ruby-bullet 0.0.2-x86-mingw32

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  1. data/INSTALL.md +22 -0
  2. data/LICENSE +23 -0
  3. data/README.md +41 -0
  4. data/Rakefile +131 -0
  5. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btAxisSweep3.i +30 -0
  6. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btBroadphaseInterface.i +8 -0
  7. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btBroadphaseProxy.i +8 -0
  8. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btCollisionAlgorithm.i +8 -0
  9. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btDbvt.i +10 -0
  10. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btDbvtBroadphase.i +8 -0
  11. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btDispatcher.i +8 -0
  12. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btMultiSapBroadphase.i +10 -0
  13. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btOverlappingPairCache.i +8 -0
  14. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btOverlappingPairCallback.i +8 -0
  15. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btQuantizedBvh.i +8 -0
  16. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/btSimpleBroadphase.i +8 -0
  17. data/bindings/bullet/interface/BulletCollision/BroadphaseCollision/local_btAxisSweep3Internal.h +191 -0
  18. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/SphereTriangleDetector.i +8 -0
  19. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.i +8 -0
  20. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btBox2dBox2dCollisionAlgorithm.i +8 -0
  21. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btBoxBoxCollisionAlgorithm.i +8 -0
  22. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btBoxBoxDetector.i +8 -0
  23. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btCollisionConfiguration.i +21 -0
  24. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btCollisionCreateFunc.i +8 -0
  25. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btCollisionDispatcher.i +24 -0
  26. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btCollisionObject.i +8 -0
  27. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btCollisionWorld.i +82 -0
  28. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btCompoundCollisionAlgorithm.i +8 -0
  29. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btConvex2dConvex2dAlgorithm.i +8 -0
  30. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btConvexConcaveCollisionAlgorithm.i +8 -0
  31. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btConvexConvexAlgorithm.i +8 -0
  32. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btConvexPlaneCollisionAlgorithm.i +8 -0
  33. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.i +8 -0
  34. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btEmptyCollisionAlgorithm.i +8 -0
  35. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btGhostObject.i +8 -0
  36. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btInternalEdgeUtility.i +8 -0
  37. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btManifoldResult.i +8 -0
  38. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btSimulationIslandManager.i +8 -0
  39. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btSphereBoxCollisionAlgorithm.i +8 -0
  40. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btSphereSphereCollisionAlgorithm.i +8 -0
  41. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btSphereTriangleCollisionAlgorithm.i +8 -0
  42. data/bindings/bullet/interface/BulletCollision/CollisionDispatch/btUnionFind.i +10 -0
  43. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btBox2dShape.i +8 -0
  44. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btBoxShape.i +22 -0
  45. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.i +8 -0
  46. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btCapsuleShape.i +8 -0
  47. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btCollisionMargin.i +8 -0
  48. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btCollisionShape.i +8 -0
  49. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btCompoundShape.i +8 -0
  50. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConcaveShape.i +8 -0
  51. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConeShape.i +8 -0
  52. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvex2dShape.i +8 -0
  53. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvexHullShape.i +8 -0
  54. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvexInternalShape.i +8 -0
  55. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvexPointCloudShape.i +8 -0
