pixelcity/glVector3.cpp

256 lines
5.5 KiB
C++

/*-----------------------------------------------------------------------------
glVector3.cpp
2006 Shamus Young
-------------------------------------------------------------------------------
Functions for dealing with 3d vectors.
-----------------------------------------------------------------------------*/
#include <windows.h>
#include <float.h>
#include <math.h>
#include <gl\gl.h>
#include "macro.h"
#include "math.h"
#include "glTypes.h"
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
GLvector glVectorReflect (GLvector3 ray, GLvector3 normal)
{
float dot;
dot = glVectorDotProduct (ray, normal);
return ray - (normal * (2.0f * dot));
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
GLvector3 glVector (float x, float y, float z)
{
GLvector3 result;
result.x = x;
result.y = y;
result.z = z;
return result;
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
GLvector3 glVectorInterpolate (GLvector3 v1, GLvector3 v2, float scalar)
{
GLvector3 result;
result.x = MathInterpolate (v1.x, v2.x, scalar);
result.y = MathInterpolate (v1.y, v2.y, scalar);
result.z = MathInterpolate (v1.z, v2.z, scalar);
return result;
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
float glVectorLength (GLvector3 v)
{
return (float)sqrt (v.x * v.x + v.y * v.y + v.z * v.z);
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
float glVectorDotProduct (GLvector3 v1, GLvector3 v2)
{
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
GLvector3 glVectorCrossProduct (GLvector3 v1, GLvector3 v2)
{
GLvector3 result;
result.x = v1.y * v2.z - v2.y * v1.z;
result.y = v1.z * v2.x - v2.z * v1.x;
result.z = v1.x * v2.y - v2.x * v1.y;
return result;
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
GLvector3 glVectorInvert (GLvector3 v)
{
v.x *= -v.x;
v.y *= -v.y;
v.z *= -v.z;
return v;
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
GLvector3 glVectorScale (GLvector3 v, float scale)
{
v.x *= scale;
v.y *= scale;
v.z *= scale;
return v;
}
/*-----------------------------------------------------------------------------
-----------------------------------------------------------------------------*/
GLvector3 glVectorNormalize (GLvector3 v)
{
float length;
length = glVectorLength (v);
if (length < 0.000001f)
return v;
return glVectorScale (v, 1.0f / length);
}
/*-----------------------------------------------------------------------------
+
-----------------------------------------------------------------------------*/
GLvector GLvector::operator+ (const GLvector& c)
{
return glVector (x + c.x, y + c.y, z + c.z);
}
GLvector GLvector::operator+ (const float& c)
{
return glVector (x + c, y + c, z + c);
}
void GLvector::operator+= (const GLvector& c)
{
x += c.x;
y += c.y;
z += c.z;
}
void GLvector::operator+= (const float& c)
{
x += c;
y += c;
z += c;
}
GLvector GLvector::operator- (const GLvector& c)
{
return glVector (x - c.x, y - c.y, z - c.z);
}
GLvector GLvector::operator- (const float& c)
{
return glVector (x - c, y - c, z - c);
}
void GLvector::operator-= (const GLvector& c)
{
x -= c.x;
y -= c.y;
z -= c.z;
}
void GLvector::operator-= (const float& c)
{
x -= c;
y -= c;
z -= c;
}
GLvector GLvector::operator* (const GLvector& c)
{
return glVector (x * c.x, y * c.y, z * c.z);
}
GLvector GLvector::operator* (const float& c)
{
return glVector (x * c, y * c, z * c);
}
void GLvector::operator*= (const GLvector& c)
{
x *= c.x;
y *= c.y;
z *= c.z;
}
void GLvector::operator*= (const float& c)
{
x *= c;
y *= c;
z *= c;
}
GLvector GLvector::operator/ (const GLvector& c)
{
return glVector (x / c.x, y / c.y, z / c.z);
}
GLvector GLvector::operator/ (const float& c)
{
return glVector (x / c, y / c, z / c);
}
void GLvector::operator/= (const GLvector& c)
{
x /= c.x;
y /= c.y;
z /= c.z;
}
void GLvector::operator/= (const float& c)
{
x /= c;
y /= c;
z /= c;
}
bool GLvector::operator== (const GLvector& c)
{
if (x == c.x && y == c.y && z == c.z)
return true;
return false;
}