mirror of https://github.com/aap/librw.git
implemented some math classes
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cc77487fc0
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e1613108cf
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@ -66,22 +66,43 @@ initialize(void)
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float32
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V3d::length(void)
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{
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return sqrt(this->x*this->x+this->y*this->y+this->z*this->z);
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return sqrt(x*x + y*y + z*z);
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}
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V3d
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V3d::normalize(void)
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{
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return V3d::scale(this, 1.0f/this->length());
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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(V3d *a, V3d *b)
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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 = a->y*b->z - a->z*b->y;
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res.y = a->z*b->x - a->x*b->z;
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res.z = a->x*b->y - a->y*b->x;
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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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}
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43
src/rwbase.h
43
src/rwbase.h
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@ -60,39 +60,56 @@ struct V2d
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struct V3d
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{
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float32 x, y, z;
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V3d(void) : x(0.0f), y(0.0f), z(0.0f) {}
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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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static V3d sub(V3d *a, V3d *b){
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V3d sub(const V3d &v){
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V3d res;
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res.x = a->x - b->x;
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res.y = a->y - b->y;
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res.z = a->z - b->z;
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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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static V3d add(V3d *a, V3d *b){
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V3d add(const V3d &v){
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V3d res;
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res.x = a->x + b->x;
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res.y = a->y + b->y;
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res.z = a->z + b->z;
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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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static V3d scale(V3d *a, float32 r){
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V3d scale(float32 r){
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V3d res;
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res.x = a->x*r;
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res.y = a->y*r;
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res.z = a->z*r;
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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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static V3d cross(V3d *a, V3d *b);
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V3d cross(const V3d &b);
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};
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struct Quat
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{
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float32 w, x, y, z;
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Quat(void) : w(0.0f), x(0.0f), y(0.0f), z(0.0f) {}
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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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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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struct Matrix
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