ruby-bullet 0.0.2-x86-mingw32
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- data/INSTALL.md +22 -0
- data/LICENSE +23 -0
- data/README.md +41 -0
- data/Rakefile +131 -0
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef _VECTORMATH_AOS_CPP_H
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#define _VECTORMATH_AOS_CPP_H
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#include <math.h>
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#ifdef _VECTORMATH_DEBUG
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#include <stdio.h>
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#endif
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namespace Vectormath {
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namespace Aos {
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//-----------------------------------------------------------------------------
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// Forward Declarations
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//
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class Vector3;
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class Vector4;
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class Point3;
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class Quat;
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class Matrix3;
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class Matrix4;
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class Transform3;
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+
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// A 3-D vector in array-of-structures format
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//
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class Vector3
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{
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float mX;
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float mY;
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float mZ;
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#ifndef __GNUC__
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float d;
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#endif
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public:
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// Default constructor; does no initialization
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//
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inline Vector3( ) { };
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+
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// Copy a 3-D vector
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//
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inline Vector3( const Vector3 & vec );
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+
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// Construct a 3-D vector from x, y, and z elements
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//
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inline Vector3( float x, float y, float z );
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+
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// Copy elements from a 3-D point into a 3-D vector
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//
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explicit inline Vector3( const Point3 & pnt );
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+
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// Set all elements of a 3-D vector to the same scalar value
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//
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explicit inline Vector3( float scalar );
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+
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// Assign one 3-D vector to another
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//
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inline Vector3 & operator =( const Vector3 & vec );
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+
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// Set the x element of a 3-D vector
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//
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inline Vector3 & setX( float x );
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+
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// Set the y element of a 3-D vector
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//
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inline Vector3 & setY( float y );
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+
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// Set the z element of a 3-D vector
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//
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inline Vector3 & setZ( float z );
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+
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// Get the x element of a 3-D vector
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//
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inline float getX( ) const;
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// Get the y element of a 3-D vector
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//
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inline float getY( ) const;
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// Get the z element of a 3-D vector
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//
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inline float getZ( ) const;
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+
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// Set an x, y, or z element of a 3-D vector by index
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//
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inline Vector3 & setElem( int idx, float value );
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+
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// Get an x, y, or z element of a 3-D vector by index
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//
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inline float getElem( int idx ) const;
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+
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// Subscripting operator to set or get an element
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//
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inline float & operator []( int idx );
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+
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// Subscripting operator to get an element
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//
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inline float operator []( int idx ) const;
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+
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// Add two 3-D vectors
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//
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inline const Vector3 operator +( const Vector3 & vec ) const;
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+
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// Subtract a 3-D vector from another 3-D vector
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//
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inline const Vector3 operator -( const Vector3 & vec ) const;
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+
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// Add a 3-D vector to a 3-D point
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+
//
|
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inline const Point3 operator +( const Point3 & pnt ) const;
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+
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// Multiply a 3-D vector by a scalar
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//
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inline const Vector3 operator *( float scalar ) const;
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+
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// Divide a 3-D vector by a scalar
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//
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inline const Vector3 operator /( float scalar ) const;
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+
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// Perform compound assignment and addition with a 3-D vector
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+
//
|
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inline Vector3 & operator +=( const Vector3 & vec );
|
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+
|
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+
// Perform compound assignment and subtraction by a 3-D vector
|
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+
//
|
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+
inline Vector3 & operator -=( const Vector3 & vec );
|
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+
|
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+
// Perform compound assignment and multiplication by a scalar
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+
//
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+
inline Vector3 & operator *=( float scalar );
|
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+
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+
// Perform compound assignment and division by a scalar
|
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+
//
|
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+
inline Vector3 & operator /=( float scalar );
|
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+
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+
// Negate all elements of a 3-D vector
|
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//
|
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+
inline const Vector3 operator -( ) const;
|
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+
|
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+
// Construct x axis
|
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+
//
|
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+
static inline const Vector3 xAxis( );
|
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+
|
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// Construct y axis
|
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//
|
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+
static inline const Vector3 yAxis( );
|
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+
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+
// Construct z axis
|
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+
//
|
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+
static inline const Vector3 zAxis( );
|
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+
|
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+
}
|
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+
#ifdef __GNUC__
|
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+
__attribute__ ((aligned(16)))
|
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|
+
#endif
|
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|
+
;
|
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+
|
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+
// Multiply a 3-D vector by a scalar
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+
//
|
178
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+
inline const Vector3 operator *( float scalar, const Vector3 & vec );
|
179
|
+
|
180
|
+
// Multiply two 3-D vectors per element
|
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+
//
|
182
|
+
inline const Vector3 mulPerElem( const Vector3 & vec0, const Vector3 & vec1 );
|
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|
+
|
184
|
+
// Divide two 3-D vectors per element
|
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|
+
// NOTE:
|
186
|
+
// Floating-point behavior matches standard library function divf4.
|
187
|
+
//
|
188
|
+
inline const Vector3 divPerElem( const Vector3 & vec0, const Vector3 & vec1 );
|
189
|
+
|
190
|
+
// Compute the reciprocal of a 3-D vector per element
|
191
|
+
// NOTE:
|
192
|
+
// Floating-point behavior matches standard library function recipf4.
|
193
|
+
//
|
194
|
+
inline const Vector3 recipPerElem( const Vector3 & vec );
|
195
|
+
|
196
|
+
// Compute the square root of a 3-D vector per element
|
197
|
+
// NOTE:
|
198
|
+
// Floating-point behavior matches standard library function sqrtf4.
|
199
|
+
//
|
200
|
+
inline const Vector3 sqrtPerElem( const Vector3 & vec );
|
201
|
+
|
202
|
+
// Compute the reciprocal square root of a 3-D vector per element
|
203
|
+
// NOTE:
|
204
|
+
// Floating-point behavior matches standard library function rsqrtf4.
|
205
|
+
//
|
206
|
+
inline const Vector3 rsqrtPerElem( const Vector3 & vec );
|
207
|
+
|
208
|
+
// Compute the absolute value of a 3-D vector per element
|
209
|
+
//
|
210
|
+
inline const Vector3 absPerElem( const Vector3 & vec );
|
211
|
+
|
212
|
+
// Copy sign from one 3-D vector to another, per element
|
213
|
+
//
|
214
|
+
inline const Vector3 copySignPerElem( const Vector3 & vec0, const Vector3 & vec1 );
|
215
|
+
|
216
|
+
// Maximum of two 3-D vectors per element
|
217
|
+
//
|
218
|
+
inline const Vector3 maxPerElem( const Vector3 & vec0, const Vector3 & vec1 );
|
219
|
+
|
220
|
+
// Minimum of two 3-D vectors per element
|
221
|
+
//
|
222
|
+
inline const Vector3 minPerElem( const Vector3 & vec0, const Vector3 & vec1 );
|
223
|
+
|
224
|
+
// Maximum element of a 3-D vector
|
225
|
+
//
|
226
|
+
inline float maxElem( const Vector3 & vec );
|
227
|
+
|
228
|
+
// Minimum element of a 3-D vector
|
229
|
+
//
|
230
|
+
inline float minElem( const Vector3 & vec );
|
231
|
+
|
232
|
+
// Compute the sum of all elements of a 3-D vector
|
233
|
+
//
|
234
|
+
inline float sum( const Vector3 & vec );
|
235
|
+
|
236
|
+
// Compute the dot product of two 3-D vectors
|
237
|
+
//
|
238
|
+
inline float dot( const Vector3 & vec0, const Vector3 & vec1 );
|
239
|
+
|
240
|
+
// Compute the square of the length of a 3-D vector
|
241
|
+
//
|
242
|
+
inline float lengthSqr( const Vector3 & vec );
|
243
|
+
|
244
|
+
// Compute the length of a 3-D vector
|
245
|
+
//
|
246
|
+
inline float length( const Vector3 & vec );
|
247
|
+
|
248
|
+
// Normalize a 3-D vector
|
249
|
+
// NOTE:
|
250
|
+
// The result is unpredictable when all elements of vec are at or near zero.
|
251
|
+
//
|
252
|
+
inline const Vector3 normalize( const Vector3 & vec );
|
253
|
+
|
254
|
+
// Compute cross product of two 3-D vectors
|
255
|
+
//
|
256
|
+
inline const Vector3 cross( const Vector3 & vec0, const Vector3 & vec1 );
|
257
|
+
|
258
|
+
// Outer product of two 3-D vectors
|
259
|
+
//
|
260
|
+
inline const Matrix3 outer( const Vector3 & vec0, const Vector3 & vec1 );
|
261
|
+
|
262
|
+
// Pre-multiply a row vector by a 3x3 matrix
|
263
|
+
//
|
264
|
+
inline const Vector3 rowMul( const Vector3 & vec, const Matrix3 & mat );
|
265
|
+
|
266
|
+
// Cross-product matrix of a 3-D vector
|
267
|
+
//
|
268
|
+
inline const Matrix3 crossMatrix( const Vector3 & vec );
|
269
|
+
|
270
|
+
// Create cross-product matrix and multiply
|
271
|
+
// NOTE:
|
272
|
+
// Faster than separately creating a cross-product matrix and multiplying.
|
273
|
+
//
|
274
|
+
inline const Matrix3 crossMatrixMul( const Vector3 & vec, const Matrix3 & mat );
|
275
|
+
|
276
|
+
// Linear interpolation between two 3-D vectors
|
277
|
+
// NOTE:
|
278
|
+
// Does not clamp t between 0 and 1.
|
279
|
+
//
|
280
|
+
inline const Vector3 lerp( float t, const Vector3 & vec0, const Vector3 & vec1 );
|
281
|
+
|
282
|
+
// Spherical linear interpolation between two 3-D vectors
|
283
|
+
// NOTE:
|
284
|
+
// The result is unpredictable if the vectors point in opposite directions.
|
285
|
+
// Does not clamp t between 0 and 1.
|
286
|
+
//
|
287
|
+
inline const Vector3 slerp( float t, const Vector3 & unitVec0, const Vector3 & unitVec1 );
|
288
|
+
|
289
|
+
// Conditionally select between two 3-D vectors
|
290
|
+
//
|
291
|
+
inline const Vector3 select( const Vector3 & vec0, const Vector3 & vec1, bool select1 );
|
292
|
+
|
293
|
+
// Load x, y, and z elements from the first three words of a float array.
|
294
|
+
//
|
295
|
+
//
|
296
|
+
inline void loadXYZ( Vector3 & vec, const float * fptr );
|
297
|
+
|
298
|
+
// Store x, y, and z elements of a 3-D vector in the first three words of a float array.
|
299
|
+
// Memory area of previous 16 bytes and next 32 bytes from fptr might be accessed
|
300
|
+
//
|
301
|
+
inline void storeXYZ( const Vector3 & vec, float * fptr );
|
302
|
+
|
303
|
+
// Load three-half-floats as a 3-D vector
|
304
|
+
// NOTE:
|
305
|
+
// This transformation does not support either denormalized numbers or NaNs.
