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+/**
+ @file vectorMath.h
+
+ Function aliases for popular vector methods.
+
+ @maintainer Morgan McGuire, http://graphics.cs.williams.edu
+
+ @created: 2001-06-02
+ @edited: 2004-02-02
+ Copyright 2000-2004, Morgan McGuire.
+ All rights reserved.
+ */
+
+#ifndef G3D_VECTORMATH_H
+#define G3D_VECTORMATH_H
+
+#include "G3D/platform.h"
+#include "G3D/g3dmath.h"
+#include "G3D/Vector2.h"
+#include "G3D/Vector3.h"
+#include "G3D/Vector4.h"
+#include "G3D/Matrix3.h"
+#include "G3D/Matrix4.h"
+#include "G3D/Color1.h"
+#include "G3D/Color3.h"
+#include "G3D/Color4.h"
+
+
+namespace G3D {
+
+
+inline Matrix4 mul(const Matrix4& a, const Matrix4& b) {
+ return a * b;
+}
+
+inline Vector4 mul(const Matrix4& m, const Vector4& v) {
+ return m * v;
+}
+
+inline Vector3 mul(const Matrix3& m, const Vector3& v) {
+ return m * v;
+}
+
+inline Matrix3 mul(const Matrix3& a, const Matrix3& b) {
+ return a * b;
+}
+
+inline float dot(const Vector2& a, const Vector2& b) {
+ return a.dot(b);
+}
+
+inline float dot(const Vector3& a, const Vector3& b) {
+ return a.dot(b);
+}
+
+inline float dot(const Vector4& a, const Vector4& b) {
+ return a.dot(b);
+}
+
+inline Vector2 normalize(const Vector2& v) {
+ return v / v.length();
+}
+
+inline Vector3 normalize(const Vector3& v) {
+ return v / v.magnitude();
+}
+
+inline Vector4 normalize(const Vector4& v) {
+ return v / v.length();
+}
+
+inline Vector2 abs(const Vector2& v) {
+ return Vector2(::fabsf(v.x), ::fabsf(v.y));
+}
+
+inline Vector3 abs(const Vector3& v) {
+ return Vector3(::fabsf(v.x), ::fabsf(v.y), ::fabsf(v.z));
+}
+
+inline Vector4 abs(const Vector4& v) {
+ return Vector4(::fabsf(v.x), ::fabsf(v.y), ::fabsf(v.z), ::fabsf(v.w));
+}
+
+inline bool all(const Vector2& v) {
+ return (v.x != 0) && (v.y != 0);
+}
+
+inline bool all(const Vector3& v) {
+ return (v.x != 0) && (v.y != 0) && (v.z != 0);
+}
+
+inline bool all(const Vector4& v) {
+ return (v.x != 0) && (v.y != 0) && (v.z != 0) && (v.w != 0);
+}
+
+inline bool any(const Vector2& v) {
+ return (v.x != 0) || (v.y != 0);
+}
+
+inline bool any(const Vector3& v) {
+ return (v.x != 0) || (v.y != 0) || (v.z != 0);
+}
+
+inline bool any(const Vector4& v) {
+ return (v.x != 0) || (v.y != 0) || (v.z != 0) || (v.w != 0);
+}
+
+inline Vector2 clamp(const Vector2& v, const Vector2& a, const Vector2& b) {
+ return v.clamp(a, b);
+}
+
+inline Vector3 clamp(const Vector3& v, const Vector3& a, const Vector3& b) {
+ return v.clamp(a, b);
+}
+
+inline Vector4 clamp(const Vector4& v, const Vector4& a, const Vector4& b) {
+ return v.clamp(a, b);
+}
+
+inline Vector2 lerp(const Vector2& v1, const Vector2& v2, float f) {
+ return v1.lerp(v2, f);
+}
+
+inline Vector3 lerp(const Vector3& v1, const Vector3& v2, float f) {
+ return v1.lerp(v2, f);
+}
+
+inline Vector4 lerp(const Vector4& v1, const Vector4& v2, float f) {
+ return v1.lerp(v2, f);
+}
+
+inline Color1 lerp(const Color1& v1, const Color1& v2, float f) {
+ return v1.lerp(v2, f);
+}
+
+inline Color3 lerp(const Color3& v1, const Color3& v2, float f) {
+ return v1.lerp(v2, f);
+}
+
+inline Color4 lerp(const Color4& v1, const Color4& v2, float f) {
+ return v1.lerp(v2, f);
+}
+
+inline Vector3 cross(const Vector3& v1, const Vector3& v2) {
+ return v1.cross(v2);
+}
+
+inline double determinant(const Matrix3& m) {
+ return m.determinant();
+}
+
+inline double determinant(const Matrix4& m) {
+ return m.determinant();
+}
+
+inline Vector2 min(const Vector2& v1, const Vector2& v2) {
+ return v1.min(v2);
+}
+
+inline Vector3 min(const Vector3& v1, const Vector3& v2) {
+ return v1.min(v2);
+}
+
+inline Vector4 min(const Vector4& v1, const Vector4& v2) {
+ return v1.min(v2);
+}
+
+inline Color3 min(const Color3& v1, const Color3& v2) {
+ return v1.min(v2);
+}
+
+inline Color4 min(const Color4& v1, const Color4& v2) {
+ return v1.min(v2);
+}
+
+inline Vector2 max(const Vector2& v1, const Vector2& v2) {
+ return v1.max(v2);
+}
+
+inline Vector3 max(const Vector3& v1, const Vector3& v2) {
+ return v1.max(v2);
+}
+
+inline Vector4 max(const Vector4& v1, const Vector4& v2) {
+ return v1.max(v2);
+}
+
+inline Color3 max(const Color3& v1, const Color3& v2) {
+ return v1.max(v2);
+}
+
+inline Color4 max(const Color4& v1, const Color4& v2) {
+ return v1.max(v2);
+}
+
+inline Vector2 sign(const Vector2& v) {
+ return Vector2((float)sign(v.x), (float)sign(v.y));
+}
+
+inline Vector3 sign(const Vector3& v) {
+ return Vector3((float)sign(v.x), (float)sign(v.y), (float)sign(v.z));
+}
+
+inline Vector4 sign(const Vector4& v) {
+ return Vector4((float)sign(v.x), (float)sign(v.y), (float)sign(v.z), (float)sign(v.w));
+}
+
+inline float length(float v) {
+ return ::fabsf(v);
+}
+
+inline float length(const Vector2& v) {
+ return v.length();
+}
+
+inline float length(const Vector3& v) {
+ return v.magnitude();
+}
+
+inline float length(const Vector4& v) {
+ return v.length();
+}
+
+/**
+ Computes the log of each component. Useful for
+ inverting the monitor gamma function or simulating
+ perceptual response.
+ */
+inline Color3 log(const Color3& c) {
+ return Color3(::logf(c.r), ::logf(c.g), ::logf(c.b));
+}
+
+}
+
+#endif