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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-01-16 18:09:15 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-01-16 18:09:15 +0000 |
commit | 400410fcd436d5e4310bfa779f0309c5fae5b2c2 (patch) | |
tree | 89661918c487e63b6c71f2e9281b553928010606 /math3d.h | |
download | ilt-400410fcd436d5e4310bfa779f0309c5fae5b2c2.tar.bz2 ilt-400410fcd436d5e4310bfa779f0309c5fae5b2c2.tar.xz ilt-400410fcd436d5e4310bfa779f0309c5fae5b2c2.zip |
Initial commit
Stripped back and formatted from https://github.com/BennyQBD/ModernOpenGLTutorial/
Diffstat (limited to 'math3d.h')
-rw-r--r-- | math3d.h | 180 |
1 files changed, 180 insertions, 0 deletions
diff --git a/math3d.h b/math3d.h new file mode 100644 index 0000000..8cdb756 --- /dev/null +++ b/math3d.h @@ -0,0 +1,180 @@ +#ifndef MATH3D_INCLUDED_H
+#define MATH3D_INCLUDED_H
+
+#include <glm.hpp>
+/*
+namespace Math3D
+{
+ static const double PI = 3.1415926535897932384626433832795;
+ static const double PIOVER2 = PI / 2.0;
+ static const double PIOVER180 = PI / 180.0;
+
+ static inline double ToRadians(double x) { return PIOVER180 * x; }
+ static inline double ToDegrees(double x) { return 180.0 * x / PI; }
+};
+
+struct Vector3f
+{
+public:
+ Vector3f(float x = 0.0f, float y = 0.0f, float z = 0.0f)
+ {
+ data.x = x;
+ data.y = y;
+ data.z = z;
+ }
+
+ inline float GetX() const { return data.x; }
+ inline float GetY() const { return data.y; }
+ inline float GetZ() const { return data.z; }
+
+ inline void SetX(float x) { data.x = x; }
+ inline void SetY(float y) { data.y = y; }
+ inline void SetZ(float z) { data.z = z; }
+
+ inline glm::vec3& GetRawVector() const { return glm::vec3(data); }
+
+ inline float Length()
+ {
+ return sqrtf(this->Dot(*this));
+ }
+
+ inline Vector3f Normalized()
+ {
+ return *this / Length();
+ }
+
+ inline float Dot(const Vector3f& r) const
+ {
+ return glm::dot(data, r.GetRawVector());
+ }
+
+ inline Vector3f Cross(const Vector3f& r) const
+ {
+ return Vector3f(glm::cross(data, r.GetRawVector()));
+ }
+
+ inline Vector3f Rotate(const Vector3f& axis, float angle) const
+ {
+ float sinAngle = sinf(angle);
+ float cosAngle = cosf(angle);
+
+ return this->Cross(axis * sinAngle) + //Rotation on local X
+ (*this * cosAngle) + //Rotation on local Z
+ axis * this->Dot(axis * (1 - cosAngle)); //Rotation on local Y
+ }
+
+ inline void operator+=(const Vector3f& r)
+ {
+ data.x += r.GetX();
+ data.y += r.GetY();
+ data.z += r.GetZ();
+ }
+
+ inline Vector3f operator+(const Vector3f& r) const
+ {
+ return Vector3f(data.x + r.GetX(),
+ data.y + r.GetY(),
+ data.z + r.GetZ());
+ }
+
+ inline Vector3f operator*(float r) const
+ {
+ return Vector3f(data.x * r,
+ data.y * r,
+ data.z * r);
+ }
+
+ inline Vector3f operator/(float r) const
+ {
+ return Vector3f(data.x / r,
+ data.y / r,
+ data.z / r);
+ }
+
+private:
+ Vector3f(glm::vec3& data)
+ {
+ this->data.x = data.x;
+ this->data.y = data.y;
+ this->data.z = data.z;
+ }
+ glm::vec3 data;
+};
+
+struct Vector2f
+{
+public:
+ Vector2f(float x = 0.0f, float y = 0.0f)
+ {
+ data.x = x;
+ data.y = y;
+ }
+
+ inline float GetX() const { return data.x; }
+ inline float GetY() const { return data.y; }
+
+ inline void SetX(float x) { data.x = x; }
+ inline void SetY(float y) { data.y = y; }
+
+private:
+ DirectX::XMFLOAT2 data;
+};
+
+struct Matrix4f
+{
+public:
+ static Matrix4f InitTranslation(const Vector3f& translation)
+ {
+ return Matrix4f(DirectX::XMMatrixTranslation(translation.GetX(), translation.GetY(), translation.GetZ()));
+ }
+
+ static Matrix4f InitRotation(const Vector3f& eulerAngles)
+ {
+ return Matrix4f(DirectX::XMMatrixRotationRollPitchYaw(eulerAngles.GetX(), eulerAngles.GetY(),
+eulerAngles.GetZ()));
+ }
+
+ static Matrix4f InitScale(const Vector3f& scale)
+ {
+ return Matrix4f(DirectX::XMMatrixScaling(scale.GetX(), scale.GetY(), scale.GetZ()));
+ }
+
+ static Matrix4f InitLookTo(const Vector3f& eye, const Vector3f& direction, const Vector3f& up)
+ {
+ return Matrix4f(DirectX::XMMatrixLookToLH(eye.GetDXVector(), direction.GetDXVector(), up.GetDXVector()));
+ }
+
+ static Matrix4f InitPerspective(float angle, float aspect, float zNear, float zFar)
+ {
+ return Matrix4f(DirectX::XMMatrixPerspectiveFovLH(angle, aspect, zNear, zFar));
+ }
+
+ Matrix4f()
+ {
+ m_Data = DirectX::XMMatrixIdentity();
+ }
+
+ Matrix4f Inverse() const
+ {
+ return Matrix4f(DirectX::XMMatrixInverse(NULL, m_Data));
+ }
+
+ Matrix4f Transpose() const
+ {
+ return Matrix4f(DirectX::XMMatrixTranspose(m_Data));
+ }
+
+ inline Matrix4f operator*(const Matrix4f& r) const
+ {
+ return Matrix4f(m_Data * r.m_Data);
+ }
+private:
+ Matrix4f(const DirectX::XMMATRIX& data)
+ {
+ m_Data = data;
+ }
+
+ DirectX::XMMATRIX m_Data;
+};
+*/
+#endif
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