|
306
|
+
//
|
307
|
+
inline void loadHalfFloats( Vector3 & vec, const unsigned short * hfptr );
|
308
|
+
|
309
|
+
// Store a 3-D vector as half-floats. Memory area of previous 16 bytes and next 32 bytes from <code><i>hfptr</i></code> might be accessed.
|
310
|
+
// NOTE:
|
311
|
+
// This transformation does not support either denormalized numbers or NaNs. Memory area of previous 16 bytes and next 32 bytes from hfptr might be accessed.
|
312
|
+
//
|
313
|
+
inline void storeHalfFloats( const Vector3 & vec, unsigned short * hfptr );
|
314
|
+
|
315
|
+
#ifdef _VECTORMATH_DEBUG
|
316
|
+
|
317
|
+
// Print a 3-D vector
|
318
|
+
// NOTE:
|
319
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
320
|
+
//
|
321
|
+
inline void print( const Vector3 & vec );
|
322
|
+
|
323
|
+
// Print a 3-D vector and an associated string identifier
|
324
|
+
// NOTE:
|
325
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
326
|
+
//
|
327
|
+
inline void print( const Vector3 & vec, const char * name );
|
328
|
+
|
329
|
+
#endif
|
330
|
+
|
331
|
+
// A 4-D vector in array-of-structures format
|
332
|
+
//
|
333
|
+
class Vector4
|
334
|
+
{
|
335
|
+
float mX;
|
336
|
+
float mY;
|
337
|
+
float mZ;
|
338
|
+
float mW;
|
339
|
+
|
340
|
+
public:
|
341
|
+
// Default constructor; does no initialization
|
342
|
+
//
|
343
|
+
inline Vector4( ) { };
|
344
|
+
|
345
|
+
// Copy a 4-D vector
|
346
|
+
//
|
347
|
+
inline Vector4( const Vector4 & vec );
|
348
|
+
|
349
|
+
// Construct a 4-D vector from x, y, z, and w elements
|
350
|
+
//
|
351
|
+
inline Vector4( float x, float y, float z, float w );
|
352
|
+
|
353
|
+
// Construct a 4-D vector from a 3-D vector and a scalar
|
354
|
+
//
|
355
|
+
inline Vector4( const Vector3 & xyz, float w );
|
356
|
+
|
357
|
+
// Copy x, y, and z from a 3-D vector into a 4-D vector, and set w to 0
|
358
|
+
//
|
359
|
+
explicit inline Vector4( const Vector3 & vec );
|
360
|
+
|
361
|
+
// Copy x, y, and z from a 3-D point into a 4-D vector, and set w to 1
|
362
|
+
//
|
363
|
+
explicit inline Vector4( const Point3 & pnt );
|
364
|
+
|
365
|
+
// Copy elements from a quaternion into a 4-D vector
|
366
|
+
//
|
367
|
+
explicit inline Vector4( const Quat & quat );
|
368
|
+
|
369
|
+
// Set all elements of a 4-D vector to the same scalar value
|
370
|
+
//
|
371
|
+
explicit inline Vector4( float scalar );
|
372
|
+
|
373
|
+
// Assign one 4-D vector to another
|
374
|
+
//
|
375
|
+
inline Vector4 & operator =( const Vector4 & vec );
|
376
|
+
|
377
|
+
// Set the x, y, and z elements of a 4-D vector
|
378
|
+
// NOTE:
|
379
|
+
// This function does not change the w element.
|
380
|
+
//
|
381
|
+
inline Vector4 & setXYZ( const Vector3 & vec );
|
382
|
+
|
383
|
+
// Get the x, y, and z elements of a 4-D vector
|
384
|
+
//
|
385
|
+
inline const Vector3 getXYZ( ) const;
|
386
|
+
|
387
|
+
// Set the x element of a 4-D vector
|
388
|
+
//
|
389
|
+
inline Vector4 & setX( float x );
|
390
|
+
|
391
|
+
// Set the y element of a 4-D vector
|
392
|
+
//
|
393
|
+
inline Vector4 & setY( float y );
|
394
|
+
|
395
|
+
// Set the z element of a 4-D vector
|
396
|
+
//
|
397
|
+
inline Vector4 & setZ( float z );
|
398
|
+
|
399
|
+
// Set the w element of a 4-D vector
|
400
|
+
//
|
401
|
+
inline Vector4 & setW( float w );
|
402
|
+
|
403
|
+
// Get the x element of a 4-D vector
|
404
|
+
//
|
405
|
+
inline float getX( ) const;
|
406
|
+
|
407
|
+
// Get the y element of a 4-D vector
|
408
|
+
//
|
409
|
+
inline float getY( ) const;
|
410
|
+
|
411
|
+
// Get the z element of a 4-D vector
|
412
|
+
//
|
413
|
+
inline float getZ( ) const;
|
414
|
+
|
415
|
+
// Get the w element of a 4-D vector
|
416
|
+
//
|
417
|
+
inline float getW( ) const;
|
418
|
+
|
419
|
+
// Set an x, y, z, or w element of a 4-D vector by index
|
420
|
+
//
|
421
|
+
inline Vector4 & setElem( int idx, float value );
|
422
|
+
|
423
|
+
// Get an x, y, z, or w element of a 4-D vector by index
|
424
|
+
//
|
425
|
+
inline float getElem( int idx ) const;
|
426
|
+
|
427
|
+
// Subscripting operator to set or get an element
|
428
|
+
//
|
429
|
+
inline float & operator []( int idx );
|
430
|
+
|
431
|
+
// Subscripting operator to get an element
|
432
|
+
//
|
433
|
+
inline float operator []( int idx ) const;
|
434
|
+
|
435
|
+
// Add two 4-D vectors
|
436
|
+
//
|
437
|
+
inline const Vector4 operator +( const Vector4 & vec ) const;
|
438
|
+
|
439
|
+
// Subtract a 4-D vector from another 4-D vector
|
440
|
+
//
|
441
|
+
inline const Vector4 operator -( const Vector4 & vec ) const;
|
442
|
+
|
443
|
+
// Multiply a 4-D vector by a scalar
|
444
|
+
//
|
445
|
+
inline const Vector4 operator *( float scalar ) const;
|
446
|
+
|
447
|
+
// Divide a 4-D vector by a scalar
|
448
|
+
//
|
449
|
+
inline const Vector4 operator /( float scalar ) const;
|
450
|
+
|
451
|
+
// Perform compound assignment and addition with a 4-D vector
|
452
|
+
//
|
453
|
+
inline Vector4 & operator +=( const Vector4 & vec );
|
454
|
+
|
455
|
+
// Perform compound assignment and subtraction by a 4-D vector
|
456
|
+
//
|
457
|
+
inline Vector4 & operator -=( const Vector4 & vec );
|
458
|
+
|
459
|
+
// Perform compound assignment and multiplication by a scalar
|
460
|
+
//
|
461
|
+
inline Vector4 & operator *=( float scalar );
|
462
|
+
|
463
|
+
// Perform compound assignment and division by a scalar
|
464
|
+
//
|
465
|
+
inline Vector4 & operator /=( float scalar );
|
466
|
+
|
467
|
+
// Negate all elements of a 4-D vector
|
468
|
+
//
|
469
|
+
inline const Vector4 operator -( ) const;
|
470
|
+
|
471
|
+
// Construct x axis
|
472
|
+
//
|
473
|
+
static inline const Vector4 xAxis( );
|
474
|
+
|
475
|
+
// Construct y axis
|
476
|
+
//
|
477
|
+
static inline const Vector4 yAxis( );
|
478
|
+
|
479
|
+
// Construct z axis
|
480
|
+
//
|
481
|
+
static inline const Vector4 zAxis( );
|
482
|
+
|
483
|
+
// Construct w axis
|
484
|
+
//
|
485
|
+
static inline const Vector4 wAxis( );
|
486
|
+
|
487
|
+
}
|
488
|
+
#ifdef __GNUC__
|
489
|
+
__attribute__ ((aligned(16)))
|
490
|
+
#endif
|
491
|
+
;
|
492
|
+
|
493
|
+
// Multiply a 4-D vector by a scalar
|
494
|
+
//
|
495
|
+
inline const Vector4 operator *( float scalar, const Vector4 & vec );
|
496
|
+
|
497
|
+
// Multiply two 4-D vectors per element
|
498
|
+
//
|
499
|
+
inline const Vector4 mulPerElem( const Vector4 & vec0, const Vector4 & vec1 );
|
500
|
+
|
501
|
+
// Divide two 4-D vectors per element
|
502
|
+
// NOTE:
|
503
|
+
// Floating-point behavior matches standard library function divf4.
|
504
|
+
//
|
505
|
+
inline const Vector4 divPerElem( const Vector4 & vec0, const Vector4 & vec1 );
|
506
|
+
|
507
|
+
// Compute the reciprocal of a 4-D vector per element
|
508
|
+
// NOTE:
|
509
|
+
// Floating-point behavior matches standard library function recipf4.
|
510
|
+
//
|
511
|
+
inline const Vector4 recipPerElem( const Vector4 & vec );
|
512
|
+
|
513
|
+
// Compute the square root of a 4-D vector per element
|
514
|
+
// NOTE:
|
515
|
+
// Floating-point behavior matches standard library function sqrtf4.
|
516
|
+
//
|
517
|
+
inline const Vector4 sqrtPerElem( const Vector4 & vec );
|
518
|
+
|
519
|
+
// Compute the reciprocal square root of a 4-D vector per element
|
520
|
+
// NOTE:
|
521
|
+
// Floating-point behavior matches standard library function rsqrtf4.
|
522
|
+
//
|
523
|
+
inline const Vector4 rsqrtPerElem( const Vector4 & vec );
|
524
|
+
|
525
|
+
// Compute the absolute value of a 4-D vector per element
|
526
|
+
//
|
527
|
+
inline const Vector4 absPerElem( const Vector4 & vec );
|
528
|
+
|
529
|
+
// Copy sign from one 4-D vector to another, per element
|
530
|
+
//
|
531
|
+
inline const Vector4 copySignPerElem( const Vector4 & vec0, const Vector4 & vec1 );
|
532
|
+
|
533
|
+
// Maximum of two 4-D vectors per element
|
534
|
+
//
|
535
|
+
inline const Vector4 maxPerElem( const Vector4 & vec0, const Vector4 & vec1 );
|
536
|
+
|
537
|
+
// Minimum of two 4-D vectors per element
|
538
|
+
//
|
539
|
+
inline const Vector4 minPerElem( const Vector4 & vec0, const Vector4 & vec1 );
|
540
|
+
|
541
|
+
// Maximum element of a 4-D vector
|
542
|
+
//
|
543
|
+
inline float maxElem( const Vector4 & vec );
|
544
|
+
|
545
|
+
// Minimum element of a 4-D vector
|
546
|
+
//
|
547
|
+
inline float minElem( const Vector4 & vec );
|
548
|
+
|
549
|
+
// Compute the sum of all elements of a 4-D vector
|
550
|
+
//
|
551
|
+
inline float sum( const Vector4 & vec );
|
552
|
+
|
553
|
+
// Compute the dot product of two 4-D vectors
|
554
|
+
//
|
555
|
+
inline float dot( const Vector4 & vec0, const Vector4 & vec1 );
|
556
|
+
|
557
|
+
// Compute the square of the length of a 4-D vector
|
558
|
+
//
|
559
|
+
inline float lengthSqr( const Vector4 & vec );
|
560
|
+
|
561
|
+
// Compute the length of a 4-D vector
|
562
|
+
//
|
563
|
+
inline float length( const Vector4 & vec );
|
564
|
+
|
565
|
+
// Normalize a 4-D vector
|
566
|
+
// NOTE:
|
567
|
+
// The result is unpredictable when all elements of vec are at or near zero.
