mirror of https://github.com/aap/librw.git
changed math functions again
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parent
e1613108cf
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3
rw.h
3
rw.h
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@ -1,3 +1,6 @@
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#include <cstdio>
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#include <cmath>
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#include "src/rwbase.h"
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#include "src/rwplugin.h"
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#include "src/rwpipeline.h"
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@ -63,47 +63,21 @@ initialize(void)
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identMat.posw = 1.0f;
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}
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float32
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V3d::length(void)
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Quat
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mult(const Quat &q, const Quat &p)
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{
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return sqrt(x*x + y*y + z*z);
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return Quat(q.w*p.w - q.x*p.x - q.y*p.y - q.z*p.z,
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q.w*p.x + q.x*p.w + q.y*p.z - q.z*p.y,
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q.w*p.y + q.y*p.w + q.z*p.x - q.x*p.z,
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q.w*p.z + q.z*p.w + q.x*p.y - q.y*p.x);
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}
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V3d
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V3d::normalize(void)
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cross(const V3d &a, const V3d &b)
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{
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return this->scale(1.0f/this->length());
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}
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float32
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Quat::length(void)
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{
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return sqrt(w*w + x*x + y*y + z*z);
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}
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Quat
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Quat::normalize(void)
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{
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return this->scale(1.0f/this->length());
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}
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Quat
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Quat::mult(const Quat &q)
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{
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return Quat(w*q.w - x*q.x - y*q.y - z*q.z,
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w*q.x + x*q.w + y*q.z - z*q.y,
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w*q.y + y*q.w + z*q.x - x*q.z,
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w*q.z + z*q.w + x*q.y - y*q.x);
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}
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V3d
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V3d::cross(const V3d &v)
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{
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V3d res;
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res.x = this->y*v.z - this->z*v.y;
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res.y = this->z*v.x - this->x*v.z;
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res.z = this->x*v.y - this->y*v.x;
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return res;
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return V3d(a.y*b.z - a.z*b.y,
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a.z*b.x - a.x*b.z,
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a.x*b.y - a.y*b.x);
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}
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void
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63
src/rwbase.h
63
src/rwbase.h
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@ -1,6 +1,7 @@
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#ifndef RW_PS2
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#include <stdint.h>
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#endif
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#include <cmath>
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namespace rw {
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@ -53,10 +54,18 @@ struct RGBAf
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struct V2d
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{
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float32 x, y;
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V2d(void) : x(0.0f), y(0.0f) {}
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V2d(float32 x, float32 y) : x(x), y(y) {}
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void set(float32 x, float32 y){
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this->x = x; this->y = y; }
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};
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inline V2d add(const V2d &a, const V2d &b) { return V2d(a.x+b.x, a.y+b.y); }
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inline V2d sub(const V2d &a, const V2d &b) { return V2d(a.x-b.x, a.y-b.y); }
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inline V2d scale(const V2d &a, float32 r) { return V2d(a.x*r, a.y*r); }
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inline float32 length(const V2d &v) { return sqrt(v.x*v.x + v.y*v.y); }
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inline V2d normalize(const V2d &v) { return scale(v, 1.0f/length(v)); }
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struct V3d
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{
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float32 x, y, z;
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@ -64,32 +73,16 @@ struct V3d
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V3d(float32 x, float32 y, float32 z) : x(x), y(y), z(z) {}
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void set(float32 x, float32 y, float32 z){
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this->x = x; this->y = y; this->z = z; }
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V3d sub(const V3d &v){
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V3d res;
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res.x = x - v.x;
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res.y = y - v.y;
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res.z = z - v.z;
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return res;
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}
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V3d add(const V3d &v){
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V3d res;
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res.x = x + v.x;
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res.y = y + v.y;
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res.z = z + v.z;
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return res;
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}
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V3d scale(float32 r){
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V3d res;
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res.x = x*r;
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res.y = y*r;
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res.z = z*r;
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return res;
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}
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float32 length(void);
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V3d normalize(void);
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V3d cross(const V3d &b);
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};
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inline V3d add(const V3d &a, const V3d &b) { return V3d(a.x+b.x, a.y+b.y, a.z+b.z); }
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inline V3d sub(const V3d &a, const V3d &b) { return V3d(a.x-b.x, a.y-b.y, a.z-b.z); }
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inline V3d scale(const V3d &a, float32 r) { return V3d(a.x*r, a.y*r, a.z*r); }
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inline float32 length(const V3d &v) { return sqrt(v.x*v.x + v.y*v.y + v.z*v.z); }
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inline V3d normalize(const V3d &v) { return scale(v, 1.0f/length(v)); }
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inline V3d setlength(const V3d &v, float32 l) { return scale(v, l/length(v)); }
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V3d cross(const V3d &a, const V3d &b);
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struct Quat
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{
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float32 w, x, y, z;
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Quat(float32 w, float32 x, float32 y, float32 z) : w(w), x(x), y(y), z(z) {}
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Quat(float32 w, V3d vec) : w(w), x(vec.x), y(vec.y), z(vec.z) {}
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Quat(V3d vec) : w(0.0f), x(vec.x), y(vec.y), z(vec.z) {}
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static Quat rotation(float32 angle, const V3d &axis){
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return Quat(cos(angle/2.0f), scale(axis, sin(angle/2.0f))); }
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void set(float32 w, float32 x, float32 y, float32 z){
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this->w = w; this->x = x; this->y = y; this->z = z; }
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V3d vec(void){ return V3d(x, y, z); }
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Quat sub(const Quat &q){
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return Quat(w-q.w, x-q.x, y-q.y, z-q.z); }
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Quat add(const Quat &q){
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return Quat(w+q.w, x+q.x, y+q.y, z+q.z); }
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Quat scale(float32 r){
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return Quat(w*r, x*r, y*r, z*r); }
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Quat conj(void){ return Quat(w, -x, -y, -z); }
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float32 length(void);
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Quat normalize(void);
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Quat mult(const Quat &q);
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};
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inline Quat add(const Quat &q, const Quat &p) { return Quat(q.w+p.w, q.x+p.x, q.y+p.y, q.z+p.z); }
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inline Quat sub(const Quat &q, const Quat &p) { return Quat(q.w-p.w, q.x-p.x, q.y-p.y, q.z-p.z); }
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inline Quat scale(const Quat &q, float32 r) { return Quat(q.w*r, q.x*r, q.y*r, q.z*r); }
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inline float32 length(const Quat &q) { return sqrt(q.w*q.w + q.x*q.x + q.y*q.y + q.z*q.z); }
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inline Quat normalize(const Quat &q) { return scale(q, 1.0f/length(q)); }
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inline Quat conj(const Quat &q) { return Quat(q.w, -q.x, -q.y, -q.z); }
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Quat mult(const Quat &q, const Quat &p);
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inline V3d rotate(const V3d &v, const Quat &q) { return mult(mult(q, Quat(v)), conj(q)).vec(); }
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struct Matrix
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{
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V3d right;
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