  56. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvexPolyhedron.i +8 -0
  57. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvexShape.i +8 -0
  58. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.i +8 -0
  59. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btCylinderShape.i +8 -0
  60. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btEmptyShape.i +8 -0
  61. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.i +8 -0
  62. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btMaterial.i +8 -0
  63. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btMinkowskiSumShape.i +8 -0
  64. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btMultiSphereShape.i +8 -0
  65. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btMultimaterialTriangleMeshShape.i +8 -0
  66. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btOptimizedBvh.i +8 -0
  67. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btPolyhedralConvexShape.i +8 -0
  68. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.i +8 -0
  69. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btShapeHull.i +8 -0
  70. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btSphereShape.i +8 -0
  71. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btStaticPlaneShape.i +8 -0
  72. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btStridingMeshInterface.i +8 -0
  73. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTetrahedronShape.i +8 -0
  74. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleBuffer.i +8 -0
  75. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleCallback.i +8 -0
  76. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.i +8 -0
  77. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleIndexVertexMaterialArray.i +8 -0
  78. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleInfoMap.i +8 -0
  79. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleMeshShape.i +8 -0
  80. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btTriangleShape.i +8 -0
  81. data/bindings/bullet/interface/BulletCollision/CollisionShapes/btUniformScalingShape.i +8 -0
  82. data/bindings/bullet/interface/BulletCollision/Gimpact/btBoxCollision.i +8 -0
  83. data/bindings/bullet/interface/BulletCollision/Gimpact/btClipPolygon.i +8 -0
  84. data/bindings/bullet/interface/BulletCollision/Gimpact/btContactProcessing.i +8 -0
  85. data/bindings/bullet/interface/BulletCollision/Gimpact/btGImpactBvh.i +8 -0
  86. data/bindings/bullet/interface/BulletCollision/Gimpact/btGImpactCollisionAlgorithm.i +8 -0
  87. data/bindings/bullet/interface/BulletCollision/Gimpact/btGImpactMassUtil.i +8 -0
  88. data/bindings/bullet/interface/BulletCollision/Gimpact/btGImpactQuantizedBvh.i +8 -0
  89. data/bindings/bullet/interface/BulletCollision/Gimpact/btGImpactShape.i +8 -0
  90. data/bindings/bullet/interface/BulletCollision/Gimpact/btGenericPoolAllocator.i +11 -0
  91. data/bindings/bullet/interface/BulletCollision/Gimpact/btGeometryOperations.i +8 -0
  92. data/bindings/bullet/interface/BulletCollision/Gimpact/btQuantization.i +8 -0
  93. data/bindings/bullet/interface/BulletCollision/Gimpact/btTriangleShapeEx.i +8 -0
  94. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.i +8 -0
  95. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btConvexCast.i +8 -0
  96. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btConvexPenetrationDepthSolver.i +8 -0
  97. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btDiscreteCollisionDetectorInterface.i +11 -0
  98. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btGjkConvexCast.i +8 -0
  99. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btGjkEpa2.i +8 -0
  100. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.i +8 -0
  101. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btGjkPairDetector.i +8 -0
  102. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btManifoldPoint.i +8 -0
  103. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btMinkowskiPenetrationDepthSolver.i +8 -0
  104. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btPersistentManifold.i +8 -0
  105. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btPointCollector.i +8 -0
  106. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btPolyhedralContactClipping.i +8 -0
  107. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btRaycastCallback.i +8 -0
  108. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btSimplexSolverInterface.i +8 -0
  109. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.i +8 -0