|
568
|
+
//
|
569
|
+
inline const Vector4 normalize( const Vector4 & vec );
|
570
|
+
|
571
|
+
// Outer product of two 4-D vectors
|
572
|
+
//
|
573
|
+
inline const Matrix4 outer( const Vector4 & vec0, const Vector4 & vec1 );
|
574
|
+
|
575
|
+
// Linear interpolation between two 4-D vectors
|
576
|
+
// NOTE:
|
577
|
+
// Does not clamp t between 0 and 1.
|
578
|
+
//
|
579
|
+
inline const Vector4 lerp( float t, const Vector4 & vec0, const Vector4 & vec1 );
|
580
|
+
|
581
|
+
// Spherical linear interpolation between two 4-D vectors
|
582
|
+
// NOTE:
|
583
|
+
// The result is unpredictable if the vectors point in opposite directions.
|
584
|
+
// Does not clamp t between 0 and 1.
|
585
|
+
//
|
586
|
+
inline const Vector4 slerp( float t, const Vector4 & unitVec0, const Vector4 & unitVec1 );
|
587
|
+
|
588
|
+
// Conditionally select between two 4-D vectors
|
589
|
+
//
|
590
|
+
inline const Vector4 select( const Vector4 & vec0, const Vector4 & vec1, bool select1 );
|
591
|
+
|
592
|
+
// Load x, y, z, and w elements from the first four words of a float array.
|
593
|
+
//
|
594
|
+
//
|
595
|
+
inline void loadXYZW( Vector4 & vec, const float * fptr );
|
596
|
+
|
597
|
+
// Store x, y, z, and w elements of a 4-D vector in the first four words of a float array.
|
598
|
+
// Memory area of previous 16 bytes and next 32 bytes from fptr might be accessed
|
599
|
+
//
|
600
|
+
inline void storeXYZW( const Vector4 & vec, float * fptr );
|
601
|
+
|
602
|
+
// Load four-half-floats as a 4-D vector
|
603
|
+
// NOTE:
|
604
|
+
// This transformation does not support either denormalized numbers or NaNs.
|
605
|
+
//
|
606
|
+
inline void loadHalfFloats( Vector4 & vec, const unsigned short * hfptr );
|
607
|
+
|
608
|
+
// Store a 4-D vector as half-floats. Memory area of previous 16 bytes and next 32 bytes from <code><i>hfptr</i></code> might be accessed.
|
609
|
+
// NOTE:
|
610
|
+
// This transformation does not support either denormalized numbers or NaNs. Memory area of previous 16 bytes and next 32 bytes from hfptr might be accessed.
|
611
|
+
//
|
612
|
+
inline void storeHalfFloats( const Vector4 & vec, unsigned short * hfptr );
|
613
|
+
|
614
|
+
#ifdef _VECTORMATH_DEBUG
|
615
|
+
|
616
|
+
// Print a 4-D vector
|
617
|
+
// NOTE:
|
618
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
619
|
+
//
|
620
|
+
inline void print( const Vector4 & vec );
|
621
|
+
|
622
|
+
// Print a 4-D vector and an associated string identifier
|
623
|
+
// NOTE:
|
624
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
625
|
+
//
|
626
|
+
inline void print( const Vector4 & vec, const char * name );
|
627
|
+
|
628
|
+
#endif
|
629
|
+
|
630
|
+
// A 3-D point in array-of-structures format
|
631
|
+
//
|
632
|
+
class Point3
|
633
|
+
{
|
634
|
+
float mX;
|
635
|
+
float mY;
|
636
|
+
float mZ;
|
637
|
+
#ifndef __GNUC__
|
638
|
+
float d;
|
639
|
+
#endif
|
640
|
+
|
641
|
+
public:
|
642
|
+
// Default constructor; does no initialization
|
643
|
+
//
|
644
|
+
inline Point3( ) { };
|
645
|
+
|
646
|
+
// Copy a 3-D point
|
647
|
+
//
|
648
|
+
inline Point3( const Point3 & pnt );
|
649
|
+
|
650
|
+
// Construct a 3-D point from x, y, and z elements
|
651
|
+
//
|
652
|
+
inline Point3( float x, float y, float z );
|
653
|
+
|
654
|
+
// Copy elements from a 3-D vector into a 3-D point
|
655
|
+
//
|
656
|
+
explicit inline Point3( const Vector3 & vec );
|
657
|
+
|
658
|
+
// Set all elements of a 3-D point to the same scalar value
|
659
|
+
//
|
660
|
+
explicit inline Point3( float scalar );
|
661
|
+
|
662
|
+
// Assign one 3-D point to another
|
663
|
+
//
|
664
|
+
inline Point3 & operator =( const Point3 & pnt );
|
665
|
+
|
666
|
+
// Set the x element of a 3-D point
|
667
|
+
//
|
668
|
+
inline Point3 & setX( float x );
|
669
|
+
|
670
|
+
// Set the y element of a 3-D point
|
671
|
+
//
|
672
|
+
inline Point3 & setY( float y );
|
673
|
+
|
674
|
+
// Set the z element of a 3-D point
|
675
|
+
//
|
676
|
+
inline Point3 & setZ( float z );
|
677
|
+
|
678
|
+
// Get the x element of a 3-D point
|
679
|
+
//
|
680
|
+
inline float getX( ) const;
|
681
|
+
|
682
|
+
// Get the y element of a 3-D point
|
683
|
+
//
|
684
|
+
inline float getY( ) const;
|
685
|
+
|
686
|
+
// Get the z element of a 3-D point
|
687
|
+
//
|
688
|
+
inline float getZ( ) const;
|
689
|
+
|
690
|
+
// Set an x, y, or z element of a 3-D point by index
|
691
|
+
//
|
692
|
+
inline Point3 & setElem( int idx, float value );
|
693
|
+
|
694
|
+
// Get an x, y, or z element of a 3-D point by index
|
695
|
+
//
|
696
|
+
inline float getElem( int idx ) const;
|
697
|
+
|
698
|
+
// Subscripting operator to set or get an element
|
699
|
+
//
|
700
|
+
inline float & operator []( int idx );
|
701
|
+
|
702
|
+
// Subscripting operator to get an element
|
703
|
+
//
|
704
|
+
inline float operator []( int idx ) const;
|
705
|
+
|
706
|
+
// Subtract a 3-D point from another 3-D point
|
707
|
+
//
|
708
|
+
inline const Vector3 operator -( const Point3 & pnt ) const;
|
709
|
+
|
710
|
+
// Add a 3-D point to a 3-D vector
|
711
|
+
//
|
712
|
+
inline const Point3 operator +( const Vector3 & vec ) const;
|
713
|
+
|
714
|
+
// Subtract a 3-D vector from a 3-D point
|
715
|
+
//
|
716
|
+
inline const Point3 operator -( const Vector3 & vec ) const;
|
717
|
+
|
718
|
+
// Perform compound assignment and addition with a 3-D vector
|
719
|
+
//
|
720
|
+
inline Point3 & operator +=( const Vector3 & vec );
|
721
|
+
|
722
|
+
// Perform compound assignment and subtraction by a 3-D vector
|
723
|
+
//
|
724
|
+
inline Point3 & operator -=( const Vector3 & vec );
|
725
|
+
|
726
|
+
}
|
727
|
+
#ifdef __GNUC__
|
728
|
+
__attribute__ ((aligned(16)))
|
729
|
+
#endif
|
730
|
+
;
|
731
|
+
|
732
|
+
// Multiply two 3-D points per element
|
733
|
+
//
|
734
|
+
inline const Point3 mulPerElem( const Point3 & pnt0, const Point3 & pnt1 );
|
735
|
+
|
736
|
+
// Divide two 3-D points per element
|
737
|
+
// NOTE:
|
738
|
+
// Floating-point behavior matches standard library function divf4.
|
739
|
+
//
|
740
|
+
inline const Point3 divPerElem( const Point3 & pnt0, const Point3 & pnt1 );
|
741
|
+
|
742
|
+
// Compute the reciprocal of a 3-D point per element
|
743
|
+
// NOTE:
|
744
|
+
// Floating-point behavior matches standard library function recipf4.
|
745
|
+
//
|
746
|
+
inline const Point3 recipPerElem( const Point3 & pnt );
|
747
|
+
|
748
|
+
// Compute the square root of a 3-D point per element
|
749
|
+
// NOTE:
|
750
|
+
// Floating-point behavior matches standard library function sqrtf4.
|
751
|
+
//
|
752
|
+
inline const Point3 sqrtPerElem( const Point3 & pnt );
|
753
|
+
|
754
|
+
// Compute the reciprocal square root of a 3-D point per element
|
755
|
+
// NOTE:
|
756
|
+
// Floating-point behavior matches standard library function rsqrtf4.
