234 lines
5.5 KiB
C++
234 lines
5.5 KiB
C++
#pragma once
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#include "blitz/maths/Vector.h"
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#include <cmath>
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namespace blitz {
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namespace maths {
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static constexpr float PI = 3.141592653f;
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//////////////////////////////////////////////////////////////////
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// Vectors //
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//////////////////////////////////////////////////////////////////
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template <typename T>
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T Length(const Vec3<T>& vect) {
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return std::sqrt(vect.x * vect.x + vect.y * vect.y + vect.z * vect.z);
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}
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template <typename T>
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Vec3<T> Normalize(const Vec3<T>& vect) {
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T length = Length(vect);
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return {vect.x / length, vect.y / length, vect.z / length};
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}
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template <typename T>
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Vec4<T> Normalize(const Vec4<T>& vect) {
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T length = std::sqrt(vect.x * vect.x + vect.y * vect.y + vect.z * vect.z + vect.w * vect.w);
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return {vect.x / length, vect.y / length, vect.z / length, vect.w / length};
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}
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template <typename T>
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T Dot(const Vec3<T>& vect, const Vec3<T>& other) {
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return vect.x * other.x + vect.y * other.y + vect.z * other.z;
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}
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template <typename T>
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Vec3<T> Cross(const Vec3<T>& vect, const Vec3<T>& other) {
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return {
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vect.y * other.z - vect.z * other.y,
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vect.z * other.x - vect.x * other.z,
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vect.x * other.y - vect.y * other.x,
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};
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}
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template <typename T>
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T Dot(const Vec4<T>& vect, const Vec4<T>& other) {
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return vect.x * other.x + vect.y * other.y + vect.z * other.z + vect.w * other.w;
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}
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template <typename T>
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T Distance(const Vec3<T>& vect, const Vec3<T>& other) {
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return Length(vect - other);
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}
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// it seems that `std::{min, max}`'s behavior conflicts with that of `cmath`'s `f{min, max}[f]`
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// Why? Like I fucking know dude
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template <typename T>
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T ReduceMin(const Vec3<T>& vect) {
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return std::min(std::min(vect.x, vect.y), vect.z);
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}
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template <typename T>
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T ReduceMax(const Vec3<T>& vect) {
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return std::max(std::max(vect.x, vect.y), vect.z);
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}
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/**
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* @brief returns the (signed) minimal coordinate of the vector
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*
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* @param v
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* @return constexpr T
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*/
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template <>
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inline float ReduceMin<float>(const Vec3f& v) {
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return std::fminf(std::fminf(v.x, v.y), v.z);
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}
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/**
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* @brief returns the (signed) maximal coordinate of the vector
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*
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* @param v
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* @return constexpr T
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*/
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template <>
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inline float ReduceMax<float>(const Vec3f& v) {
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return std::fmaxf(std::fmaxf(v.x, v.y), v.z);
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}
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/**
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* @brief returns the (signed) minimal coordinate of the vector
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*
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* @param v
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* @return constexpr T
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*/
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template <>
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inline double ReduceMin<double>(const Vec3d& v) {
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return std::fmin(std::fmin(v.x, v.y), v.z);
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}
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/**
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* @brief returns the (signed) maximal coordinate of the vector
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*
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* @param v
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* @return constexpr T
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*/
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template <>
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inline double ReduceMax<double>(const Vec3d& v) {
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return std::fmax(std::fmax(v.x, v.y), v.z);
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}
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/**
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* @brief returns the coordinate-wise minimum of the given vectors,
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* where a coordinate in the returned vector is NAN iff any of the two compared ones are NAN
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*
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* @tparam T
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* @param self
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* @param other
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* @return constexpr Vec3f
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*/
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template <typename T>
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constexpr Vec3<T> Min(const Vec3<T>& self, const Vec3<T>& other) {
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return {
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std::min(self.x, other.x),
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std::min(self.y, other.y),
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std::min(self.z, other.z),
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};
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}
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/**
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* @brief returns the coordinate-wise maximum of the given vectors,
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* where a coordinate in the returned vector is NAN iff any of the two compared ones are NAN
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*
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* @tparam T
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* @param self
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* @param other
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* @return constexpr Vec3f
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*/
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template <typename T>
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constexpr Vec3<T> Max(const Vec3<T>& self, const Vec3<T>& other) {
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return {
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std::max(self.x, other.x),
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std::max(self.y, other.y),
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std::max(self.z, other.z),
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};
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}
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//////////////////////////////////////////////////////////////////
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// Matricies //
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//////////////////////////////////////////////////////////////////
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template <typename T>
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Vec4<T> Dot(const Mat4<T>& mat, const Vec4<T>& vect) {
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return {mat.x0 * vect.x + mat.x1 * vect.y + mat.x2 * vect.z + mat.x3 * vect.w,
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mat.y0 * vect.x + mat.y1 * vect.y + mat.y2 * vect.z + mat.y3 * vect.w,
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mat.z0 * vect.x + mat.z1 * vect.y + mat.z2 * vect.z + mat.z3 * vect.w,
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mat.w0 * vect.x + mat.w1 * vect.y + mat.w2 * vect.z + mat.w3 * vect.w};
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}
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template <typename T>
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Mat4<T> Dot(const Mat4<T>& mat, const Mat4<T>& other) {
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Mat4<T> result{};
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for (std::size_t i = 0; i < Mat4<T>::MATRIX_SIZE; i++) {
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for (std::size_t j = 0; j < Mat4<T>::MATRIX_SIZE; j++) {
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for (std::size_t k = 0; k < Mat4<T>::MATRIX_SIZE; k++) {
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result.at(i, j) += mat.at(i, k) * other.at(k, j);
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}
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}
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}
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return result;
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}
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template <typename T>
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Mat4<T> Identity() {
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Mat4<T> result{};
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result.x0 = static_cast<T>(1);
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result.y1 = static_cast<T>(1);
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result.z2 = static_cast<T>(1);
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result.w3 = static_cast<T>(1);
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return result;
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}
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template <typename T>
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Mat4<T> Transpose(const Mat4<T>& mat) {
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Mat4<T> result;
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result.x1 = mat.y0;
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result.x2 = mat.z0;
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result.x3 = mat.w0;
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result.y0 = mat.x1;
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result.y2 = mat.z1;
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result.y3 = mat.w1;
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result.z0 = mat.x2;
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result.z1 = mat.y2;
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result.z3 = mat.w2;
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result.w0 = mat.x3;
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result.w1 = mat.y3;
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result.w2 = mat.z3;
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result.x0 = mat.x0;
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result.y1 = mat.y1;
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result.z2 = mat.z2;
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result.w3 = mat.w3;
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return result;
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}
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Mat4f Perspective(float fovY, float aspectRatio, float zNear, float zFar);
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Mat4f Look(const Vec3f& eyePos, const Vec3f& front, const Vec3f& up);
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Mat4f Inverse(const Mat4f& mat);
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Mat4f Translate(const Vec3f& translation);
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Mat4f Scale(const Vec3f& axisFactor);
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Mat4f RotateX(float angle);
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Mat4f RotateY(float angle);
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Mat4f RotateZ(float angle);
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Mat4f Rotate(const Vec3f& angles);
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Mat4f Rotate(float angle, Vec3f axis);
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} // namespace maths
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} // namespace blitz
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