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Additional 3d support

This commit is contained in:
Brian Fiete 2021-05-12 07:24:29 -04:00
parent 70680fdf39
commit f26df6c86b
32 changed files with 2370 additions and 165 deletions

View file

@ -26,11 +26,11 @@ Beefy::Quaternion Beefy::Quaternion::Slerp(float fT, const Quaternion& rkP, cons
if ((fabs(fCos) < 1.0f - BF_MS_EPSILON) && (false))
{
// Standard case (slerp)
float fSin = sqrt(1.0f - (fCos * fCos));
float fAngle = atan2(fSin, fCos);
float fSin = sqrtf(1.0f - (fCos * fCos));
float fAngle = atan2f(fSin, fCos);
float fInvSin = 1.0f / fSin;
float fCoeff0 = sin((1.0f - fT) * fAngle) * fInvSin;
float fCoeff1 = sin(fT * fAngle) * fInvSin;
float fCoeff0 = sinf((1.0f - fT) * fAngle) * fInvSin;
float fCoeff1 = sinf(fT * fAngle) * fInvSin;
return fCoeff0 * rkP + fCoeff1 * rkT;
}
else

View file

@ -114,7 +114,7 @@ public:
static Quaternion Normalise(const Quaternion& quat)
{
float len = quat.Norm();
float factor = 1.0f / sqrt(len);
float factor = 1.0f / sqrtf(len);
return quat * factor;
}
};

View file

@ -13,7 +13,7 @@ Vector3::Vector3(float x, float y, float z)
float Vector3::GetMagnitude() const
{
return sqrt(mX*mX + mY*mY + mZ*mZ);
return sqrtf(mX*mX + mY*mY + mZ*mZ);
}
Vector3 Vector3::Normalize(const Vector3& vec)
@ -75,4 +75,14 @@ Vector3 Vector3::Transform2(const Vector3& vec, const Quaternion& quat)
result.mZ = vec.mZ + z * quat.mW + (quat.mX * y - quat.mY * x);
return result;
}
///
Vector4::Vector4(float x, float y, float z, float w)
{
mX = x;
mY = y;
mZ = z;
mW = w;
}

View file

@ -94,4 +94,64 @@ public:
}
};
class Vector4
{
public:
float mX;
float mY;
float mZ;
float mW;
public:
Vector4(float x = 0, float y = 0, float z = 0, float w = 0);
bool operator==(const Vector4& check) const
{
return (mX == check.mX) && (mY == check.mY) && (mZ == check.mZ);
}
bool operator!=(const Vector4& check) const
{
return (mX != check.mX) || (mY != check.mY) || (mZ != check.mZ);
}
static Vector4 Scale(const Vector4& vec, float scale)
{
return Vector4(vec.mX * scale, vec.mY * scale, vec.mZ * scale, vec.mW * scale);
}
Vector4 operator +(const Vector4& v2) const
{
return Vector4(mX + v2.mX, mY + v2.mY, mZ + v2.mZ, mW + v2.mW);
}
Vector4 operator *(const Vector4& v2) const
{
return Vector4(mX * v2.mX, mY * v2.mY, mZ * v2.mZ, mW * v2.mW);
}
Vector4 operator *(float scale) const
{
return Vector4(mX * scale, mY * scale, mZ * scale, mW * scale);
}
inline Vector4& operator -= (const Vector4& vec)
{
mX -= vec.mX;
mY -= vec.mY;
mZ -= vec.mZ;
mW -= vec.mW;
return *this;
}
inline Vector4& operator *= (const Vector4& vec)
{
mX *= vec.mX;
mY *= vec.mY;
mZ *= vec.mZ;
mW *= vec.mW;
return *this;
}
};
NS_BF_END;