|
757
|
+
//
|
758
|
+
inline const Point3 rsqrtPerElem( const Point3 & pnt );
|
759
|
+
|
760
|
+
// Compute the absolute value of a 3-D point per element
|
761
|
+
//
|
762
|
+
inline const Point3 absPerElem( const Point3 & pnt );
|
763
|
+
|
764
|
+
// Copy sign from one 3-D point to another, per element
|
765
|
+
//
|
766
|
+
inline const Point3 copySignPerElem( const Point3 & pnt0, const Point3 & pnt1 );
|
767
|
+
|
768
|
+
// Maximum of two 3-D points per element
|
769
|
+
//
|
770
|
+
inline const Point3 maxPerElem( const Point3 & pnt0, const Point3 & pnt1 );
|
771
|
+
|
772
|
+
// Minimum of two 3-D points per element
|
773
|
+
//
|
774
|
+
inline const Point3 minPerElem( const Point3 & pnt0, const Point3 & pnt1 );
|
775
|
+
|
776
|
+
// Maximum element of a 3-D point
|
777
|
+
//
|
778
|
+
inline float maxElem( const Point3 & pnt );
|
779
|
+
|
780
|
+
// Minimum element of a 3-D point
|
781
|
+
//
|
782
|
+
inline float minElem( const Point3 & pnt );
|
783
|
+
|
784
|
+
// Compute the sum of all elements of a 3-D point
|
785
|
+
//
|
786
|
+
inline float sum( const Point3 & pnt );
|
787
|
+
|
788
|
+
// Apply uniform scale to a 3-D point
|
789
|
+
//
|
790
|
+
inline const Point3 scale( const Point3 & pnt, float scaleVal );
|
791
|
+
|
792
|
+
// Apply non-uniform scale to a 3-D point
|
793
|
+
//
|
794
|
+
inline const Point3 scale( const Point3 & pnt, const Vector3 & scaleVec );
|
795
|
+
|
796
|
+
// Scalar projection of a 3-D point on a unit-length 3-D vector
|
797
|
+
//
|
798
|
+
inline float projection( const Point3 & pnt, const Vector3 & unitVec );
|
799
|
+
|
800
|
+
// Compute the square of the distance of a 3-D point from the coordinate-system origin
|
801
|
+
//
|
802
|
+
inline float distSqrFromOrigin( const Point3 & pnt );
|
803
|
+
|
804
|
+
// Compute the distance of a 3-D point from the coordinate-system origin
|
805
|
+
//
|
806
|
+
inline float distFromOrigin( const Point3 & pnt );
|
807
|
+
|
808
|
+
// Compute the square of the distance between two 3-D points
|
809
|
+
//
|
810
|
+
inline float distSqr( const Point3 & pnt0, const Point3 & pnt1 );
|
811
|
+
|
812
|
+
// Compute the distance between two 3-D points
|
813
|
+
//
|
814
|
+
inline float dist( const Point3 & pnt0, const Point3 & pnt1 );
|
815
|
+
|
816
|
+
// Linear interpolation between two 3-D points
|
817
|
+
// NOTE:
|
818
|
+
// Does not clamp t between 0 and 1.
|
819
|
+
//
|
820
|
+
inline const Point3 lerp( float t, const Point3 & pnt0, const Point3 & pnt1 );
|
821
|
+
|
822
|
+
// Conditionally select between two 3-D points
|
823
|
+
//
|
824
|
+
inline const Point3 select( const Point3 & pnt0, const Point3 & pnt1, bool select1 );
|
825
|
+
|
826
|
+
// Load x, y, and z elements from the first three words of a float array.
|
827
|
+
//
|
828
|
+
//
|
829
|
+
inline void loadXYZ( Point3 & pnt, const float * fptr );
|
830
|
+
|
831
|
+
// Store x, y, and z elements of a 3-D point in the first three words of a float array.
|
832
|
+
// Memory area of previous 16 bytes and next 32 bytes from fptr might be accessed
|
833
|
+
//
|
834
|
+
inline void storeXYZ( const Point3 & pnt, float * fptr );
|
835
|
+
|
836
|
+
// Load three-half-floats as a 3-D point
|
837
|
+
// NOTE:
|
838
|
+
// This transformation does not support either denormalized numbers or NaNs.
|
839
|
+
//
|
840
|
+
inline void loadHalfFloats( Point3 & pnt, const unsigned short * hfptr );
|
841
|
+
|
842
|
+
// Store a 3-D point as half-floats. Memory area of previous 16 bytes and next 32 bytes from <code><i>hfptr</i></code> might be accessed.
|
843
|
+
// NOTE:
|
844
|
+
// This transformation does not support either denormalized numbers or NaNs. Memory area of previous 16 bytes and next 32 bytes from hfptr might be accessed.
|
845
|
+
//
|
846
|
+
inline void storeHalfFloats( const Point3 & pnt, unsigned short * hfptr );
|
847
|
+
|
848
|
+
#ifdef _VECTORMATH_DEBUG
|
849
|
+
|
850
|
+
// Print a 3-D point
|
851
|
+
// NOTE:
|
852
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
853
|
+
//
|
854
|
+
inline void print( const Point3 & pnt );
|
855
|
+
|
856
|
+
// Print a 3-D point and an associated string identifier
|
857
|
+
// NOTE:
|
858
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
859
|
+
//
|
860
|
+
inline void print( const Point3 & pnt, const char * name );
|
861
|
+
|
862
|
+
#endif
|
863
|
+
|
864
|
+
// A quaternion in array-of-structures format
|
865
|
+
//
|
866
|
+
class Quat
|
867
|
+
{
|
868
|
+
float mX;
|
869
|
+
float mY;
|
870
|
+
float mZ;
|
871
|
+
float mW;
|
872
|
+
|
873
|
+
public:
|
874
|
+
// Default constructor; does no initialization
|
875
|
+
//
|
876
|
+
inline Quat( ) { };
|
877
|
+
|
878
|
+
// Copy a quaternion
|
879
|
+
//
|
880
|
+
inline Quat( const Quat & quat );
|
881
|
+
|
882
|
+
// Construct a quaternion from x, y, z, and w elements
|
883
|
+
//
|
884
|
+
inline Quat( float x, float y, float z, float w );
|
885
|
+
|
886
|
+
// Construct a quaternion from a 3-D vector and a scalar
|
887
|
+
//
|
888
|
+
inline Quat( const Vector3 & xyz, float w );
|
889
|
+
|
890
|
+
// Copy elements from a 4-D vector into a quaternion
|
891
|
+
//
|
892
|
+
explicit inline Quat( const Vector4 & vec );
|
893
|
+
|
894
|
+
// Convert a rotation matrix to a unit-length quaternion
|
895
|
+
//
|
896
|
+
explicit inline Quat( const Matrix3 & rotMat );
|
897
|
+
|
898
|
+
// Set all elements of a quaternion to the same scalar value
|
899
|
+
//
|
900
|
+
explicit inline Quat( float scalar );
|
901
|
+
|
902
|
+
// Assign one quaternion to another
|
903
|
+
//
|
904
|
+
inline Quat & operator =( const Quat & quat );
|
905
|
+
|
906
|
+
// Set the x, y, and z elements of a quaternion
|
907
|
+
// NOTE:
|
908
|
+
// This function does not change the w element.
|
909
|
+
//
|
910
|
+
inline Quat & setXYZ( const Vector3 & vec );
|
911
|
+
|
912
|
+
// Get the x, y, and z elements of a quaternion
|
913
|
+
//
|
914
|
+
inline const Vector3 getXYZ( ) const;
|
915
|
+
|
916
|
+
// Set the x element of a quaternion
|
917
|
+
//
|
918
|
+
inline Quat & setX( float x );
|
919
|
+
|
920
|
+
// Set the y element of a quaternion
|
921
|
+
//
|
922
|
+
inline Quat & setY( float y );
|
923
|
+
|
924
|
+
// Set the z element of a quaternion
|
925
|
+
//
|
926
|
+
inline Quat & setZ( float z );
|
927
|
+
|
928
|
+
// Set the w element of a quaternion
|
929
|
+
//
|
930
|
+
inline Quat & setW( float w );
|
931
|
+
|
932
|
+
// Get the x element of a quaternion
|
933
|
+
//
|
934
|
+
inline float getX( ) const;
|
935
|
+
|
936
|
+
// Get the y element of a quaternion
|
937
|
+
//
|
938
|
+
inline float getY( ) const;
|
939
|
+
|
940
|
+
// Get the z element of a quaternion
|
941
|
+
//
|
942
|
+
inline float getZ( ) const;
|
943
|
+
|
944
|
+
// Get the w element of a quaternion
|
945
|
+
//
|
946
|
+
inline float getW( ) const;
|
947
|
+
|
948
|
+
// Set an x, y, z, or w element of a quaternion by index
|
949
|
+
//
|
950
|
+
inline Quat & setElem( int idx, float value );
|
951
|
+
|
952
|
+
// Get an x, y, z, or w element of a quaternion by index
|
953
|
+
//
|
954
|
+
inline float getElem( int idx ) const;
|
955
|
+
|
956
|
+
// Subscripting operator to set or get an element
|
957
|
+
//
|
958
|
+
inline float & operator []( int idx );
|
959
|
+
|
960
|
+
// Subscripting operator to get an element
|
961
|
+
//
|
962
|
+
inline float operator []( int idx ) const;
|
963
|
+
|
964
|
+
// Add two quaternions
|
965
|
+
//
|
966
|
+
inline const Quat operator +( const Quat & quat ) const;
|
967
|
+
|
968
|
+
// Subtract a quaternion from another quaternion
|
969
|
+
//
|
970
|
+
inline const Quat operator -( const Quat & quat ) const;
|
971
|
+
|
972
|
+
// Multiply two quaternions
|
973
|
+
//
|
974
|
+
inline const Quat operator *( const Quat & quat ) const;
|
975
|
+
|
976
|
+
// Multiply a quaternion by a scalar
|
977
|
+
//
|
978
|
+
inline const Quat operator *( float scalar ) const;
|
979
|
+
|
980
|
+
// Divide a quaternion by a scalar
|
981
|
+
//
|
982
|
+
inline const Quat operator /( float scalar ) const;
|
983
|
+
|
984
|
+
// Perform compound assignment and addition with a quaternion
|
985
|
+
//
|
986
|
+
inline Quat & operator +=( const Quat & quat );
|
987
|
+
|
988
|
+
// Perform compound assignment and subtraction by a quaternion
|
989
|
+
//
|
990
|
+
inline Quat & operator -=( const Quat & quat );
|
991
|
+
|
992
|
+
// Perform compound assignment and multiplication by a quaternion
|
993
|
+
//
|
994
|
+
inline Quat & operator *=( const Quat & quat );
|
995
|
+
|
996
|
+
// Perform compound assignment and multiplication by a scalar
|
997
|
+
//
|
998
|
+
inline Quat & operator *=( float scalar );
|
999
|
+
|
1000
|
+
// Perform compound assignment and division by a scalar
|
1001
|
+
//
|
1002
|
+
inline Quat & operator /=( float scalar );
|
1003
|
+
|
1004
|
+
// Negate all elements of a quaternion
|
1005
|
+
//
|
1006
|
+
inline const Quat operator -( ) const;
|
1007
|
+
|
1008
|
+
// Construct an identity quaternion
|
1009
|
+
//
|
1010
|
+
static inline const Quat identity( );
|
1011
|
+
|
1012
|
+
// Construct a quaternion to rotate between two unit-length 3-D vectors
|
1013
|
+
// NOTE:
|
1014
|
+
// The result is unpredictable if unitVec0 and unitVec1 point in opposite directions.
