implemented some math classes

This commit is contained in:
aap 2016-02-14 23:58:11 +01:00
parent cc77487fc0
commit e1613108cf
2 changed files with 57 additions and 19 deletions

View File

@ -66,22 +66,43 @@ initialize(void)
float32
V3d::length(void)
{
return sqrt(this->x*this->x+this->y*this->y+this->z*this->z);
return sqrt(x*x + y*y + z*z);
}
V3d
V3d::normalize(void)
{
return V3d::scale(this, 1.0f/this->length());
return this->scale(1.0f/this->length());
}
float32
Quat::length(void)
{
return sqrt(w*w + x*x + y*y + z*z);
}
Quat
Quat::normalize(void)
{
return this->scale(1.0f/this->length());
}
Quat
Quat::mult(const Quat &q)
{
return Quat(w*q.w - x*q.x - y*q.y - z*q.z,
w*q.x + x*q.w + y*q.z - z*q.y,
w*q.y + y*q.w + z*q.x - x*q.z,
w*q.z + z*q.w + x*q.y - y*q.x);
}
V3d
V3d::cross(V3d *a, V3d *b)
V3d::cross(const V3d &v)
{
V3d res;
res.x = a->y*b->z - a->z*b->y;
res.y = a->z*b->x - a->x*b->z;
res.z = a->x*b->y - a->y*b->x;
res.x = this->y*v.z - this->z*v.y;
res.y = this->z*v.x - this->x*v.z;
res.z = this->x*v.y - this->y*v.x;
return res;
}

View File

@ -60,39 +60,56 @@ struct V2d
struct V3d
{
float32 x, y, z;
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 V3d sub(V3d *a, V3d *b){
V3d sub(const V3d &v){
V3d res;
res.x = a->x - b->x;
res.y = a->y - b->y;
res.z = a->z - b->z;
res.x = x - v.x;
res.y = y - v.y;
res.z = z - v.z;
return res;
}
static V3d add(V3d *a, V3d *b){
V3d add(const V3d &v){
V3d res;
res.x = a->x + b->x;
res.y = a->y + b->y;
res.z = a->z + b->z;
res.x = x + v.x;
res.y = y + v.y;
res.z = z + v.z;
return res;
}
static V3d scale(V3d *a, float32 r){
V3d scale(float32 r){
V3d res;
res.x = a->x*r;
res.y = a->y*r;
res.z = a->z*r;
res.x = x*r;
res.y = y*r;
res.z = z*r;
return res;
}
float32 length(void);
V3d normalize(void);
static V3d cross(V3d *a, V3d *b);
V3d cross(const V3d &b);
};
struct Quat
{
float32 w, x, y, z;
Quat(void) : w(0.0f), x(0.0f), y(0.0f), z(0.0f) {}
Quat(float32 w, float32 x, float32 y, float32 z) : w(w), x(x), y(y), z(z) {}
Quat(float32 w, V3d vec) : w(w), x(vec.x), y(vec.y), z(vec.z) {}
Quat(V3d vec) : w(0.0f), x(vec.x), y(vec.y), z(vec.z) {}
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); }
Quat sub(const Quat &q){
return Quat(w-q.w, x-q.x, y-q.y, z-q.z); }
Quat add(const Quat &q){
return Quat(w+q.w, x+q.x, y+q.y, z+q.z); }
Quat scale(float32 r){
return Quat(w*r, x*r, y*r, z*r); }
Quat conj(void){ return Quat(w, -x, -y, -z); }
float32 length(void);
Quat normalize(void);
Quat mult(const Quat &q);
};
struct Matrix