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math3d.h
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math3d.h
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#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