|
1015
|
+
//
|
1016
|
+
static inline const Quat rotation( const Vector3 & unitVec0, const Vector3 & unitVec1 );
|
1017
|
+
|
1018
|
+
// Construct a quaternion to rotate around a unit-length 3-D vector
|
1019
|
+
//
|
1020
|
+
static inline const Quat rotation( float radians, const Vector3 & unitVec );
|
1021
|
+
|
1022
|
+
// Construct a quaternion to rotate around the x axis
|
1023
|
+
//
|
1024
|
+
static inline const Quat rotationX( float radians );
|
1025
|
+
|
1026
|
+
// Construct a quaternion to rotate around the y axis
|
1027
|
+
//
|
1028
|
+
static inline const Quat rotationY( float radians );
|
1029
|
+
|
1030
|
+
// Construct a quaternion to rotate around the z axis
|
1031
|
+
//
|
1032
|
+
static inline const Quat rotationZ( float radians );
|
1033
|
+
|
1034
|
+
}
|
1035
|
+
#ifdef __GNUC__
|
1036
|
+
__attribute__ ((aligned(16)))
|
1037
|
+
#endif
|
1038
|
+
;
|
1039
|
+
|
1040
|
+
// Multiply a quaternion by a scalar
|
1041
|
+
//
|
1042
|
+
inline const Quat operator *( float scalar, const Quat & quat );
|
1043
|
+
|
1044
|
+
// Compute the conjugate of a quaternion
|
1045
|
+
//
|
1046
|
+
inline const Quat conj( const Quat & quat );
|
1047
|
+
|
1048
|
+
// Use a unit-length quaternion to rotate a 3-D vector
|
1049
|
+
//
|
1050
|
+
inline const Vector3 rotate( const Quat & unitQuat, const Vector3 & vec );
|
1051
|
+
|
1052
|
+
// Compute the dot product of two quaternions
|
1053
|
+
//
|
1054
|
+
inline float dot( const Quat & quat0, const Quat & quat1 );
|
1055
|
+
|
1056
|
+
// Compute the norm of a quaternion
|
1057
|
+
//
|
1058
|
+
inline float norm( const Quat & quat );
|
1059
|
+
|
1060
|
+
// Compute the length of a quaternion
|
1061
|
+
//
|
1062
|
+
inline float length( const Quat & quat );
|
1063
|
+
|
1064
|
+
// Normalize a quaternion
|
1065
|
+
// NOTE:
|
1066
|
+
// The result is unpredictable when all elements of quat are at or near zero.
|
1067
|
+
//
|
1068
|
+
inline const Quat normalize( const Quat & quat );
|
1069
|
+
|
1070
|
+
// Linear interpolation between two quaternions
|
1071
|
+
// NOTE:
|
1072
|
+
// Does not clamp t between 0 and 1.
|
1073
|
+
//
|
1074
|
+
inline const Quat lerp( float t, const Quat & quat0, const Quat & quat1 );
|
1075
|
+
|
1076
|
+
// Spherical linear interpolation between two quaternions
|
1077
|
+
// NOTE:
|
1078
|
+
// Interpolates along the shortest path between orientations.
|
1079
|
+
// Does not clamp t between 0 and 1.
|
1080
|
+
//
|
1081
|
+
inline const Quat slerp( float t, const Quat & unitQuat0, const Quat & unitQuat1 );
|
1082
|
+
|
1083
|
+
// Spherical quadrangle interpolation
|
1084
|
+
//
|
1085
|
+
inline const Quat squad( float t, const Quat & unitQuat0, const Quat & unitQuat1, const Quat & unitQuat2, const Quat & unitQuat3 );
|
1086
|
+
|
1087
|
+
// Conditionally select between two quaternions
|
1088
|
+
//
|
1089
|
+
inline const Quat select( const Quat & quat0, const Quat & quat1, bool select1 );
|
1090
|
+
|
1091
|
+
// Load x, y, z, and w elements from the first four words of a float array.
|
1092
|
+
//
|
1093
|
+
//
|
1094
|
+
inline void loadXYZW( Quat & quat, const float * fptr );
|
1095
|
+
|
1096
|
+
// Store x, y, z, and w elements of a quaternion in the first four words of a float array.
|
1097
|
+
// Memory area of previous 16 bytes and next 32 bytes from fptr might be accessed
|
1098
|
+
//
|
1099
|
+
inline void storeXYZW( const Quat & quat, float * fptr );
|
1100
|
+
|
1101
|
+
#ifdef _VECTORMATH_DEBUG
|
1102
|
+
|
1103
|
+
// Print a quaternion
|
1104
|
+
// NOTE:
|
1105
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
1106
|
+
//
|
1107
|
+
inline void print( const Quat & quat );
|
1108
|
+
|
1109
|
+
// Print a quaternion and an associated string identifier
|
1110
|
+
// NOTE:
|
1111
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
1112
|
+
//
|
1113
|
+
inline void print( const Quat & quat, const char * name );
|
1114
|
+
|
1115
|
+
#endif
|
1116
|
+
|
1117
|
+
// A 3x3 matrix in array-of-structures format
|
1118
|
+
//
|
1119
|
+
class Matrix3
|
1120
|
+
{
|
1121
|
+
Vector3 mCol0;
|
1122
|
+
Vector3 mCol1;
|
1123
|
+
Vector3 mCol2;
|
1124
|
+
|
1125
|
+
public:
|
1126
|
+
// Default constructor; does no initialization
|
1127
|
+
//
|
1128
|
+
inline Matrix3( ) { };
|
1129
|
+
|
1130
|
+
// Copy a 3x3 matrix
|
1131
|
+
//
|
1132
|
+
inline Matrix3( const Matrix3 & mat );
|
1133
|
+
|
1134
|
+
// Construct a 3x3 matrix containing the specified columns
|
1135
|
+
//
|
1136
|
+
inline Matrix3( const Vector3 & col0, const Vector3 & col1, const Vector3 & col2 );
|
1137
|
+
|
1138
|
+
// Construct a 3x3 rotation matrix from a unit-length quaternion
|
1139
|
+
//
|
1140
|
+
explicit inline Matrix3( const Quat & unitQuat );
|
1141
|
+
|
1142
|
+
// Set all elements of a 3x3 matrix to the same scalar value
|
1143
|
+
//
|
1144
|
+
explicit inline Matrix3( float scalar );
|
1145
|
+
|
1146
|
+
// Assign one 3x3 matrix to another
|
1147
|
+
//
|
1148
|
+
inline Matrix3 & operator =( const Matrix3 & mat );
|
1149
|
+
|
1150
|
+
// Set column 0 of a 3x3 matrix
|
1151
|
+
//
|
1152
|
+
inline Matrix3 & setCol0( const Vector3 & col0 );
|
1153
|
+
|
1154
|
+
// Set column 1 of a 3x3 matrix
|
1155
|
+
//
|
1156
|
+
inline Matrix3 & setCol1( const Vector3 & col1 );
|
1157
|
+
|
1158
|
+
// Set column 2 of a 3x3 matrix
|
1159
|
+
//
|
1160
|
+
inline Matrix3 & setCol2( const Vector3 & col2 );
|
1161
|
+
|
1162
|
+
// Get column 0 of a 3x3 matrix
|
1163
|
+
//
|
1164
|
+
inline const Vector3 getCol0( ) const;
|
1165
|
+
|
1166
|
+
// Get column 1 of a 3x3 matrix
|
1167
|
+
//
|
1168
|
+
inline const Vector3 getCol1( ) const;
|
1169
|
+
|
1170
|
+
// Get column 2 of a 3x3 matrix
|
1171
|
+
//
|
1172
|
+
inline const Vector3 getCol2( ) const;
|
1173
|
+
|
1174
|
+
// Set the column of a 3x3 matrix referred to by the specified index
|
1175
|
+
//
|
1176
|
+
inline Matrix3 & setCol( int col, const Vector3 & vec );
|
1177
|
+
|
1178
|
+
// Set the row of a 3x3 matrix referred to by the specified index
|
1179
|
+
//
|
1180
|
+
inline Matrix3 & setRow( int row, const Vector3 & vec );
|
1181
|
+
|
1182
|
+
// Get the column of a 3x3 matrix referred to by the specified index
|
1183
|
+
//
|
1184
|
+
inline const Vector3 getCol( int col ) const;
|
1185
|
+
|
1186
|
+
// Get the row of a 3x3 matrix referred to by the specified index
|
1187
|
+
//
|
1188
|
+
inline const Vector3 getRow( int row ) const;
|
1189
|
+
|
1190
|
+
// Subscripting operator to set or get a column
|
1191
|
+
//
|
1192
|
+
inline Vector3 & operator []( int col );
|
1193
|
+
|
1194
|
+
// Subscripting operator to get a column
|
1195
|
+
//
|
1196
|
+
inline const Vector3 operator []( int col ) const;
|
1197
|
+
|
1198
|
+
// Set the element of a 3x3 matrix referred to by column and row indices
|
1199
|
+
//
|
1200
|
+
inline Matrix3 & setElem( int col, int row, float val );
|
1201
|
+
|
1202
|
+
// Get the element of a 3x3 matrix referred to by column and row indices
|
1203
|
+
//
|
1204
|
+
inline float getElem( int col, int row ) const;
|
1205
|
+
|
1206
|
+
// Add two 3x3 matrices
|
1207
|
+
//
|
1208
|
+
inline const Matrix3 operator +( const Matrix3 & mat ) const;
|
1209
|
+
|
1210
|
+
// Subtract a 3x3 matrix from another 3x3 matrix
|
1211
|
+
//
|
1212
|
+
inline const Matrix3 operator -( const Matrix3 & mat ) const;
|
1213
|
+
|
1214
|
+
// Negate all elements of a 3x3 matrix
|
1215
|
+
//
|
1216
|
+
inline const Matrix3 operator -( ) const;
|
1217
|
+
|
1218
|
+
// Multiply a 3x3 matrix by a scalar
|
1219
|
+
//
|
1220
|
+
inline const Matrix3 operator *( float scalar ) const;
|
1221
|
+
|
1222
|
+
// Multiply a 3x3 matrix by a 3-D vector
|
1223
|
+
//
|
1224
|
+
inline const Vector3 operator *( const Vector3 & vec ) const;
|
1225
|
+
|
1226
|
+
// Multiply two 3x3 matrices
|
1227
|
+
//
|
1228
|
+
inline const Matrix3 operator *( const Matrix3 & mat ) const;
|
1229
|
+
|
1230
|
+
// Perform compound assignment and addition with a 3x3 matrix
|
1231
|
+
//
|
1232
|
+
inline Matrix3 & operator +=( const Matrix3 & mat );
|
1233
|
+
|
1234
|
+
// Perform compound assignment and subtraction by a 3x3 matrix
|
1235
|
+
//
|
1236
|
+
inline Matrix3 & operator -=( const Matrix3 & mat );
|
1237
|
+
|
1238
|
+
// Perform compound assignment and multiplication by a scalar
|
1239
|
+
//
|
1240
|
+
inline Matrix3 & operator *=( float scalar );
|
1241
|
+
|
1242
|
+
// Perform compound assignment and multiplication by a 3x3 matrix
|
1243
|
+
//
|
1244
|
+
inline Matrix3 & operator *=( const Matrix3 & mat );
|
1245
|
+
|
1246
|
+
// Construct an identity 3x3 matrix
|
1247
|
+
//
|
1248
|
+
static inline const Matrix3 identity( );
|
1249
|
+
|
1250
|
+
// Construct a 3x3 matrix to rotate around the x axis
|
1251
|
+
//
|
1252
|
+
static inline const Matrix3 rotationX( float radians );
|
1253
|
+
|
1254
|
+
// Construct a 3x3 matrix to rotate around the y axis
|
1255
|
+
//
|
1256
|
+
static inline const Matrix3 rotationY( float radians );
|
1257
|
+
|
1258
|
+
// Construct a 3x3 matrix to rotate around the z axis
|
1259
|
+
//
|
1260
|
+
static inline const Matrix3 rotationZ( float radians );
|
1261
|
+
|
1262
|
+
// Construct a 3x3 matrix to rotate around the x, y, and z axes
|
1263
|
+
//
|
1264
|
+
static inline const Matrix3 rotationZYX( const Vector3 & radiansXYZ );
|
1265
|
+
|
1266
|
+
// Construct a 3x3 matrix to rotate around a unit-length 3-D vector
|
1267
|
+
//
|
1268
|
+
static inline const Matrix3 rotation( float radians, const Vector3 & unitVec );
|
1269
|
+
|
1270
|
+
// Construct a rotation matrix from a unit-length quaternion
|
1271
|
+
//
|
1272
|
+
static inline const Matrix3 rotation( const Quat & unitQuat );
|
1273
|
+
|
1274
|
+
// Construct a 3x3 matrix to perform scaling
|
1275
|
+
//
|
1276
|
+
static inline const Matrix3 scale( const Vector3 & scaleVec );
|
1277
|
+
|
1278
|
+
};
|
1279
|
+
// Multiply a 3x3 matrix by a scalar
|
1280
|
+
//
|
1281
|
+
inline const Matrix3 operator *( float scalar, const Matrix3 & mat );
|
1282
|
+
|
1283
|
+
// Append (post-multiply) a scale transformation to a 3x3 matrix
|
1284
|
+
// NOTE:
|
1285
|
+
// Faster than creating and multiplying a scale transformation matrix.
