mirror of
https://github.com/libretro/ppsspp.git
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165 lines
3.6 KiB
C++
165 lines
3.6 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <cmath>
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class Vec3
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{
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public:
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union
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{
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float v[3];
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struct
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{
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float x,y,z;
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};
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};
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Vec3(unsigned int rgb) {
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x = (rgb & 0xFF) * (1.0f/255.0f);
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y = ((rgb >> 8) & 0xFF) * (1.0f/255.0f);
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z = ((rgb >> 16) & 0xFF) * (1.0f/255.0f);
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}
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Vec3(const float a[3]) {
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v[0] = a[0];
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v[1] = a[1];
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v[2] = a[2];
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}
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Vec3(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
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Vec3() {}
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explicit Vec3(float f) : x(f), y(f), z(f) {}
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void Write(float a[3])
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{
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a[0] = x; a[1] = y; a[2] = z;
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}
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Vec3 operator +(const Vec3 &other) const
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{
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return Vec3(x+other.x, y+other.y, z+other.z);
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}
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void operator += (const Vec3 &other)
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{
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x+=other.x; y+=other.y; z+=other.z;
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}
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Vec3 operator -(const Vec3 &other) const
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{
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return Vec3(x-other.x, y-other.y, z-other.z);
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}
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void operator -= (const Vec3 &other)
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{
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x-=other.x; y-=other.y; z-=other.z;
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}
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Vec3 operator -() const
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{
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return Vec3(-x,-y,-z);
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}
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Vec3 Mul(const Vec3 &other) const
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{
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return Vec3(x*other.x, y*other.y, z*other.z);
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}
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Vec3 operator * (const float f) const
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{
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return Vec3(x*f,y*f,z*f);
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}
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void operator *= (const float f)
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{
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x*=f; y*=f; z*=f;
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}
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Vec3 operator / (const float f) const
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{
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float invf = (1.0f/f);
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return Vec3(x*invf,y*invf,z*invf);
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}
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void operator /= (const float f)
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{
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*this = *this / f;
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}
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float Length2() const
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{
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return x*x + y*y + z*z;
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}
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float Length() const
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{
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return sqrtf(Length2());
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}
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void SetLength(const float l)
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{
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(*this) *= l / Length();
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}
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Vec3 WithLength(const float l) const
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{
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return (*this) * l / Length();
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}
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float Distance2To(Vec3 &other)
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{
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return Vec3(other-(*this)).Length2();
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}
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Vec3 Normalized() const {
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return (*this) / Length();
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}
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float Normalize() { //returns the previous length, is often useful
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float len = Length();
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(*this) = (*this)/len;
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return len;
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}
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float &operator [] (int i) //allow vector[2] = 3 (vector.z=3)
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{
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return *((&x) + i);
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}
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float operator [] (const int i) const
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{
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return *((&x) + i);
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}
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Vec3 Lerp(const Vec3 &other, const float t) const
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{
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return (*this)*(1-t) + other*t;
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}
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void SetZero()
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{
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x=0;y=0;z=0;
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}
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};
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inline void Vec3ByMatrix43(float vecOut[3], const float v[3], const float m[12])
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{
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vecOut[0] = v[0] * m[0] + v[1] * m[3] + v[2] * m[6] + m[9];
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vecOut[1] = v[0] * m[1] + v[1] * m[4] + v[2] * m[7] + m[10];
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vecOut[2] = v[0] * m[2] + v[1] * m[5] + v[2] * m[8] + m[11];
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}
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inline void Norm3ByMatrix43(float vecOut[3], const float v[3], const float m[12])
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{
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vecOut[0] = v[0] * m[0] + v[1] * m[3] + v[2] * m[6];
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vecOut[1] = v[0] * m[1] + v[1] * m[4] + v[2] * m[7];
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vecOut[2] = v[0] * m[2] + v[1] * m[5] + v[2] * m[8];
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}
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inline float Vec3Dot(const float v1[3], const float v2[3])
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{
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return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
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}
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inline float Dot(const Vec3 &a, const Vec3& b)
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{
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return a.x*b.x + a.y*b.y + a.z*b.z;
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}
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inline Vec3 Cross(const Vec3 &a, const Vec3& b)
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{
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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);
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}
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