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Diffstat (limited to 'Source/Math/vec4math.h')
-rw-r--r--Source/Math/vec4math.h144
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 &param) {
+ 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 &param) {
+ 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;
+}