mirror of
https://github.com/beefytech/Beef.git
synced 2025-06-08 19:48:20 +02:00
222 lines
4.1 KiB
C++
222 lines
4.1 KiB
C++
#pragma once
|
|
|
|
#include "Common.h"
|
|
|
|
NS_BF_BEGIN;
|
|
|
|
class Matrix4;
|
|
class Quaternion;
|
|
|
|
class TexCoords
|
|
{
|
|
public:
|
|
float mU;
|
|
float mV;
|
|
|
|
public:
|
|
TexCoords()
|
|
{
|
|
}
|
|
|
|
TexCoords(float u, float v) : mU(u), mV(v)
|
|
{
|
|
}
|
|
|
|
static TexCoords FlipV(const TexCoords& texCoords)
|
|
{
|
|
return TexCoords(texCoords.mU, 1.0f - texCoords.mV);
|
|
}
|
|
};
|
|
|
|
class Vector3
|
|
{
|
|
public:
|
|
float mX;
|
|
float mY;
|
|
float mZ;
|
|
|
|
public:
|
|
Vector3();
|
|
Vector3(float x, float y, float z);
|
|
|
|
float GetMagnitude() const;
|
|
float GetMagnitudeSquare() const;
|
|
static Vector3 Normalize(const Vector3& vec);
|
|
static float Dot(const Vector3& vec1, const Vector3& vec2);
|
|
static Vector3 CrossProduct(const Vector3& vec1, const Vector3& vec2);
|
|
|
|
static float GetDistance(const Vector3& v0, const Vector3& v1)
|
|
{
|
|
return (v0 - v1).GetMagnitude();
|
|
}
|
|
|
|
static float GetDistanceSquare(const Vector3& v0, const Vector3& v1)
|
|
{
|
|
return (v0 - v1).GetMagnitudeSquare();
|
|
}
|
|
|
|
bool operator==(const Vector3& check) const
|
|
{
|
|
return (mX == check.mX) && (mY == check.mY) && (mZ == check.mZ);
|
|
}
|
|
|
|
bool operator!=(const Vector3& check) const
|
|
{
|
|
return (mX != check.mX) || (mY != check.mY) || (mZ != check.mZ);
|
|
}
|
|
|
|
static Vector3 Transform(const Vector3& vec, const Matrix4& matrix);
|
|
static Vector3 TransformW(const Vector3& vec, const Matrix4& matrix);
|
|
static Vector3 Transform(const Vector3& vec, const Quaternion& quat);
|
|
static Vector3 Transform2(const Vector3& vec, const Quaternion& quat);
|
|
|
|
static Vector3 Scale(const Vector3& vec, float scale)
|
|
{
|
|
return Vector3(vec.mX * scale, vec.mY * scale, vec.mZ * scale);
|
|
}
|
|
|
|
Vector3 operator +(const Vector3& v2) const
|
|
{
|
|
return Vector3(mX + v2.mX, mY + v2.mY, mZ + v2.mZ);
|
|
}
|
|
|
|
Vector3 operator *(const Vector3& v2) const
|
|
{
|
|
return Vector3(mX * v2.mX, mY * v2.mY, mZ * v2.mZ);
|
|
}
|
|
|
|
Vector3 operator *(float scale) const
|
|
{
|
|
return Vector3(mX * scale, mY * scale, mZ * scale);
|
|
}
|
|
|
|
Vector3 operator /(float scale) const
|
|
{
|
|
return Vector3(mX / scale, mY / scale, mZ / scale);
|
|
}
|
|
|
|
float operator^(const Vector3& v) // Angle between vectors
|
|
{
|
|
return acosf(Dot(*this / this->GetMagnitude(), v / v.GetMagnitude()));
|
|
}
|
|
|
|
inline Vector3& operator += (const Vector3& vec)
|
|
{
|
|
mX += vec.mX;
|
|
mY += vec.mY;
|
|
mZ += vec.mZ;
|
|
return *this;
|
|
}
|
|
|
|
inline Vector3& operator -= (const Vector3& vec)
|
|
{
|
|
mX -= vec.mX;
|
|
mY -= vec.mY;
|
|
mZ -= vec.mZ;
|
|
return *this;
|
|
}
|
|
|
|
inline Vector3& operator *= (float num)
|
|
{
|
|
mX *= num;
|
|
mY *= num;
|
|
mZ *= num;
|
|
return *this;
|
|
}
|
|
|
|
inline Vector3& operator /= (float num)
|
|
{
|
|
mX /= num;
|
|
mY /= num;
|
|
mZ /= num;
|
|
return *this;
|
|
}
|
|
|
|
inline Vector3 operator - (const Vector3& vec) const
|
|
{
|
|
Vector3 result;
|
|
result.mX = mX - vec.mX;
|
|
result.mY = mY - vec.mY;
|
|
result.mZ = mZ - vec.mZ;
|
|
return result;
|
|
}
|
|
|
|
inline Vector3 operator + (const Vector3& vec)
|
|
{
|
|
Vector3 result;
|
|
result.mX = mX + vec.mX;
|
|
result.mY = mY + vec.mY;
|
|
result.mZ = mZ + vec.mZ;
|
|
return result;
|
|
}
|
|
|
|
inline Vector3& operator *= (const Vector3& vec)
|
|
{
|
|
mX *= vec.mX;
|
|
mY *= vec.mY;
|
|
mZ *= vec.mZ;
|
|
return *this;
|
|
}
|
|
};
|
|
|
|
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;
|