// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #pragma once #include template class Vec3 { public: struct { T x,y,z; }; T* AsArray() { return &x; } Vec3() {} Vec3(const T a[3]) : x(a[0]), y(a[1]), z(a[2]) {} Vec3(const T& _x, const T& _y, const T& _z) : x(_x), y(_y), z(_z) {} // Only implemented for T=int and T=float static Vec3 FromRGB(unsigned int rgb); static Vec3 AssignToAll(const T& f) { return Vec3(f, f, f); } void Write(T a[3]) { a[0] = x; a[1] = y; a[2] = z; } Vec3 operator +(const Vec3 &other) const { return Vec3(x+other.x, y+other.y, z+other.z); } void operator += (const Vec3 &other) { x+=other.x; y+=other.y; z+=other.z; } Vec3 operator -(const Vec3 &other) const { return Vec3(x-other.x, y-other.y, z-other.z); } void operator -= (const Vec3 &other) { x-=other.x; y-=other.y; z-=other.z; } Vec3 operator -() const { return Vec3(-x,-y,-z); } Vec3 Mul(const Vec3 &other) const { return Vec3(x*other.x, y*other.y, z*other.z); } template Vec3 operator * (const V& f) const { return Vec3(x*f,y*f,z*f); } template void operator *= (const V& f) { x*=f; y*=f; z*=f; } template Vec3 operator / (const V& f) const { return Vec3(x/f,y/f,z/f); } template void operator /= (const V& f) { *this = *this / f; } T Length2() const { return x*x + y*y + z*z; } // Only implemented for T=float float Length() const; void SetLength(const float l); Vec3 WithLength(const float l) const; float Distance2To(Vec3 &other); Vec3 Normalized() const; float Normalize(); // returns the previous length, which is often useful T& operator [] (int i) //allow vector[2] = 3 (vector.z=3) { return *((&x) + i); } T operator [] (const int i) const { return *((&x) + i); } Vec3 Lerp(const Vec3 &other, const float t) const { return (*this)*(1-t) + other*t; } void SetZero() { x=0; y=0; z=0; } // Common aliases: UVW (texel coordinates), RGB (colors), STQ (texture coordinates) T& u() { return x; } T& v() { return y; } T& w() { return z; } T& r() { return x; } T& g() { return y; } T& b() { return z; } T& s() { return x; } T& t() { return y; } T& q() { return z; } const T& u() const { return x; } const T& v() const { return y; } const T& w() const { return z; } const T& r() const { return x; } const T& g() const { return y; } const T& b() const { return z; } const T& s() const { return x; } const T& t() const { return y; } const T& q() const { return z; } }; template Vec3 operator * (const V& f, const Vec3& vec) { return Vec3(f*vec.x,f*vec.y,f*vec.z); } typedef Vec3 Vec3f; inline void Vec3ByMatrix43(float vecOut[3], const float v[3], const float m[12]) { vecOut[0] = v[0] * m[0] + v[1] * m[3] + v[2] * m[6] + m[9]; vecOut[1] = v[0] * m[1] + v[1] * m[4] + v[2] * m[7] + m[10]; vecOut[2] = v[0] * m[2] + v[1] * m[5] + v[2] * m[8] + m[11]; } inline void Norm3ByMatrix43(float vecOut[3], const float v[3], const float m[12]) { vecOut[0] = v[0] * m[0] + v[1] * m[3] + v[2] * m[6]; vecOut[1] = v[0] * m[1] + v[1] * m[4] + v[2] * m[7]; vecOut[2] = v[0] * m[2] + v[1] * m[5] + v[2] * m[8]; } inline float Vec3Dot(const float v1[3], const float v2[3]) { return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2]; } template inline T Dot(const Vec3& a, const Vec3& b) { return a.x*b.x + a.y*b.y + a.z*b.z; } template inline Vec3 Cross(const Vec3& a, const Vec3& b) { return Vec3(a.y*b.z-a.z*b.y, a.z*b.x-a.x*b.z, a.x*b.y-a.y*b.x); }