diff options
Diffstat (limited to 'Source/Math/vec3math.h')
-rw-r--r-- | Source/Math/vec3math.h | 90 |
1 files changed, 43 insertions, 47 deletions
diff --git a/Source/Math/vec3math.h b/Source/Math/vec3math.h index cc27eed8..9547dcf5 100644 --- a/Source/Math/vec3math.h +++ b/Source/Math/vec3math.h @@ -24,35 +24,35 @@ #include <Math/vec3.h> -inline vec3& operator+=(vec3 &vec, const vec3 & param) { +inline vec3 &operator+=(vec3 &vec, const vec3 ¶m) { vec.entries[0] += param.entries[0]; vec.entries[1] += param.entries[1]; vec.entries[2] += param.entries[2]; return vec; } -inline vec3& operator-=(vec3 &vec, const vec3 & param) { +inline vec3 &operator-=(vec3 &vec, const vec3 ¶m) { vec.entries[0] -= param.entries[0]; vec.entries[1] -= param.entries[1]; vec.entries[2] -= param.entries[2]; return vec; } -inline vec3& operator*=(vec3 &vec, float param) { +inline vec3 &operator*=(vec3 &vec, float param) { vec.entries[0] *= param; vec.entries[1] *= param; vec.entries[2] *= param; return vec; } -inline vec3& operator*=(vec3 &vec, const vec3 & param) { +inline vec3 &operator*=(vec3 &vec, const vec3 ¶m) { vec.entries[0] *= param.entries[0]; vec.entries[1] *= param.entries[1]; vec.entries[2] *= param.entries[2]; return vec; } -inline vec3& operator/=(vec3 &vec, float param) { +inline vec3 &operator/=(vec3 &vec, float param) { vec.entries[0] /= param; vec.entries[1] /= param; vec.entries[2] /= param; @@ -60,82 +60,81 @@ inline vec3& operator/=(vec3 &vec, float param) { } inline bool operator!=(const vec3 &vec, const vec3 ¶m) { - return ( vec.entries[0] != param.entries[0] || - vec.entries[1] != param.entries[1] || - vec.entries[2] != param.entries[2] ); + return (vec.entries[0] != param.entries[0] || + vec.entries[1] != param.entries[1] || + vec.entries[2] != param.entries[2]); } -inline bool operator!=(const vec3& vec, float param) { - return ( vec.entries[0] != param || - vec.entries[1] != param || - vec.entries[2] != param ); +inline bool operator!=(const vec3 &vec, float param) { + return (vec.entries[0] != param || + vec.entries[1] != param || + vec.entries[2] != param); } -inline vec3 operator+( const vec3 &vec_a, const vec3 &vec_b ) { +inline vec3 operator+(const vec3 &vec_a, const vec3 &vec_b) { vec3 vec(vec_a); vec += vec_b; return vec; } -inline vec3 operator-( const vec3 &vec_a, const vec3 &vec_b ) { +inline vec3 operator-(const vec3 &vec_a, const vec3 &vec_b) { vec3 vec(vec_a); vec -= vec_b; return vec; } -inline vec3 operator*( const vec3 &vec_a, const float param ) { +inline vec3 operator*(const vec3 &vec_a, const float param) { vec3 vec(vec_a); vec *= param; return vec; } -inline vec3 operator/( const vec3 &vec_a, const float param ) { +inline vec3 operator/(const vec3 &vec_a, const float param) { vec3 vec(vec_a); vec /= param; return vec; } -inline vec3 operator/( const vec3 &vec_a, const vec3 &vec_b ) { - return vec3(vec_a.entries[0]/vec_b.entries[0], - vec_a.entries[1]/vec_b.entries[1], - vec_a.entries[2]/vec_b.entries[2]); +inline vec3 operator/(const vec3 &vec_a, const vec3 &vec_b) { + return vec3(vec_a.entries[0] / vec_b.entries[0], + vec_a.entries[1] / vec_b.entries[1], + vec_a.entries[2] / vec_b.entries[2]); } inline float length_squared(const vec3 &vec) { - return vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2]; + return vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]; } float length(const vec3 &vec); inline float xz_length_squared(const vec3 &vec) { - return vec[0]*vec[0] + vec[2]*vec[2]; + return vec[0] * vec[0] + vec[2] * vec[2]; } float xz_length(const vec3 &vec); inline float dot(const vec3 &vec_a, const vec3 &vec_b) { - return vec_a[0]*vec_b[0] + vec_a[1]*vec_b[1] + vec_a[2]*vec_b[2]; + return vec_a[0] * vec_b[0] + vec_a[1] * vec_b[1] + vec_a[2] * vec_b[2]; } inline float distance(const vec3 &vec_a, const vec3 &vec_b) { - return length(vec_a-vec_b); + return length(vec_a - vec_b); } inline float distance_squared(const vec3 &vec_a, const vec3 &vec_b) { - return length_squared(vec_a-vec_b); + return length_squared(vec_a - vec_b); } inline float xz_distance(const vec3 &vec_a, const vec3 &vec_b) { - return xz_length(vec_a-vec_b); + return xz_length(vec_a - vec_b); } inline float xz_distance_squared(const vec3 &vec_a, const vec3 &vec_b) { - return xz_length_squared(vec_a-vec_b); + return xz_length_squared(vec_a - vec_b); } vec3 normalize(const vec3 &vec); - // TODO: these should be templated inline vec3 components_min(const vec3 &a, const vec3 &b) { vec3 result; @@ -147,7 +146,6 @@ inline vec3 components_min(const vec3 &a, const vec3 &b) { return result; } - inline vec3 components_max(const vec3 &a, const vec3 &b) { vec3 result; @@ -158,7 +156,6 @@ inline vec3 components_max(const vec3 &a, const vec3 &b) { return result; } - inline vec3 cross(const vec3 &vec_a, const vec3 &vec_b) { vec3 result; result[0] = vec_a[1] * vec_b[2] - vec_a[2] * vec_b[1]; @@ -168,13 +165,13 @@ inline vec3 cross(const vec3 &vec_a, const vec3 &vec_b) { } inline vec3 operator*(const vec3 &vec_a, const vec3 &vec_b) { - return vec3(vec_a[0]*vec_b[0], - vec_a[1]*vec_b[1], - vec_a[2]*vec_b[2]); + return vec3(vec_a[0] * vec_b[0], + vec_a[1] * vec_b[1], + vec_a[2] * vec_b[2]); } inline vec3 reflect(const vec3 &vec, const vec3 &normal) { - return vec - normal*(2.0f*dot(vec, normal)); + return vec - normal * (2.0f * dot(vec, normal)); } inline vec3 operator-(const vec3 &vec) { @@ -182,23 +179,22 @@ inline vec3 operator-(const vec3 &vec) { } inline vec3 operator*(float param, const vec3 &vec_b) { - return vec_b*param; + return vec_b * param; } -inline bool operator==( const vec3 &vec_a, const vec3 &vec_b ) { - return (vec_a.entries[0]==vec_b.entries[0] && - vec_a.entries[1]==vec_b.entries[1] && - vec_a.entries[2]==vec_b.entries[2]); +inline bool operator==(const vec3 &vec_a, const vec3 &vec_b) { + return (vec_a.entries[0] == vec_b.entries[0] && + vec_a.entries[1] == vec_b.entries[1] && + vec_a.entries[2] == vec_b.entries[2]); } -inline bool operator<( const vec3 &a, const vec3 &b ) { - return a.entries[0] < b.entries[0] || - (a.entries[0] == b.entries[0] && - (a.entries[1] < b.entries[1] || - (a.entries[1] == b.entries[1] && - a.entries[2] < b.entries[2]))); +inline bool operator<(const vec3 &a, const vec3 &b) { + return a.entries[0] < b.entries[0] || + (a.entries[0] == b.entries[0] && + (a.entries[1] < b.entries[1] || + (a.entries[1] == b.entries[1] && + a.entries[2] < b.entries[2]))); } inline vec3 lerp(vec3 v0, vec3 v1, float t) { - return (1-t)*v0 + t*v1; + return (1 - t) * v0 + t * v1; } - |