blob: 5ea2dfa14a528a2b9bc5dd307cd03672ecabe1bc [file] [log] [blame]
//
// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#include "Vector.h"
#include <math.h>
Vector2::Vector2()
: x(0.0),
y(0.0)
{
}
Vector2::Vector2(float x, float y)
: x(x),
y(y)
{
}
float Vector2::length(const Vector2 &vec)
{
float lenSquared = lengthSquared(vec);
return (lenSquared != 0.0f) ? sqrt(lenSquared) : 0.0f;
}
float Vector2::lengthSquared(const Vector2 &vec)
{
return vec.x * vec.x +
vec.y * vec.y;
}
Vector2 Vector2::normalize(const Vector2 &vec)
{
Vector2 ret(0.0f, 0.0f);
float len = length(vec);
if (len != 0.0f)
{
float invLen = 1.0f / len;
ret.x = vec.x * invLen;
ret.y = vec.y * invLen;
}
return ret;
}
Vector3::Vector3()
: x(0.0),
y(0.0),
z(0.0)
{
}
Vector3::Vector3(float x, float y, float z)
: x(x),
y(y),
z(z)
{
}
float Vector3::length(const Vector3 &vec)
{
float lenSquared = lengthSquared(vec);
return (lenSquared != 0.0f) ? sqrt(lenSquared) : 0.0f;
}
float Vector3::lengthSquared(const Vector3 &vec)
{
return vec.x * vec.x +
vec.y * vec.y +
vec.z * vec.z;
}
Vector3 Vector3::normalize(const Vector3 &vec)
{
Vector3 ret(0.0f, 0.0f, 0.0f);
float len = length(vec);
if (len != 0.0f)
{
float invLen = 1.0f / len;
ret.x = vec.x * invLen;
ret.y = vec.y * invLen;
ret.z = vec.z * invLen;
}
return ret;
}
float Vector3::dot(const Vector3 &a, const Vector3 &b)
{
return a.x * b.x +
a.y * b.y +
a.z * b.z;
}
Vector3 Vector3::cross(const Vector3 &a, const Vector3 &b)
{
return Vector3(a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x);
}
Vector3 operator*(const Vector3 &a, const Vector3 &b)
{
return Vector3(a.x * b.x,
a.y * b.y,
a.z * b.z);
}
Vector3 operator*(const Vector3 &a, const float& b)
{
return Vector3(a.x * b,
a.y * b,
a.z * b);
}
Vector3 operator/(const Vector3 &a, const Vector3 &b)
{
return Vector3(a.x / b.x,
a.y / b.y,
a.z / b.z);
}
Vector3 operator/(const Vector3 &a, const float& b)
{
return Vector3(a.x / b,
a.y / b,
a.z / b);
}
Vector3 operator+(const Vector3 &a, const Vector3 &b)
{
return Vector3(a.x + b.x,
a.y + b.y,
a.z + b.z);
}
Vector3 operator-(const Vector3 &a, const Vector3 &b)
{
return Vector3(a.x - b.x,
a.y - b.y,
a.z - b.z);
}
Vector4::Vector4()
: x(0.0f),
y(0.0f),
z(0.0f),
w(0.0f)
{
}
Vector4::Vector4(float x, float y, float z, float w)
: x(x),
y(y),
z(z),
w(w)
{
}
float Vector4::length(const Vector4 &vec)
{
float lenSquared = lengthSquared(vec);
return (lenSquared != 0.0f) ? sqrt(lenSquared) : 0.0f;
}
float Vector4::lengthSquared(const Vector4 &vec)
{
return vec.x * vec.x +
vec.y * vec.y +
vec.z * vec.z +
vec.w * vec.w;
}
Vector4 Vector4::normalize(const Vector4 &vec)
{
Vector4 ret(0.0f, 0.0f, 0.0f, 1.0f);
if (vec.w != 0.0f)
{
float invLen = 1.0f / vec.w;
ret.x = vec.x * invLen;
ret.y = vec.y * invLen;
ret.z = vec.z * invLen;
}
return ret;
}
float Vector4::dot(const Vector4 &a, const Vector4 &b)
{
return a.x * b.x +
a.y * b.y +
a.z * b.z +
a.w * b.w;
}