mirror of
https://github.com/libretro/ppsspp.git
synced 2024-11-25 01:00:01 +00:00
5f1ed03165
This reverts commita265569928
, reversing changes made to06999ae649
.
160 lines
3.6 KiB
C++
160 lines
3.6 KiB
C++
// 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 <cmath>
|
|
|
|
class Vec3
|
|
{
|
|
public:
|
|
union
|
|
{
|
|
float v[3];
|
|
struct
|
|
{
|
|
float x,y,z;
|
|
};
|
|
};
|
|
Vec3(unsigned int rgb) { x=(rgb&0xFF)/255.0f; y=((rgb>>8)&0xFF)/255.0f; z=((rgb>>16)&0xFF)/255.0f;}
|
|
Vec3(const float a[3]) {
|
|
v[0]=a[0];
|
|
v[1]=a[1];
|
|
v[2]=a[2];
|
|
}
|
|
Vec3(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
|
|
Vec3() {}
|
|
explicit Vec3(float f) : x(f), y(f), z(f) {}
|
|
void Write(float 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);
|
|
}
|
|
float operator *(const Vec3 &other) const
|
|
{
|
|
return x*other.x + y*other.y + z*other.z;
|
|
}
|
|
Vec3 Mul(const Vec3 &other) const
|
|
{
|
|
return Vec3(x*other.x, y*other.y, z*other.z);
|
|
}
|
|
Vec3 operator * (const float f) const
|
|
{
|
|
return Vec3(x*f,y*f,z*f);
|
|
}
|
|
void operator *= (const float f)
|
|
{
|
|
x*=f; y*=f; z*=f;
|
|
}
|
|
Vec3 operator / (const float f) const
|
|
{
|
|
float invf = (1.0f/f);
|
|
return Vec3(x*invf,y*invf,z*invf);
|
|
}
|
|
void operator /= (const float f)
|
|
{
|
|
*this = *this / f;
|
|
}
|
|
Vec3 operator %(const Vec3 &v) const
|
|
{
|
|
return Vec3(y*v.z-z*v.y, z*v.x-x*v.z, x*v.y-y*v.x);
|
|
}
|
|
|
|
float Length2() const
|
|
{
|
|
return x*x + y*y + z*z;
|
|
}
|
|
float Length() const
|
|
{
|
|
return sqrtf(Length2());
|
|
}
|
|
void SetLength(const float l)
|
|
{
|
|
(*this) *= l / Length();
|
|
}
|
|
Vec3 WithLength(const float l) const
|
|
{
|
|
return (*this) * l / Length();
|
|
}
|
|
float Distance2To(Vec3 &other)
|
|
{
|
|
return Vec3(other-(*this)).Length2();
|
|
}
|
|
Vec3 Normalized() const {
|
|
return (*this) / Length();
|
|
}
|
|
float Normalize() { //returns the previous length, is often useful
|
|
float len = Length();
|
|
(*this) = (*this)/len;
|
|
return len;
|
|
}
|
|
float &operator [] (int i) //allow vector[2] = 3 (vector.z=3)
|
|
{
|
|
return *((&x) + i);
|
|
}
|
|
const float 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;
|
|
}
|
|
};
|
|
|
|
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];
|
|
}
|