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// mathlib.h
//
// Created by Matt Kosarek
//
// A file containing some common math functionality that I find
// useful in my projects. I don't like that I don't know what's happening
// in glm, so I wrote most of this myself. All mistakes are my own.
//
#pragma once
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cmath>
#define MAX(x, y) (((x) > (y)) ? (x) : (y))
#define MIN(x, y) (((x) < (y)) ? (x) : (y))
#define ABS(x) (x < 0 ? -x : x)
#define SIGN(x) (x < 0 ? -1 : 1)
#define PI 3.141592653589793238463
#define E 2.71828182845904523536
#define DEG_TO_RAD(x) (x * (PI / 180.f))
#define RAD_TO_DEG(x) (x * (180.f / PI))
// -- Random
inline float randomFloatBetween(float min, float max) {
float random = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
return (max - min) * random + min;
}
inline int randomIntBetween(int min, int max) {
return static_cast<int>(randomFloatBetween(min, max));
}
struct Vector2 {
float x = 0;
float y = 0;
Vector2();
Vector2(float inX, float inY);
Vector2 operator+(Vector2 other);
Vector2& operator+=(Vector2 other);
Vector2 operator-(Vector2 other);
Vector2 operator*(float s);
Vector2 operator/(float s);
float dot(Vector2 other);
float length();
Vector2 normalize();
Vector2 negate();
Vector2 getPerp();
Vector2 rotate(float angle);
float determinant(Vector2 other);
void printDebug(const char* name);
};
struct Vector3 {
float x = 0.f;
float y = 0.f;
float z = 0.f;
Vector3();
Vector3(float value);
Vector3(float x, float y, float z);
float length();
float dot(const Vector3& other);
Vector3 scale(float scalar);
Vector3 add(const Vector3& other);
Vector3 subtract(const Vector3& other);
Vector3 negate();
Vector3 cross(const Vector3& other);
Vector3 normalize();
Vector3 operator+(const Vector3& v2);
Vector3& operator+=(Vector3 other);
Vector3 operator-(const Vector3& v2);
Vector3 operator-();
Vector3 operator*(float value);
Vector3 operator*(const Vector3& v2);
Vector3 operator/(const Vector3& v2);
float operator[](int index);
void printDebug(const char* name);
};
struct Vector4 {
float x = 0.f;
float y = 0.f;
float z = 0.f;
float w = 1.f;
Vector4();
Vector4(float value);
Vector4(float inX, float inY, float inZ, float inW);
Vector4 fromColor(float r, float g, float b, float a);
Vector4 toNormalizedColor();
float length();
Vector4 normalize();
float dot(const Vector4& other);
Vector4 scale(float scalar);
Vector4 add(const Vector4& other);
Vector4 subtract(const Vector4& other);
Vector4 negate();
Vector4 cross(const Vector4& other);
Vector4 operator+(const Vector4& v2);
Vector4 operator-(const Vector4& v2);
Vector4 operator-();
Vector4 operator*(float value);
Vector4 operator*(const Vector4& v2);
float operator[](int index);
void printDebug(const char* name);
};
Vector4 lerp(Vector4 start, Vector4 end, float t);
struct Mat4x4 {
float m[16] = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
Mat4x4 copy();
Mat4x4 scale(Vector3 v);
Mat4x4 translate(Vector3 v);
Mat4x4 translateByVec2(Vector2 v);
Mat4x4 rotate2D(float angle);
Mat4x4 getXRotationMatrix(float angleRadians);
Mat4x4 getYRotationMatrix(float angleRadians);
Mat4x4 getZRotationMatrix(float angleRadians);
Mat4x4 rotate(float xRadians, float yRadians, float zRadians);
Vector2 multByVec2(Vector2 v);
Vector2 operator*(Vector2 v);
Mat4x4 multMat4x4(const Mat4x4& other);
Mat4x4 operator*(const Mat4x4& other);
Mat4x4 getOrthographicMatrix(float left, float right, float bottom, float top);
Mat4x4 inverse();
Mat4x4 getPerspectiveProjection(float near, float far, float fieldOfViewRadians, float aspectRatio);
void print();
};
struct Quaternion {
float w = 1;
float x = 0;
float y = 0;
float z = 0;
Quaternion();
Quaternion(float inW, float inX, float inY, float inZ);
float operator [](int index);
Quaternion operator*(const Quaternion& other) const;
Quaternion operator*(const float& scale) const;
Quaternion operator+(const Quaternion& other) const;
Quaternion operator-(const Quaternion& other) const;
Quaternion interpolate(const Quaternion& other, const float factor);
Mat4x4 toMatrix() const;
Quaternion normalize() const;
float length() const;
float dot(const Quaternion& other) const;
void printDebug(const char* name);
};
Quaternion quaternionFromRotation(Vector3 axis, float angleRadians);
Quaternion quaternionFromEulerAngle(float yaw, float pitch, float roll);
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