| // |
| // Copyright (c) 2014 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| // Vector: |
| // Vector class for linear math. |
| // |
| |
| #include "Vector.h" |
| |
| #include <math.h> |
| |
| Vector2::Vector2() : x(0.0), y(0.0) |
| { |
| } |
| |
| Vector2::Vector2(float x, float y) : x(x), y(y) |
| { |
| } |
| |
| bool Vector2::operator==(const Vector2 &vec) const |
| { |
| return x == vec.x && y == vec.y; |
| } |
| |
| bool Vector2::operator!=(const Vector2 &vec) const |
| { |
| return !(*this == vec); |
| } |
| |
| std::ostream &operator<<(std::ostream &stream, const Vector2 &vec) |
| { |
| stream << "(" << vec.x << "," << vec.y << ")"; |
| return stream; |
| } |
| |
| float Vector2::length(const Vector2 &vec) |
| { |
| float lenSquared = lengthSquared(vec); |
| return (lenSquared != 0.0f) ? sqrtf(lenSquared) : 0.0f; |
| } |
| |
| float Vector2::lengthSquared(const Vector2 &vec) |
| { |
| return vec.x * vec.x + vec.y * vec.y; |
| } |
| |
| Vector2 Vector2::normalize(const Vector2 &vec) |
| { |
| Vector2 ret(0.0f, 0.0f); |
| float len = length(vec); |
| if (len != 0.0f) |
| { |
| float invLen = 1.0f / len; |
| ret.x = vec.x * invLen; |
| ret.y = vec.y * invLen; |
| } |
| return ret; |
| } |
| |
| Vector3::Vector3() : x(0.0), y(0.0), z(0.0) |
| { |
| } |
| |
| Vector3::Vector3(float x, float y, float z) : x(x), y(y), z(z) |
| { |
| } |
| |
| float Vector3::length(const Vector3 &vec) |
| { |
| float lenSquared = lengthSquared(vec); |
| return (lenSquared != 0.0f) ? sqrtf(lenSquared) : 0.0f; |
| } |
| |
| float Vector3::lengthSquared(const Vector3 &vec) |
| { |
| return vec.x * vec.x + vec.y * vec.y + vec.z * vec.z; |
| } |
| |
| Vector3 Vector3::normalize(const Vector3 &vec) |
| { |
| Vector3 ret(0.0f, 0.0f, 0.0f); |
| float len = length(vec); |
| if (len != 0.0f) |
| { |
| float invLen = 1.0f / len; |
| ret.x = vec.x * invLen; |
| ret.y = vec.y * invLen; |
| ret.z = vec.z * invLen; |
| } |
| return ret; |
| } |
| |
| float Vector3::dot(const Vector3 &a, const Vector3 &b) |
| { |
| return a.x * b.x + a.y * b.y + a.z * b.z; |
| } |
| |
| Vector3 Vector3::cross(const Vector3 &a, const Vector3 &b) |
| { |
| return Vector3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x); |
| } |
| |
| Vector3 operator*(const Vector3 &a, const Vector3 &b) |
| { |
| return Vector3(a.x * b.x, a.y * b.y, a.z * b.z); |
| } |
| |
| Vector3 operator*(const Vector3 &a, const float &b) |
| { |
| return Vector3(a.x * b, a.y * b, a.z * b); |
| } |
| |
| Vector3 operator/(const Vector3 &a, const Vector3 &b) |
| { |
| return Vector3(a.x / b.x, a.y / b.y, a.z / b.z); |
| } |
| |
| Vector3 operator/(const Vector3 &a, const float &b) |
| { |
| return Vector3(a.x / b, a.y / b, a.z / b); |
| } |
| |
| Vector3 operator+(const Vector3 &a, const Vector3 &b) |
| { |
| return Vector3(a.x + b.x, a.y + b.y, a.z + b.z); |
| } |
| |
| Vector3 operator-(const Vector3 &a, const Vector3 &b) |
| { |
| return Vector3(a.x - b.x, a.y - b.y, a.z - b.z); |
| } |
| |
| Vector4::Vector4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) |
| { |
| } |
| |
| Vector4::Vector4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) |
| { |
| } |
| |
| float Vector4::length(const Vector4 &vec) |
| { |
| float lenSquared = lengthSquared(vec); |
| return (lenSquared != 0.0f) ? sqrtf(lenSquared) : 0.0f; |
| } |
| |
| float Vector4::lengthSquared(const Vector4 &vec) |
| { |
| return vec.x * vec.x + vec.y * vec.y + vec.z * vec.z + vec.w * vec.w; |
| } |
| |
| Vector4 Vector4::normalize(const Vector4 &vec) |
| { |
| Vector4 ret(0.0f, 0.0f, 0.0f, 1.0f); |
| if (vec.w != 0.0f) |
| { |
| float invLen = 1.0f / vec.w; |
| ret.x = vec.x * invLen; |
| ret.y = vec.y * invLen; |
| ret.z = vec.z * invLen; |
| } |
| return ret; |
| } |
| |
| float Vector4::dot(const Vector4 &a, const Vector4 &b) |
| { |
| return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w; |
| } |