diff options
Diffstat (limited to 'Source/Math/vec4math.h')
-rw-r--r-- | Source/Math/vec4math.h | 144 |
1 files changed, 144 insertions, 0 deletions
diff --git a/Source/Math/vec4math.h b/Source/Math/vec4math.h new file mode 100644 index 00000000..b33a5a77 --- /dev/null +++ b/Source/Math/vec4math.h @@ -0,0 +1,144 @@ +//----------------------------------------------------------------------------- +// Name: vec4math.h +// Developer: Wolfire Games LLC +// Description: +// License: Read below +//----------------------------------------------------------------------------- +// +// Copyright 2022 Wolfire Games LLC +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. +// +//----------------------------------------------------------------------------- +#pragma once + +#include <Math/vec4.h> +#include <Math/vec3.h> +#include <Math/vec3math.h> + +inline vec4 operator+(const vec4& vec, const vec4 & param) { + return vec4(vec.entries[0] + param.entries[0], + vec.entries[1] + param.entries[1], + vec.entries[2] + param.entries[2], + vec.entries[3]); +} + +inline vec4 operator-(const vec4& vec, const vec4 & param) { + return vec4(vec.entries[0] - param.entries[0], + vec.entries[1] - param.entries[1], + vec.entries[2] - param.entries[2], + vec.entries[3]); +} + +inline vec4 operator*(const vec4& vec, float param) { + return vec4(vec.entries[0] * param, + vec.entries[1] * param, + vec.entries[2] * param, + vec.entries[3]); +} +inline vec4 operator/(const vec4& vec, float param) { + return vec4(vec.entries[0] / param, + vec.entries[1] / param, + vec.entries[2] / param, + vec.entries[3]); +} + +inline void operator+=(vec4& vec, const vec4 & param) { + vec.entries[0] += param.entries[0]; + vec.entries[1] += param.entries[1]; + vec.entries[2] += param.entries[2]; +} + +inline void operator-=(vec4& vec, const vec4 & param) { + vec.entries[0] -= param.entries[0]; + vec.entries[1] -= param.entries[1]; + vec.entries[2] -= param.entries[2]; +} + +inline void operator*=(vec4& vec, float param) { + vec.entries[0] *= param; + vec.entries[1] *= param; + vec.entries[2] *= param; +} + +inline void operator*=(vec4& vec, const vec4 & param) { + vec.entries[0] *= param.entries[0]; + vec.entries[1] *= param.entries[1]; + vec.entries[2] *= param.entries[2]; +} + +inline void operator/=(vec4& vec, float param) { + vec.entries[0] /= param; + vec.entries[1] /= param; + vec.entries[2] /= param; +} + +inline bool operator==(const vec4& vec, const vec4 ¶m) { + return (vec.entries[0] == param.entries[0] && + vec.entries[1] == param.entries[1] && + vec.entries[2] == param.entries[2] && + vec.entries[3] == param.entries[3]); +} + +inline bool operator!=(const vec4& vec, const vec4 ¶m) { + return(vec.entries[0] != param.entries[0] || + vec.entries[1] != param.entries[1] || + vec.entries[2] != param.entries[2] || + vec.entries[3] != param.entries[3]); +} + +float length(const vec4 &vec); + +inline float length_squared(const vec4 &vec) { + return vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2]; +} + +inline float dot(const vec4 &vec_a, const vec4 &vec_b) { + return vec_a[0]*vec_b[0] + vec_a[1]*vec_b[1] + vec_a[2]*vec_b[2]; +} + +inline float distance(const vec4 &vec_a, const vec4 &vec_b) { + return length(vec_a-vec_b); +} + +inline float distance_squared(const vec4 &vec_a, const vec4 &vec_b) { + return length_squared(vec_a-vec_b); +} + +inline vec4 normalize(const vec4 &vec) { + return vec4(normalize(vec.xyz()),vec[3]); +} + +inline vec4 cross(const vec4 &vec_a, const vec4 &vec_b) { + vec4 result; + result[0] = vec_a[1] * vec_b[2] - vec_a[2] * vec_b[1]; + result[1] = vec_a[2] * vec_b[0] - vec_a[0] * vec_b[2]; + result[2] = vec_a[0] * vec_b[1] - vec_a[1] * vec_b[0]; + return result; +} + +inline vec4 reflect(const vec4 &vec, const vec4 &normal) { + return vec - normal*(2.0f*dot(vec, normal)); +} + +inline vec4 operator-(const vec4 &vec) { + return vec * -1.0f; +} + +inline vec4 operator*(float param, const vec4 &vec_b) { + return vec_b*param; +} + +inline vec4 lerp(vec4 v0, vec4 v1, float t) { + return (1-t)*v0 + t*v1; +} |