec2 &vec)
{
x *= vec.x;
y *= vec.y;
return *this;
}
rVec2& rVec2::operator/=(const rVec2 &vec)
{
x /= vec.x;
y /= vec.y;
return *this;
}
rVec2 rVec2::operator*(const float val) const
{
return rVec2(x * val, y * val);
}
rVec2 rVec2::operator/(const float val) const
{
return rVec2(x / val, y / val);
}
rVec2& rVec2::operator*=(const float val)
{
x *= val;
y *= val;
return *this;
}
rVec2& rVec2::operator/=(const float val)
{
x /= val;
y /= val;
return *this;
}
//---------------------------------------------------------------
//--- 3D vector class
//---------------------------------------------------------------
rVec3::rVec3(void)
{
x = 0.0f;
y = 0.0f;
z = 0.0f;
}
rVec3::rVec3(const rVec3 &newVector)
{
x = newVector.x;
y = newVector.y;
z = newVector.z;
}
rVec3::rVec3(const float3 &val)
{
x = val.x;
y = val.y;
z = val.z;
}
rVec3::rVec3(const int3 &val)
{
x = (float)val.x;
y = (float)val.y;
z = (float)val.z;
}
rVec3::rVec3(const float newX, const float newY, const float newZ)
{
x = newX;
y = newY;
z = newZ;
}
//Set and Get
void rVec3::set(const float newX, const float newY, const float newZ)
{
x = newX;
y = newY;
z = newZ;
}
void rVec3::set(const float3 &p1, const float3 &p2)
{
//Vector from two points
x = p2.x - p1.x;
y = p2.y - p1.y;
z = p2.z - p1.z;
}
rVec3 rVec3::get(void) const
{
return *this;
}
//Return data
float rVec3::lengthSqr(void) const
{
//This is basically a dot product of itself
return (x*x + y*y + z*z);
}
float rVec3::length(void) const
{
return rMath::sqrt(x*x + y*y + z*z);
}
float rVec3::dot(const rVec3 &vec) const
{
return ( (x * vec.x) + (y * vec.y) + (z * vec.z) );
}
rVec3 rVec3::cross(const rVec3 &a) const
{
return rVec3( y * a.z - z * a.y, z * a.x - x * a.z, x * a.y - y * a.x );
}
rVec3& rVec3::cross(const rVec3 &a, const rVec3 &b)
{
x = a.y * b.z - a.z * b.y;
y = a.z * b.x - a.x * b.z;
z = a.x * b.y - a.y * b.x;
return *this;
}
rVec3 rVec3::truncate(const float max)
{
float adjust, vecLen;
if(!max)
{
zero();
}
else
{
vecLen = lengthSqr();
if( vecLen > (max * max) )
{
adjust = max * rMath::invSqrt(vecLen);
x *= adjust;
y *= adjust;
z *= adjust;
}
}
return *this;
}
float4 rVec3::asFloat4(void) const
{
float4 res = {x, y, z, 0.0f};
return res;
}
float3 rVec3::asFloat3(void) const
{
float3 res = {x, y, z};
return res;
}
float3 rVec3::pointToVec(const rVec3 &a)
{
float3 result;
result.x = x - a.x;
result.y = y - a.y;
result.z = z - a.z;
return result;
}
//--- Front = [0, 1, 0]
rVec3 rVec3::xyToCubePlane(const float limit, const rVec3 &dir) const
{
//Check direction
if(!dir.x && !dir.y && !dir.z)
return rVec3(0.0f, 0.0f, 0.0f);
else
{
//Front
if(dir.x == 0 && dir.y == 1 && dir.z == 0)
return rVec3( x, limit, rMath::invAbs(y, limit) );
//Back
else if(dir.x == 0 && dir.y == -1 && dir.z == 0)
return rVec3(rMath::invAbs(x, limit), -limit, rMath::invAbs(y, limit));
//Right
else if(dir.x == 1 && dir.y == 0 && dir.z == 0)
return rVec3(limit, x, rMath::invAbs(y, limit));
//Left
else if(dir.x == -1 && dir.y == 0 && dir.z == 0)
return rVec3(-limit, rMath::invAbs(x, limit), rMath::invAbs(y, limit));
//Up
else if(dir.x == 0 && dir.y == 0 && dir.z == 1)
return rVec3(x, y, limit);
//Down
else if(dir.x == 0 && dir.y == 0 && dir.z == -1)
return rVec3(x, y, -limit);
}
}
//Misc
void rVec3::zero(void)
{
x = y = z = 0.0f;
}
void rVec3::snap(void)
{
x = rMath::RoundToInt(x);
y = rMath::RoundToInt(y);
z = rMath::RoundToInt(z);
}
void rVec3::reverse(void)
{
x *= -1;
y *= -1;
z *= -1;
}
//Operators
rVec3 rVec3::operator-(void) const
{
return rVec3(-x, -y, -z);
}
rVec3 rVec3::operator-(const rVec3 &vec) const
{
return rVec3(x - vec.x, y - vec.y, z - vec.z);
}
rVec3 rVec3::operator+(const rVec3 &vec) const
{
return rVec3(x + vec.x, y + vec.y, z + vec.z);
}
//This is apparently also needed
rVec3 operator*(const float val, const rVec3 &vec)
{
return rVec3(val * vec.x, val * vec.y, val * vec.z);
}
float rVec3::operator*(const rVec3 &vec) const
{
return x * vec.x + y * vec.y + z * vec.z;
}
rVec3 rVec3::operator/(const rVec3 &vec) const
{
return rVec3(x / vec.x, y / vec.y, z / vec.z);
}
rVec3& rVec3::operator=(const rVec3 &vec)
{
x = vec.x;
y = vec.y;
z = vec.z;
return *this;
}
rVec3& rVec3::operator-=(const rVec3 &vec)
{
x -= vec.x;
y -= vec.y;
z -= vec.z;
return *this;
}
rVec3& rVec3::operator+=(const rVec3 &vec)
{
x += vec.x;
y += vec.y;
z += vec.z;
return *this;
}
rVec3& rVec3::operator*=(const rVec3 &vec)
{
x *= vec.x;
y *= vec.y;
z *= vec.z;
return *this;
}
rVec3& rVec3::operator/=(const rVec3 &vec)
{
x /= vec.x;
y /= vec.y;
z /= vec.z;
return *this;
}
rVec3 rVec3::operator*(const float val) const
{
return rVec3(x * val, y * val, z * val);
}
rVec3 rVec3::operator/(const float val) const
{
return rVec3(x / val, y / val, z / val);
}
rVec3& rVec3::operator*=(const float val)
{
x *= val;
y *= val;
z *= val;
return *this;
}
rVec3& rVec3::operator/=(const float val)
{
x /= val;
y /= val;
z /= val;
return *this;
}