made almost all classes POD

This commit is contained in:
aap
2017-08-04 21:47:15 +02:00
parent 36c01a4c70
commit 9a26a380a8
4 changed files with 49 additions and 51 deletions

View File

@@ -91,74 +91,70 @@ struct Matrix;
struct V2d
{
float32 x, y;
// TODO: remove and make this POD
V2d(void) : x(0.0f), y(0.0f) {}
V2d(float32 x, float32 y) : x(x), y(y) {}
void set(float32 x, float32 y){
this->x = x; this->y = y; }
};
inline V2d neg(const V2d &a) { return V2d(-a.x, -a.y); }
inline V2d add(const V2d &a, const V2d &b) { return V2d(a.x+b.x, a.y+b.y); }
inline V2d sub(const V2d &a, const V2d &b) { return V2d(a.x-b.x, a.y-b.y); }
inline V2d scale(const V2d &a, float32 r) { return V2d(a.x*r, a.y*r); }
inline V2d makeV2d(float32 x, float32 y) { V2d v = { x, y }; return v; }
inline V2d neg(const V2d &a) { return makeV2d(-a.x, -a.y); }
inline V2d add(const V2d &a, const V2d &b) { return makeV2d(a.x+b.x, a.y+b.y); }
inline V2d sub(const V2d &a, const V2d &b) { return makeV2d(a.x-b.x, a.y-b.y); }
inline V2d scale(const V2d &a, float32 r) { return makeV2d(a.x*r, a.y*r); }
inline float32 length(const V2d &v) { return sqrt(v.x*v.x + v.y*v.y); }
inline V2d normalize(const V2d &v) { return scale(v, 1.0f/length(v)); }
struct V3d
{
float32 x, y, z;
// TODO: remove and make this POD
V3d(void) : x(0.0f), y(0.0f), z(0.0f) {}
V3d(float32 x, float32 y, float32 z) : x(x), y(y), z(z) {}
void set(float32 x, float32 y, float32 z){
this->x = x; this->y = y; this->z = z; }
static void transformPoints(V3d *out, V3d *in, int32 n, Matrix *m);
static void transformVectors(V3d *out, V3d *in, int32 n, Matrix *m);
};
inline V3d neg(const V3d &a) { return V3d(-a.x, -a.y, -a.z); }
inline V3d add(const V3d &a, const V3d &b) { return V3d(a.x+b.x, a.y+b.y, a.z+b.z); }
inline V3d sub(const V3d &a, const V3d &b) { return V3d(a.x-b.x, a.y-b.y, a.z-b.z); }
inline V3d scale(const V3d &a, float32 r) { return V3d(a.x*r, a.y*r, a.z*r); }
inline V3d makeV3d(float32 x, float32 y, float32 z) { V3d v = { x, y, z }; return v; }
inline V3d neg(const V3d &a) { return makeV3d(-a.x, -a.y, -a.z); }
inline V3d add(const V3d &a, const V3d &b) { return makeV3d(a.x+b.x, a.y+b.y, a.z+b.z); }
inline V3d sub(const V3d &a, const V3d &b) { return makeV3d(a.x-b.x, a.y-b.y, a.z-b.z); }
inline V3d scale(const V3d &a, float32 r) { return makeV3d(a.x*r, a.y*r, a.z*r); }
inline float32 length(const V3d &v) { return sqrt(v.x*v.x + v.y*v.y + v.z*v.z); }
inline V3d normalize(const V3d &v) { return scale(v, 1.0f/length(v)); }
inline V3d setlength(const V3d &v, float32 l) { return scale(v, l/length(v)); }
V3d cross(const V3d &a, const V3d &b);
inline float32 dot(const V3d &a, const V3d &b) { return a.x*b.x + a.y*b.y + a.z*b.z; }
inline V3d lerp(const V3d &a, const V3d &b, float32 r){
return V3d(a.x + r*(b.x - a.x),
a.y + r*(b.y - a.y),
a.z + r*(b.z - a.z));
return makeV3d(a.x + r*(b.x - a.x),
a.y + r*(b.y - a.y),
a.z + r*(b.z - a.z));
};
Quat makeQuat(float32 w, float32 x, float32 y, float32 z);
Quat makeQuat(float32 w, const V3d &vec);
struct Quat
{
// order is important for streaming
float32 x, y, z, w;
Quat(void) : x(0.0f), y(0.0f), z(0.0f), w(0.0f) {}
Quat(float32 w, float32 x, float32 y, float32 z) : x(x), y(y), z(z), w(w) {}
Quat(float32 w, const V3d &vec) : x(vec.x), y(vec.y), z(vec.z), w(w) {}
Quat(V3d vec) : x(vec.x), y(vec.y), z(vec.z), w(0.0f) {}
static Quat rotation(float32 angle, const V3d &axis){
return Quat(cos(angle/2.0f), scale(axis, sin(angle/2.0f))); }
return makeQuat(cos(angle/2.0f), scale(axis, sin(angle/2.0f))); }
void set(float32 w, float32 x, float32 y, float32 z){
this->w = w; this->x = x; this->y = y; this->z = z; }
V3d vec(void){ return V3d(x, y, z); }
V3d vec(void){ return makeV3d(x, y, z); }
};
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); }
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); }
inline Quat negate(const Quat &q) { return Quat(-q.w, -q.x, -q.y, -q.z); }
inline Quat makeQuat(float32 w, float32 x, float32 y, float32 z) { Quat q = { x, y, z, w }; return q; }
inline Quat makeQuat(float32 w, const V3d &vec) { Quat q = { vec.x, vec.y, vec.z, w }; return q; }
inline Quat add(const Quat &q, const Quat &p) { return makeQuat(q.w+p.w, q.x+p.x, q.y+p.y, q.z+p.z); }
inline Quat sub(const Quat &q, const Quat &p) { return makeQuat(q.w-p.w, q.x-p.x, q.y-p.y, q.z-p.z); }
inline Quat negate(const Quat &q) { return makeQuat(-q.w, -q.x, -q.y, -q.z); }
inline float32 dot(const Quat &q, const Quat &p) { return q.w*p.w + q.x*p.x + q.y*p.y + q.z*p.z; }
inline Quat scale(const Quat &q, float32 r) { return Quat(q.w*r, q.x*r, q.y*r, q.z*r); }
inline Quat scale(const Quat &q, float32 r) { return makeQuat(q.w*r, q.x*r, q.y*r, q.z*r); }
inline float32 length(const Quat &q) { return sqrt(q.w*q.w + q.x*q.x + q.y*q.y + q.z*q.z); }
inline Quat normalize(const Quat &q) { return scale(q, 1.0f/length(q)); }
inline Quat conj(const Quat &q) { return Quat(q.w, -q.x, -q.y, -q.z); }
inline Quat conj(const Quat &q) { return makeQuat(q.w, -q.x, -q.y, -q.z); }
Quat mult(const Quat &q, const Quat &p);
inline V3d rotate(const V3d &v, const Quat &q) { return mult(mult(q, Quat(v)), conj(q)).vec(); }
inline V3d rotate(const V3d &v, const Quat &q) { return mult(mult(q, makeQuat(0.0f, v)), conj(q)).vec(); }
Quat lerp(const Quat &q, const Quat &p, float32 r);
Quat slerp(const Quat &q, const Quat &p, float32 a);