|
1286
|
+
//
|
1287
|
+
inline const Matrix3 appendScale( const Matrix3 & mat, const Vector3 & scaleVec );
|
1288
|
+
|
1289
|
+
// Prepend (pre-multiply) a scale transformation to a 3x3 matrix
|
1290
|
+
// NOTE:
|
1291
|
+
// Faster than creating and multiplying a scale transformation matrix.
|
1292
|
+
//
|
1293
|
+
inline const Matrix3 prependScale( const Vector3 & scaleVec, const Matrix3 & mat );
|
1294
|
+
|
1295
|
+
// Multiply two 3x3 matrices per element
|
1296
|
+
//
|
1297
|
+
inline const Matrix3 mulPerElem( const Matrix3 & mat0, const Matrix3 & mat1 );
|
1298
|
+
|
1299
|
+
// Compute the absolute value of a 3x3 matrix per element
|
1300
|
+
//
|
1301
|
+
inline const Matrix3 absPerElem( const Matrix3 & mat );
|
1302
|
+
|
1303
|
+
// Transpose of a 3x3 matrix
|
1304
|
+
//
|
1305
|
+
inline const Matrix3 transpose( const Matrix3 & mat );
|
1306
|
+
|
1307
|
+
// Compute the inverse of a 3x3 matrix
|
1308
|
+
// NOTE:
|
1309
|
+
// Result is unpredictable when the determinant of mat is equal to or near 0.
|
1310
|
+
//
|
1311
|
+
inline const Matrix3 inverse( const Matrix3 & mat );
|
1312
|
+
|
1313
|
+
// Determinant of a 3x3 matrix
|
1314
|
+
//
|
1315
|
+
inline float determinant( const Matrix3 & mat );
|
1316
|
+
|
1317
|
+
// Conditionally select between two 3x3 matrices
|
1318
|
+
//
|
1319
|
+
inline const Matrix3 select( const Matrix3 & mat0, const Matrix3 & mat1, bool select1 );
|
1320
|
+
|
1321
|
+
#ifdef _VECTORMATH_DEBUG
|
1322
|
+
|
1323
|
+
// Print a 3x3 matrix
|
1324
|
+
// NOTE:
|
1325
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
1326
|
+
//
|
1327
|
+
inline void print( const Matrix3 & mat );
|
1328
|
+
|
1329
|
+
// Print a 3x3 matrix and an associated string identifier
|
1330
|
+
// NOTE:
|
1331
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
1332
|
+
//
|
1333
|
+
inline void print( const Matrix3 & mat, const char * name );
|
1334
|
+
|
1335
|
+
#endif
|
1336
|
+
|
1337
|
+
// A 4x4 matrix in array-of-structures format
|
1338
|
+
//
|
1339
|
+
class Matrix4
|
1340
|
+
{
|
1341
|
+
Vector4 mCol0;
|
1342
|
+
Vector4 mCol1;
|
1343
|
+
Vector4 mCol2;
|
1344
|
+
Vector4 mCol3;
|
1345
|
+
|
1346
|
+
public:
|
1347
|
+
// Default constructor; does no initialization
|
1348
|
+
//
|
1349
|
+
inline Matrix4( ) { };
|
1350
|
+
|
1351
|
+
// Copy a 4x4 matrix
|
1352
|
+
//
|
1353
|
+
inline Matrix4( const Matrix4 & mat );
|
1354
|
+
|
1355
|
+
// Construct a 4x4 matrix containing the specified columns
|
1356
|
+
//
|
1357
|
+
inline Matrix4( const Vector4 & col0, const Vector4 & col1, const Vector4 & col2, const Vector4 & col3 );
|
1358
|
+
|
1359
|
+
// Construct a 4x4 matrix from a 3x4 transformation matrix
|
1360
|
+
//
|
1361
|
+
explicit inline Matrix4( const Transform3 & mat );
|
1362
|
+
|
1363
|
+
// Construct a 4x4 matrix from a 3x3 matrix and a 3-D vector
|
1364
|
+
//
|
1365
|
+
inline Matrix4( const Matrix3 & mat, const Vector3 & translateVec );
|
1366
|
+
|
1367
|
+
// Construct a 4x4 matrix from a unit-length quaternion and a 3-D vector
|
1368
|
+
//
|
1369
|
+
inline Matrix4( const Quat & unitQuat, const Vector3 & translateVec );
|
1370
|
+
|
1371
|
+
// Set all elements of a 4x4 matrix to the same scalar value
|
1372
|
+
//
|
1373
|
+
explicit inline Matrix4( float scalar );
|
1374
|
+
|
1375
|
+
// Assign one 4x4 matrix to another
|
1376
|
+
//
|
1377
|
+
inline Matrix4 & operator =( const Matrix4 & mat );
|
1378
|
+
|
1379
|
+
// Set the upper-left 3x3 submatrix
|
1380
|
+
// NOTE:
|
1381
|
+
// This function does not change the bottom row elements.
|
1382
|
+
//
|
1383
|
+
inline Matrix4 & setUpper3x3( const Matrix3 & mat3 );
|
1384
|
+
|
1385
|
+
// Get the upper-left 3x3 submatrix of a 4x4 matrix
|
1386
|
+
//
|
1387
|
+
inline const Matrix3 getUpper3x3( ) const;
|
1388
|
+
|
1389
|
+
// Set translation component
|
1390
|
+
// NOTE:
|
1391
|
+
// This function does not change the bottom row elements.
|
1392
|
+
//
|
1393
|
+
inline Matrix4 & setTranslation( const Vector3 & translateVec );
|
1394
|
+
|
1395
|
+
// Get the translation component of a 4x4 matrix
|
1396
|
+
//
|
1397
|
+
inline const Vector3 getTranslation( ) const;
|
1398
|
+
|
1399
|
+
// Set column 0 of a 4x4 matrix
|
1400
|
+
//
|
1401
|
+
inline Matrix4 & setCol0( const Vector4 & col0 );
|
1402
|
+
|
1403
|
+
// Set column 1 of a 4x4 matrix
|
1404
|
+
//
|
1405
|
+
inline Matrix4 & setCol1( const Vector4 & col1 );
|
1406
|
+
|
1407
|
+
// Set column 2 of a 4x4 matrix
|
1408
|
+
//
|
1409
|
+
inline Matrix4 & setCol2( const Vector4 & col2 );
|
1410
|
+
|
1411
|
+
// Set column 3 of a 4x4 matrix
|
1412
|
+
//
|
1413
|
+
inline Matrix4 & setCol3( const Vector4 & col3 );
|
1414
|
+
|
1415
|
+
// Get column 0 of a 4x4 matrix
|
1416
|
+
//
|
1417
|
+
inline const Vector4 getCol0( ) const;
|
1418
|
+
|
1419
|
+
// Get column 1 of a 4x4 matrix
|
1420
|
+
//
|
1421
|
+
inline const Vector4 getCol1( ) const;
|
1422
|
+
|
1423
|
+
// Get column 2 of a 4x4 matrix
|
1424
|
+
//
|
1425
|
+
inline const Vector4 getCol2( ) const;
|
1426
|
+
|
1427
|
+
// Get column 3 of a 4x4 matrix
|
1428
|
+
//
|
1429
|
+
inline const Vector4 getCol3( ) const;
|
1430
|
+
|
1431
|
+
// Set the column of a 4x4 matrix referred to by the specified index
|
1432
|
+
//
|
1433
|
+
inline Matrix4 & setCol( int col, const Vector4 & vec );
|
1434
|
+
|
1435
|
+
// Set the row of a 4x4 matrix referred to by the specified index
|
1436
|
+
//
|
1437
|
+
inline Matrix4 & setRow( int row, const Vector4 & vec );
|
1438
|
+
|
1439
|
+
// Get the column of a 4x4 matrix referred to by the specified index
|
1440
|
+
//
|
1441
|
+
inline const Vector4 getCol( int col ) const;
|
1442
|
+
|
1443
|
+
// Get the row of a 4x4 matrix referred to by the specified index
|
1444
|
+
//
|
1445
|
+
inline const Vector4 getRow( int row ) const;
|
1446
|
+
|
1447
|
+
// Subscripting operator to set or get a column
|
1448
|
+
//
|
1449
|
+
inline Vector4 & operator []( int col );
|
1450
|
+
|
1451
|
+
// Subscripting operator to get a column
|
1452
|
+
//
|
1453
|
+
inline const Vector4 operator []( int col ) const;
|
1454
|
+
|
1455
|
+
// Set the element of a 4x4 matrix referred to by column and row indices
|
1456
|
+
//
|
1457
|
+
inline Matrix4 & setElem( int col, int row, float val );
|
1458
|
+
|
1459
|
+
// Get the element of a 4x4 matrix referred to by column and row indices
|
1460
|
+
//
|
1461
|
+
inline float getElem( int col, int row ) const;
|
1462
|
+
|
1463
|
+
// Add two 4x4 matrices
|
1464
|
+
//
|
1465
|
+
inline const Matrix4 operator +( const Matrix4 & mat ) const;