  110. data/bindings/bullet/interface/BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.i +8 -0
  111. data/bindings/bullet/interface/BulletDynamics/Character/btCharacterControllerInterface.i +8 -0
  112. data/bindings/bullet/interface/BulletDynamics/Character/btKinematicCharacterController.i +8 -0
  113. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btConeTwistConstraint.i +8 -0
  114. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btConstraintSolver.i +8 -0
  115. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btContactConstraint.i +8 -0
  116. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btContactSolverInfo.i +8 -0
  117. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.i +8 -0
  118. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btGeneric6DofSpringConstraint.i +8 -0
  119. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btHinge2Constraint.i +8 -0
  120. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btHingeConstraint.i +8 -0
  121. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btJacobianEntry.i +8 -0
  122. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btPoint2PointConstraint.i +8 -0
  123. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.i +21 -0
  124. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btSliderConstraint.i +8 -0
  125. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btSolve2LinearConstraint.i +8 -0
  126. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btSolverBody.i +8 -0
  127. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btSolverConstraint.i +8 -0
  128. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btTypedConstraint.i +8 -0
  129. data/bindings/bullet/interface/BulletDynamics/ConstraintSolver/btUniversalConstraint.i +8 -0
  130. data/bindings/bullet/interface/BulletDynamics/Dynamics/btActionInterface.i +8 -0
  131. data/bindings/bullet/interface/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.i +23 -0
  132. data/bindings/bullet/interface/BulletDynamics/Dynamics/btDynamicsWorld.i +37 -0
  133. data/bindings/bullet/interface/BulletDynamics/Dynamics/btRigidBody.i +20 -0
  134. data/bindings/bullet/interface/BulletDynamics/Dynamics/btSimpleDynamicsWorld.i +8 -0
  135. data/bindings/bullet/interface/BulletDynamics/Vehicle/btRaycastVehicle.i +12 -0
  136. data/bindings/bullet/interface/BulletDynamics/Vehicle/btVehicleRaycaster.i +8 -0
  137. data/bindings/bullet/interface/BulletDynamics/Vehicle/btWheelInfo.i +8 -0
  138. data/bindings/bullet/interface/BulletSoftBody/btDefaultSoftBodySolver.i +8 -0
  139. data/bindings/bullet/interface/BulletSoftBody/btSoftBody.i +8 -0
  140. data/bindings/bullet/interface/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.i +8 -0
  141. data/bindings/bullet/interface/BulletSoftBody/btSoftBodyData.i +8 -0
  142. data/bindings/bullet/interface/BulletSoftBody/btSoftBodyHelpers.i +8 -0
  143. data/bindings/bullet/interface/BulletSoftBody/btSoftBodyInternals.i +8 -0
  144. data/bindings/bullet/interface/BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.i +8 -0
  145. data/bindings/bullet/interface/BulletSoftBody/btSoftBodySolverVertexBuffer.i +8 -0
  146. data/bindings/bullet/interface/BulletSoftBody/btSoftBodySolvers.i +8 -0
  147. data/bindings/bullet/interface/BulletSoftBody/btSoftRigidCollisionAlgorithm.i +8 -0
  148. data/bindings/bullet/interface/BulletSoftBody/btSoftRigidDynamicsWorld.i +8 -0
  149. data/bindings/bullet/interface/BulletSoftBody/btSoftSoftCollisionAlgorithm.i +8 -0
  150. data/bindings/bullet/interface/BulletSoftBody/btSparseSDF.i +8 -0
  151. data/bindings/bullet/interface/LinearMath/btAabbUtil2.i +8 -0
  152. data/bindings/bullet/interface/LinearMath/btAlignedAllocator.i +8 -0
  153. data/bindings/bullet/interface/LinearMath/btAlignedObjectArray.i +8 -0
  154. data/bindings/bullet/interface/LinearMath/btConvexHull.i +8 -0
  155. data/bindings/bullet/interface/LinearMath/btConvexHullComputer.i +8 -0
  156. data/bindings/bullet/interface/LinearMath/btDefaultMotionState.i +10 -0
  157. data/bindings/bullet/interface/LinearMath/btGeometryUtil.i +10 -0
  158. data/bindings/bullet/interface/LinearMath/btGrahamScan2dConvexHull.i +8 -0
  159. data/bindings/bullet/interface/LinearMath/btHashMap.i +8 -0
  160. data/bindings/bullet/interface/LinearMath/btIDebugDraw.i +10 -0
  161. data/bindings/bullet/interface/LinearMath/btList.i +8 -0
  162. data/bindings/bullet/interface/LinearMath/btMatrix3x3.i +8 -0
  163. data/bindings/bullet/interface/LinearMath/btMinMax.i +8 -0
  164. data/bindings/bullet/interface/LinearMath/btMotionState.i +10 -0
