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Diffstat (limited to 'Source/Math/vec3math.h')
-rw-r--r--Source/Math/vec3math.h90
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 &param) {
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 &param) {
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 &param) {
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 &param) {
- 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;
}
-