|
1466
|
+
|
1467
|
+
// Subtract a 4x4 matrix from another 4x4 matrix
|
1468
|
+
//
|
1469
|
+
inline const Matrix4 operator -( const Matrix4 & mat ) const;
|
1470
|
+
|
1471
|
+
// Negate all elements of a 4x4 matrix
|
1472
|
+
//
|
1473
|
+
inline const Matrix4 operator -( ) const;
|
1474
|
+
|
1475
|
+
// Multiply a 4x4 matrix by a scalar
|
1476
|
+
//
|
1477
|
+
inline const Matrix4 operator *( float scalar ) const;
|
1478
|
+
|
1479
|
+
// Multiply a 4x4 matrix by a 4-D vector
|
1480
|
+
//
|
1481
|
+
inline const Vector4 operator *( const Vector4 & vec ) const;
|
1482
|
+
|
1483
|
+
// Multiply a 4x4 matrix by a 3-D vector
|
1484
|
+
//
|
1485
|
+
inline const Vector4 operator *( const Vector3 & vec ) const;
|
1486
|
+
|
1487
|
+
// Multiply a 4x4 matrix by a 3-D point
|
1488
|
+
//
|
1489
|
+
inline const Vector4 operator *( const Point3 & pnt ) const;
|
1490
|
+
|
1491
|
+
// Multiply two 4x4 matrices
|
1492
|
+
//
|
1493
|
+
inline const Matrix4 operator *( const Matrix4 & mat ) const;
|
1494
|
+
|
1495
|
+
// Multiply a 4x4 matrix by a 3x4 transformation matrix
|
1496
|
+
//
|
1497
|
+
inline const Matrix4 operator *( const Transform3 & tfrm ) const;
|
1498
|
+
|
1499
|
+
// Perform compound assignment and addition with a 4x4 matrix
|
1500
|
+
//
|
1501
|
+
inline Matrix4 & operator +=( const Matrix4 & mat );
|
1502
|
+
|
1503
|
+
// Perform compound assignment and subtraction by a 4x4 matrix
|
1504
|
+
//
|
1505
|
+
inline Matrix4 & operator -=( const Matrix4 & mat );
|
1506
|
+
|
1507
|
+
// Perform compound assignment and multiplication by a scalar
|
1508
|
+
//
|
1509
|
+
inline Matrix4 & operator *=( float scalar );
|
1510
|
+
|
1511
|
+
// Perform compound assignment and multiplication by a 4x4 matrix
|
1512
|
+
//
|
1513
|
+
inline Matrix4 & operator *=( const Matrix4 & mat );
|
1514
|
+
|
1515
|
+
// Perform compound assignment and multiplication by a 3x4 transformation matrix
|
1516
|
+
//
|
1517
|
+
inline Matrix4 & operator *=( const Transform3 & tfrm );
|
1518
|
+
|
1519
|
+
// Construct an identity 4x4 matrix
|
1520
|
+
//
|
1521
|
+
static inline const Matrix4 identity( );
|
1522
|
+
|
1523
|
+
// Construct a 4x4 matrix to rotate around the x axis
|
1524
|
+
//
|
1525
|
+
static inline const Matrix4 rotationX( float radians );
|
1526
|
+
|
1527
|
+
// Construct a 4x4 matrix to rotate around the y axis
|
1528
|
+
//
|
1529
|
+
static inline const Matrix4 rotationY( float radians );
|
1530
|
+
|
1531
|
+
// Construct a 4x4 matrix to rotate around the z axis
|
1532
|
+
//
|
1533
|
+
static inline const Matrix4 rotationZ( float radians );
|
1534
|
+
|
1535
|
+
// Construct a 4x4 matrix to rotate around the x, y, and z axes
|
1536
|
+
//
|
1537
|
+
static inline const Matrix4 rotationZYX( const Vector3 & radiansXYZ );
|
1538
|
+
|
1539
|
+
// Construct a 4x4 matrix to rotate around a unit-length 3-D vector
|
1540
|
+
//
|
1541
|
+
static inline const Matrix4 rotation( float radians, const Vector3 & unitVec );
|
1542
|
+
|
1543
|
+
// Construct a rotation matrix from a unit-length quaternion
|
1544
|
+
//
|
1545
|
+
static inline const Matrix4 rotation( const Quat & unitQuat );
|
1546
|
+
|
1547
|
+
// Construct a 4x4 matrix to perform scaling
|
1548
|
+
//
|
1549
|
+
static inline const Matrix4 scale( const Vector3 & scaleVec );
|
1550
|
+
|
1551
|
+
// Construct a 4x4 matrix to perform translation
|
1552
|
+
//
|
1553
|
+
static inline const Matrix4 translation( const Vector3 & translateVec );
|
1554
|
+
|
1555
|
+
// Construct viewing matrix based on eye position, position looked at, and up direction
|
1556
|
+
//
|
1557
|
+
static inline const Matrix4 lookAt( const Point3 & eyePos, const Point3 & lookAtPos, const Vector3 & upVec );
|
1558
|
+
|
1559
|
+
// Construct a perspective projection matrix
|
1560
|
+
//
|
1561
|
+
static inline const Matrix4 perspective( float fovyRadians, float aspect, float zNear, float zFar );
|
1562
|
+
|
1563
|
+
// Construct a perspective projection matrix based on frustum
|
1564
|
+
//
|
1565
|
+
static inline const Matrix4 frustum( float left, float right, float bottom, float top, float zNear, float zFar );
|
1566
|
+
|
1567
|
+
// Construct an orthographic projection matrix
|
1568
|
+
//
|
1569
|
+
static inline const Matrix4 orthographic( float left, float right, float bottom, float top, float zNear, float zFar );
|
1570
|
+
|
1571
|
+
};
|
1572
|
+
// Multiply a 4x4 matrix by a scalar
|
1573
|
+
//
|
1574
|
+
inline const Matrix4 operator *( float scalar, const Matrix4 & mat );
|
1575
|
+
|
1576
|
+
// Append (post-multiply) a scale transformation to a 4x4 matrix
|
1577
|
+
// NOTE:
|
1578
|
+
// Faster than creating and multiplying a scale transformation matrix.
|
1579
|
+
//
|
1580
|
+
inline const Matrix4 appendScale( const Matrix4 & mat, const Vector3 & scaleVec );
|
1581
|
+
|
1582
|
+
// Prepend (pre-multiply) a scale transformation to a 4x4 matrix
|
1583
|
+
// NOTE:
|
1584
|
+
// Faster than creating and multiplying a scale transformation matrix.
|
1585
|
+
//
|
1586
|
+
inline const Matrix4 prependScale( const Vector3 & scaleVec, const Matrix4 & mat );
|
1587
|
+
|
1588
|
+
// Multiply two 4x4 matrices per element
|
1589
|
+
//
|
1590
|
+
inline const Matrix4 mulPerElem( const Matrix4 & mat0, const Matrix4 & mat1 );
|
1591
|
+
|
1592
|
+
// Compute the absolute value of a 4x4 matrix per element
|
1593
|
+
//
|
1594
|
+
inline const Matrix4 absPerElem( const Matrix4 & mat );
|
1595
|
+
|
1596
|
+
// Transpose of a 4x4 matrix
|
1597
|
+
//
|
1598
|
+
inline const Matrix4 transpose( const Matrix4 & mat );
|
1599
|
+
|
1600
|
+
// Compute the inverse of a 4x4 matrix
|
1601
|
+
// NOTE:
|
1602
|
+
// Result is unpredictable when the determinant of mat is equal to or near 0.
|
1603
|
+
//
|
1604
|
+
inline const Matrix4 inverse( const Matrix4 & mat );
|
1605
|
+
|
1606
|
+
// Compute the inverse of a 4x4 matrix, which is expected to be an affine matrix
|
1607
|
+
// NOTE:
|
1608
|
+
// This can be used to achieve better performance than a general inverse when the specified 4x4 matrix meets the given restrictions. The result is unpredictable when the determinant of mat is equal to or near 0.
|
1609
|
+
//
|
1610
|
+
inline const Matrix4 affineInverse( const Matrix4 & mat );
|
1611
|
+
|
1612
|
+
// Compute the inverse of a 4x4 matrix, which is expected to be an affine matrix with an orthogonal upper-left 3x3 submatrix
|
1613
|
+
// NOTE:
|
1614
|
+
// This can be used to achieve better performance than a general inverse when the specified 4x4 matrix meets the given restrictions.