  165. data/bindings/bullet/interface/LinearMath/btPoolAllocator.i +10 -0
  166. data/bindings/bullet/interface/LinearMath/btQuadWord.i +8 -0
  167. data/bindings/bullet/interface/LinearMath/btQuaternion.i +60 -0
  168. data/bindings/bullet/interface/LinearMath/btQuickprof.i +10 -0
  169. data/bindings/bullet/interface/LinearMath/btRandom.i +8 -0
  170. data/bindings/bullet/interface/LinearMath/btScalar.i +8 -0
  171. data/bindings/bullet/interface/LinearMath/btSerializer.i +10 -0
  172. data/bindings/bullet/interface/LinearMath/btStackAlloc.i +10 -0
  173. data/bindings/bullet/interface/LinearMath/btTransform.i +8 -0
  174. data/bindings/bullet/interface/LinearMath/btTransformUtil.i +8 -0
  175. data/bindings/bullet/interface/LinearMath/btVector3.i +42 -0
  176. data/bindings/bullet/interface/Makefile +19 -0
  177. data/bindings/bullet/interface/bullet.i +9 -0
  178. data/bindings/bullet/interface/bullet_all.i +186 -0
  179. data/bindings/bullet/interface/bullet_wrap.cpp +194161 -0
  180. data/bindings/bullet/interface/bullet_wrap.h +106 -0
  181. data/bindings/bullet/interface/bullet_wrap.o +0 -0
  182. data/bindings/bullet/src/TickListener.h +22 -0
  183. data/deps/include/bullet/Bullet-C-Api.h +176 -0
  184. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btAxisSweep3.cpp +37 -0
  185. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btAxisSweep3.h +1051 -0
  186. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btBroadphaseInterface.h +82 -0
  187. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btBroadphaseProxy.cpp +17 -0
  188. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btBroadphaseProxy.h +270 -0
  189. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btCollisionAlgorithm.cpp +23 -0
  190. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h +80 -0
  191. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDbvt.cpp +1295 -0
  192. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDbvt.h +1257 -0
  193. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDbvtBroadphase.cpp +796 -0
  194. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDbvtBroadphase.h +146 -0
  195. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDispatcher.cpp +22 -0
  196. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btDispatcher.h +110 -0
  197. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btMultiSapBroadphase.cpp +489 -0
  198. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btMultiSapBroadphase.h +151 -0
  199. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btOverlappingPairCache.cpp +633 -0
  200. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btOverlappingPairCache.h +469 -0
  201. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btOverlappingPairCallback.h +40 -0
  202. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btQuantizedBvh.cpp +1375 -0
  203. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btQuantizedBvh.h +579 -0
  204. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btSimpleBroadphase.cpp +349 -0
  205. data/deps/include/bullet/BulletCollision/BroadphaseCollision/btSimpleBroadphase.h +171 -0
  206. data/deps/include/bullet/BulletCollision/CMakeFiles/BulletCollision.dir/BroadphaseCollision/btAxisSweep3.obj +0 -0
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  209. data/deps/include/bullet/BulletCollision/CMakeFiles/BulletCollision.dir/BroadphaseCollision/btDbvt.obj +0 -0
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  212. data/deps/include/bullet/BulletCollision/CMakeFiles/BulletCollision.dir/BroadphaseCollision/btMultiSapBroadphase.obj +0 -0
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  229. data/deps/include/bullet/BulletCollision/CMakeFiles/BulletCollision.dir/CollisionDispatch/btConvexPlaneCollisionAlgorithm.obj +0 -0
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@@ -0,0 +1,1872 @@
1
+ /*
2
+ Copyright (C) 2009 Sony Computer Entertainment Inc.
3
+ All rights reserved.
4
+
5
+ This software is provided 'as-is', without any express or implied warranty.
6
+ In no event will the authors be held liable for any damages arising from the use of this software.
7
+ Permission is granted to anyone to use this software for any purpose,
8
+ including commercial applications, and to alter it and redistribute it freely,
9
+ subject to the following restrictions:
10
+
11
+ 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.
12
+ 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13
+ 3. This notice may not be removed or altered from any source distribution.