|
1615
|
+
//
|
1616
|
+
inline const Matrix4 orthoInverse( const Matrix4 & mat );
|
1617
|
+
|
1618
|
+
// Determinant of a 4x4 matrix
|
1619
|
+
//
|
1620
|
+
inline float determinant( const Matrix4 & mat );
|
1621
|
+
|
1622
|
+
// Conditionally select between two 4x4 matrices
|
1623
|
+
//
|
1624
|
+
inline const Matrix4 select( const Matrix4 & mat0, const Matrix4 & mat1, bool select1 );
|
1625
|
+
|
1626
|
+
#ifdef _VECTORMATH_DEBUG
|
1627
|
+
|
1628
|
+
// Print a 4x4 matrix
|
1629
|
+
// NOTE:
|
1630
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
1631
|
+
//
|
1632
|
+
inline void print( const Matrix4 & mat );
|
1633
|
+
|
1634
|
+
// Print a 4x4 matrix and an associated string identifier
|
1635
|
+
// NOTE:
|
1636
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
1637
|
+
//
|
1638
|
+
inline void print( const Matrix4 & mat, const char * name );
|
1639
|
+
|
1640
|
+
#endif
|
1641
|
+
|
1642
|
+
// A 3x4 transformation matrix in array-of-structures format
|
1643
|
+
//
|
1644
|
+
class Transform3
|
1645
|
+
{
|
1646
|
+
Vector3 mCol0;
|
1647
|
+
Vector3 mCol1;
|
1648
|
+
Vector3 mCol2;
|
1649
|
+
Vector3 mCol3;
|
1650
|
+
|
1651
|
+
public:
|
1652
|
+
// Default constructor; does no initialization
|
1653
|
+
//
|
1654
|
+
inline Transform3( ) { };
|
1655
|
+
|
1656
|
+
// Copy a 3x4 transformation matrix
|
1657
|
+
//
|
1658
|
+
inline Transform3( const Transform3 & tfrm );
|
1659
|
+
|
1660
|
+
// Construct a 3x4 transformation matrix containing the specified columns
|
1661
|
+
//
|
1662
|
+
inline Transform3( const Vector3 & col0, const Vector3 & col1, const Vector3 & col2, const Vector3 & col3 );
|
1663
|
+
|
1664
|
+
// Construct a 3x4 transformation matrix from a 3x3 matrix and a 3-D vector
|
1665
|
+
//
|
1666
|
+
inline Transform3( const Matrix3 & tfrm, const Vector3 & translateVec );
|
1667
|
+
|
1668
|
+
// Construct a 3x4 transformation matrix from a unit-length quaternion and a 3-D vector
|
1669
|
+
//
|
1670
|
+
inline Transform3( const Quat & unitQuat, const Vector3 & translateVec );
|
1671
|
+
|
1672
|
+
// Set all elements of a 3x4 transformation matrix to the same scalar value
|
1673
|
+
//
|
1674
|
+
explicit inline Transform3( float scalar );
|
1675
|
+
|
1676
|
+
// Assign one 3x4 transformation matrix to another
|
1677
|
+
//
|
1678
|
+
inline Transform3 & operator =( const Transform3 & tfrm );
|
1679
|
+
|
1680
|
+
// Set the upper-left 3x3 submatrix
|
1681
|
+
//
|
1682
|
+
inline Transform3 & setUpper3x3( const Matrix3 & mat3 );
|
1683
|
+
|
1684
|
+
// Get the upper-left 3x3 submatrix of a 3x4 transformation matrix
|
1685
|
+
//
|
1686
|
+
inline const Matrix3 getUpper3x3( ) const;
|
1687
|
+
|
1688
|
+
// Set translation component
|
1689
|
+
//
|
1690
|
+
inline Transform3 & setTranslation( const Vector3 & translateVec );
|
1691
|
+
|
1692
|
+
// Get the translation component of a 3x4 transformation matrix
|
1693
|
+
//
|
1694
|
+
inline const Vector3 getTranslation( ) const;
|
1695
|
+
|
1696
|
+
// Set column 0 of a 3x4 transformation matrix
|
1697
|
+
//
|
1698
|
+
inline Transform3 & setCol0( const Vector3 & col0 );
|
1699
|
+
|
1700
|
+
// Set column 1 of a 3x4 transformation matrix
|
1701
|
+
//
|
1702
|
+
inline Transform3 & setCol1( const Vector3 & col1 );
|
1703
|
+
|
1704
|
+
// Set column 2 of a 3x4 transformation matrix
|
1705
|
+
//
|
1706
|
+
inline Transform3 & setCol2( const Vector3 & col2 );
|
1707
|
+
|
1708
|
+
// Set column 3 of a 3x4 transformation matrix
|
1709
|
+
//
|
1710
|
+
inline Transform3 & setCol3( const Vector3 & col3 );
|
1711
|
+
|
1712
|
+
// Get column 0 of a 3x4 transformation matrix
|
1713
|
+
//
|
1714
|
+
inline const Vector3 getCol0( ) const;
|
1715
|
+
|
1716
|
+
// Get column 1 of a 3x4 transformation matrix
|
1717
|
+
//
|
1718
|
+
inline const Vector3 getCol1( ) const;
|
1719
|
+
|
1720
|
+
// Get column 2 of a 3x4 transformation matrix
|
1721
|
+
//
|
1722
|
+
inline const Vector3 getCol2( ) const;
|
1723
|
+
|
1724
|
+
// Get column 3 of a 3x4 transformation matrix
|
1725
|
+
//
|
1726
|
+
inline const Vector3 getCol3( ) const;
|
1727
|
+
|
1728
|
+
// Set the column of a 3x4 transformation matrix referred to by the specified index
|
1729
|
+
//
|
1730
|
+
inline Transform3 & setCol( int col, const Vector3 & vec );
|
1731
|
+
|
1732
|
+
// Set the row of a 3x4 transformation matrix referred to by the specified index
|
1733
|
+
//
|
1734
|
+
inline Transform3 & setRow( int row, const Vector4 & vec );
|
1735
|
+
|
1736
|
+
// Get the column of a 3x4 transformation matrix referred to by the specified index
|
1737
|
+
//
|
1738
|
+
inline const Vector3 getCol( int col ) const;
|
1739
|
+
|
1740
|
+
// Get the row of a 3x4 transformation matrix referred to by the specified index
|
1741
|
+
//
|
1742
|
+
inline const Vector4 getRow( int row ) const;
|
1743
|
+
|
1744
|
+
// Subscripting operator to set or get a column
|
1745
|
+
//
|
1746
|
+
inline Vector3 & operator []( int col );
|
1747
|
+
|
1748
|
+
// Subscripting operator to get a column
|
1749
|
+
//
|
1750
|
+
inline const Vector3 operator []( int col ) const;
|
1751
|
+
|
1752
|
+
// Set the element of a 3x4 transformation matrix referred to by column and row indices
|
1753
|
+
//
|
1754
|
+
inline Transform3 & setElem( int col, int row, float val );
|
1755
|
+
|
1756
|
+
// Get the element of a 3x4 transformation matrix referred to by column and row indices
|
1757
|
+
//
|
1758
|
+
inline float getElem( int col, int row ) const;
|
1759
|
+
|
1760
|
+
// Multiply a 3x4 transformation matrix by a 3-D vector
|
1761
|
+
//
|
1762
|
+
inline const Vector3 operator *( const Vector3 & vec ) const;
|
1763
|
+
|
1764
|
+
// Multiply a 3x4 transformation matrix by a 3-D point
|
1765
|
+
//
|
1766
|
+
inline const Point3 operator *( const Point3 & pnt ) const;
|
1767
|
+
|
1768
|
+
// Multiply two 3x4 transformation matrices
|
1769
|
+
//
|
1770
|
+
inline const Transform3 operator *( const Transform3 & tfrm ) const;
|
1771
|
+
|
1772
|
+
// Perform compound assignment and multiplication by a 3x4 transformation matrix
|
1773
|
+
//
|
1774
|
+
inline Transform3 & operator *=( const Transform3 & tfrm );
|
1775
|
+
|
1776
|
+
// Construct an identity 3x4 transformation matrix
|
1777
|
+
//
|
1778
|
+
static inline const Transform3 identity( );
|
1779
|
+
|
1780
|
+
// Construct a 3x4 transformation matrix to rotate around the x axis
|
1781
|
+
//
|
1782
|
+
static inline const Transform3 rotationX( float radians );
|
1783
|
+
|
1784
|
+
// Construct a 3x4 transformation matrix to rotate around the y axis
|
1785
|
+
//
|
1786
|
+
static inline const Transform3 rotationY( float radians );
|
1787
|
+
|
1788
|
+
// Construct a 3x4 transformation matrix to rotate around the z axis
|
1789
|
+
//
|
1790
|
+
static inline const Transform3 rotationZ( float radians );
|
1791
|
+
|
1792
|
+
// Construct a 3x4 transformation matrix to rotate around the x, y, and z axes
|
1793
|
+
//
|
1794
|
+
static inline const Transform3 rotationZYX( const Vector3 & radiansXYZ );
|
1795
|
+
|
1796
|
+
// Construct a 3x4 transformation matrix to rotate around a unit-length 3-D vector
|
1797
|
+
//
|
1798
|
+
static inline const Transform3 rotation( float radians, const Vector3 & unitVec );
|
1799
|
+
|
1800
|
+
// Construct a rotation matrix from a unit-length quaternion
|
1801
|
+
//
|
1802
|
+
static inline const Transform3 rotation( const Quat & unitQuat );
|
1803
|
+
|
1804
|
+
// Construct a 3x4 transformation matrix to perform scaling
|
1805
|
+
//
|
1806
|
+
static inline const Transform3 scale( const Vector3 & scaleVec );
|
1807
|
+
|
1808
|
+
// Construct a 3x4 transformation matrix to perform translation
|
1809
|
+
//
|
1810
|
+
static inline const Transform3 translation( const Vector3 & translateVec );
|
1811
|
+
|
1812
|
+
};
|
1813
|
+
// Append (post-multiply) a scale transformation to a 3x4 transformation matrix
|
1814
|
+
// NOTE:
|
1815
|
+
// Faster than creating and multiplying a scale transformation matrix.
|
1816
|
+
//
|
1817
|
+
inline const Transform3 appendScale( const Transform3 & tfrm, const Vector3 & scaleVec );
|
1818
|
+
|
1819
|
+
// Prepend (pre-multiply) a scale transformation to a 3x4 transformation matrix
|
1820
|
+
// NOTE:
|
1821
|
+
// Faster than creating and multiplying a scale transformation matrix.
|
1822
|
+
//
|
1823
|
+
inline const Transform3 prependScale( const Vector3 & scaleVec, const Transform3 & tfrm );
|
1824
|
+
|
1825
|
+
// Multiply two 3x4 transformation matrices per element
|
1826
|
+
//
|
1827
|
+
inline const Transform3 mulPerElem( const Transform3 & tfrm0, const Transform3 & tfrm1 );
|
1828
|
+
|
1829
|
+
// Compute the absolute value of a 3x4 transformation matrix per element
|
1830
|
+
//
|
1831
|
+
inline const Transform3 absPerElem( const Transform3 & tfrm );
|
1832
|
+
|
1833
|
+
// Inverse of a 3x4 transformation matrix
|
1834
|
+
// NOTE:
|
1835
|
+
// Result is unpredictable when the determinant of the left 3x3 submatrix is equal to or near 0.
|
1836
|
+
//
|
1837
|
+
inline const Transform3 inverse( const Transform3 & tfrm );
|
1838
|
+
|
1839
|
+
// Compute the inverse of a 3x4 transformation matrix, expected to have an orthogonal upper-left 3x3 submatrix
|
1840
|
+
// NOTE:
|
1841
|
+
// This can be used to achieve better performance than a general inverse when the specified 3x4 transformation matrix meets the given restrictions.
|
1842
|
+
//
|
1843
|
+
inline const Transform3 orthoInverse( const Transform3 & tfrm );
|
1844
|
+
|
1845
|
+
// Conditionally select between two 3x4 transformation matrices
|
1846
|
+
//
|
1847
|
+
inline const Transform3 select( const Transform3 & tfrm0, const Transform3 & tfrm1, bool select1 );
|
1848
|
+
|
1849
|
+
#ifdef _VECTORMATH_DEBUG
|
1850
|
+
|
1851
|
+
// Print a 3x4 transformation matrix
|
1852
|
+
// NOTE:
|
1853
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
1854
|
+
//
|
1855
|
+
inline void print( const Transform3 & tfrm );
|
1856
|
+
|
1857
|
+
// Print a 3x4 transformation matrix and an associated string identifier
|
1858
|
+
// NOTE:
|
1859
|
+
// Function is only defined when _VECTORMATH_DEBUG is defined.
|
1860
|
+
//
|
1861
|
+
inline void print( const Transform3 & tfrm, const char * name );
|
1862
|
+
|
1863
|
+
#endif
|
1864
|
+
|
1865
|
+
} // namespace Aos
|
1866
|
+
} // namespace Vectormath
|
1867
|
+
|
1868
|
+
#include "vec_aos.h"
|
1869
|
+
#include "quat_aos.h"
|
1870
|
+
#include "mat_aos.h"
|
1871
|
+
|
1872
|
+
#endif
|