14
+
15
+ */
16
+
17
+ #ifndef _VECTORMATH_AOS_CPP_H
18
+ #define _VECTORMATH_AOS_CPP_H
19
+
20
+ #include <math.h>
21
+
22
+ #ifdef _VECTORMATH_DEBUG
23
+ #include <stdio.h>
24
+ #endif
25
+
26
+ namespace Vectormath {
27
+
28
+ namespace Aos {
29
+
30
+ //-----------------------------------------------------------------------------
31
+ // Forward Declarations
32
+ //
33
+
34
+ class Vector3;
35
+ class Vector4;
36
+ class Point3;
37
+ class Quat;
38
+ class Matrix3;
39
+ class Matrix4;
40
+ class Transform3;
41
+
42
+ // A 3-D vector in array-of-structures format
43
+ //
44
+ class Vector3
45
+ {
46
+ float mX;
47
+ float mY;
48
+ float mZ;
49
+ #ifndef __GNUC__
50
+ float d;
51
+ #endif
52
+
53
+ public:
54
+ // Default constructor; does no initialization
55
+ //
56
+ inline Vector3( ) { };
57
+
58
+ // Copy a 3-D vector
59
+ //
60
+ inline Vector3( const Vector3 & vec );
61
+
62
+ // Construct a 3-D vector from x, y, and z elements
63
+ //
64
+ inline Vector3( float x, float y, float z );
65
+
66
+ // Copy elements from a 3-D point into a 3-D vector
67
+ //
68
+ explicit inline Vector3( const Point3 & pnt );
69
+
70
+ // Set all elements of a 3-D vector to the same scalar value
71
+ //
72
+ explicit inline Vector3( float scalar );
73
+
74
+ // Assign one 3-D vector to another
75
+ //
76
+ inline Vector3 & operator =( const Vector3 & vec );
77
+
78
+ // Set the x element of a 3-D vector
79
+ //
80
+ inline Vector3 & setX( float x );
81
+
82
+ // Set the y element of a 3-D vector
83
+ //
84
+ inline Vector3 & setY( float y );
85
+
86
+ // Set the z element of a 3-D vector
87
+ //
88
+ inline Vector3 & setZ( float z );
89
+
90
+ // Get the x element of a 3-D vector
91
+ //
92
+ inline float getX( ) const;
93
+
94
+ // Get the y element of a 3-D vector
95
+ //
96
+ inline float getY( ) const;
97
+
98
+ // Get the z element of a 3-D vector
99
+ //
100
+ inline float getZ( ) const;
101
+
102
+ // Set an x, y, or z element of a 3-D vector by index
103
+ //
104
+ inline Vector3 & setElem( int idx, float value );
105
+
106
+ // Get an x, y, or z element of a 3-D vector by index
107
+ //
108
+ inline float getElem( int idx ) const;
109
+
110
+ // Subscripting operator to set or get an element
111
+ //
112
+ inline float & operator []( int idx );
113
+
114
+ // Subscripting operator to get an element
115
+ //
116
+ inline float operator []( int idx ) const;
117
+
118
+ // Add two 3-D vectors
119
+ //
120
+ inline const Vector3 operator +( const Vector3 & vec ) const;
121
+
122
+ // Subtract a 3-D vector from another 3-D vector
123
+ //
124
+ inline const Vector3 operator -( const Vector3 & vec ) const;
125
+
126
+ // Add a 3-D vector to a 3-D point
127
+ //
128
+ inline const Point3 operator +( const Point3 & pnt ) const;
129
+
130
+ // Multiply a 3-D vector by a scalar
131
+ //
132
+ inline const Vector3 operator *( float scalar ) const;
133
+
134
+ // Divide a 3-D vector by a scalar
135
+ //
136
+ inline const Vector3 operator /( float scalar ) const;
137
+
138
+ // Perform compound assignment and addition with a 3-D vector
139
+ //
140
+ inline Vector3 & operator +=( const Vector3 & vec );
141
+
142
+ // Perform compound assignment and subtraction by a 3-D vector
143
+ //
144
+ inline Vector3 & operator -=( const Vector3 & vec );
145
+
146
+ // Perform compound assignment and multiplication by a scalar
147
+ //
148
+ inline Vector3 & operator *=( float scalar );
149
+
150
+ // Perform compound assignment and division by a scalar
151
+ //
152
+ inline Vector3 & operator /=( float scalar );
153
+
154
+ // Negate all elements of a 3-D vector
155
+ //
156
+ inline const Vector3 operator -( ) const;
157
+
158
+ // Construct x axis
159
+ //
160
+ static inline const Vector3 xAxis( );
161
+
162
+ // Construct y axis
163
+ //
164
+ static inline const Vector3 yAxis( );
165
+
166
+ // Construct z axis
167
+ //
168
+ static inline const Vector3 zAxis( );
169
+
170
+ }
171
+ #ifdef __GNUC__
172
+ __attribute__ ((aligned(16)))
173
+ #endif
174
+ ;
175
+
176
+ // Multiply a 3-D vector by a scalar
177
+ //
178
+ inline const Vector3 operator *( float scalar, const Vector3 & vec );
179
+
180
+ // Multiply two 3-D vectors per element
181
+ //
182
+ inline const Vector3 mulPerElem( const Vector3 & vec0, const Vector3 & vec1 );
183
+
184
+ // Divide two 3-D vectors per element
185
+ // 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