/*
-Copyright (C) 2001-2006, William Joseph.
-All Rights Reserved.
+ Copyright (C) 2001-2006, William Joseph.
+ All Rights Reserved.
-This file is part of GtkRadiant.
+ This file is part of GtkRadiant.
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
+ GtkRadiant is free software; you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation; either version 2 of the License, or
+ (at your option) any later version.
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+ GtkRadiant is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-*/
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ */
-#if !defined(INCLUDED_MATH_VECTOR_H)
+#if !defined( INCLUDED_MATH_VECTOR_H )
#define INCLUDED_MATH_VECTOR_H
/// \file
#include "generic/vector.h"
-#if defined (_MSC_VER)
+#if defined ( _MSC_VER )
-inline int lrint (double flt)
-{
- int i;
+inline int lrint( double flt ){
+ int i;
_asm
{
- fld flt
+ fld flt
fistp i
- };
-
+ };
+
return i;
-}
+}
-inline __int64 llrint(double f)
-{
- return static_cast<__int64>(f + 0.5);
+inline __int64 llrint( double f ){
+ return static_cast<__int64>( f + 0.5 );
}
-#elif defined(__FreeBSD__)
+#elif defined( __FreeBSD__ )
-inline long lrint(double f)
-{
- return static_cast<long>(f + 0.5);
+inline long lrint( double f ){
+ return static_cast<long>( f + 0.5 );
}
-inline long long llrint(double f)
-{
- return static_cast<long long>(f + 0.5);
+inline long long llrint( double f ){
+ return static_cast<long long>( f + 0.5 );
}
-#elif defined(__GNUC__)
+#elif defined( __GNUC__ )
- // lrint is part of ISO C99
-#define _ISOC9X_SOURCE 1
-#define _ISOC99_SOURCE 1
+// lrint is part of ISO C99
+#define _ISOC9X_SOURCE 1
+#define _ISOC99_SOURCE 1
-#define __USE_ISOC9X 1
-#define __USE_ISOC99 1
+#define __USE_ISOC9X 1
+#define __USE_ISOC99 1
#else
#error "unsupported platform"
/// \brief Returns true if \p self is equal to other \p other within \p epsilon.
template<typename Element, typename OtherElement>
-inline bool float_equal_epsilon(const Element& self, const OtherElement& other, const Element& epsilon)
-{
- return fabs(other - self) < epsilon;
+inline bool float_equal_epsilon( const Element& self, const OtherElement& other, const Element& epsilon ){
+ return fabs( other - self ) < epsilon;
}
/// \brief Returns the value midway between \p self and \p other.
template<typename Element>
-inline Element float_mid(const Element& self, const Element& other)
-{
- return Element((self + other) * 0.5);
+inline Element float_mid( const Element& self, const Element& other ){
+ return Element( ( self + other ) * 0.5 );
}
/// \brief Returns \p f rounded to the nearest integer. Note that this is not the same behaviour as casting from float to int.
template<typename Element>
-inline int float_to_integer(const Element& f)
-{
- return lrint(f);
+inline int float_to_integer( const Element& f ){
+ return lrint( f );
}
/// \brief Returns \p f rounded to the nearest multiple of \p snap.
template<typename Element, typename OtherElement>
-inline Element float_snapped(const Element& f, const OtherElement& snap)
-{
- //return Element(float_to_integer(f / snap) * snap);
- return Element(llrint(f / snap) * snap); // llrint has more significant bits
+inline Element float_snapped( const Element& f, const OtherElement& snap ){
+ //return Element(float_to_integer(f / snap) * snap);
+ if ( snap == 0 ) {
+ return f;
+ }
+ return Element( llrint( f / snap ) * snap ); // llrint has more significant bits
}
/// \brief Returns true if \p f has no decimal fraction part.
template<typename Element>
-inline bool float_is_integer(const Element& f)
-{
- return f == Element(float_to_integer(f));
+inline bool float_is_integer( const Element& f ){
+ return f == Element( float_to_integer( f ) );
}
/// \brief Returns \p self modulated by the range [0, \p modulus)
/// \p self must be in the range [\p -modulus, \p modulus)
template<typename Element, typename ModulusElement>
-inline Element float_mod_range(const Element& self, const ModulusElement& modulus)
-{
- return Element((self < 0.0) ? self + modulus : self);
+inline Element float_mod_range( const Element& self, const ModulusElement& modulus ){
+ return Element( ( self < 0.0 ) ? self + modulus : self );
}
/// \brief Returns \p self modulated by the range [0, \p modulus)
template<typename Element, typename ModulusElement>
-inline Element float_mod(const Element& self, const ModulusElement& modulus)
-{
- return float_mod_range(Element(fmod(static_cast<double>(self), static_cast<double>(modulus))), modulus);
+inline Element float_mod( const Element& self, const ModulusElement& modulus ){
+ return float_mod_range( Element( fmod( static_cast<double>( self ), static_cast<double>( modulus ) ) ), modulus );
}
template<typename Element, typename OtherElement>
-inline BasicVector2<Element> vector2_added(const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other)
-{
- return BasicVector2<Element>(
- Element(self.x() + other.x()),
- Element(self.y() + other.y())
- );
+inline BasicVector2<Element> vector2_added( const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other ){
+ return BasicVector2<Element>(
+ Element( self.x() + other.x() ),
+ Element( self.y() + other.y() )
+ );
}
template<typename Element, typename OtherElement>
-inline BasicVector2<Element> operator+(const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other)
-{
- return vector2_added(self, other);
+inline BasicVector2<Element> operator+( const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other ){
+ return vector2_added( self, other );
}
template<typename Element, typename OtherElement>
-inline void vector2_add(BasicVector2<Element>& self, const BasicVector2<OtherElement>& other)
-{
- self.x() += Element(other.x());
- self.y() += Element(other.y());
+inline void vector2_add( BasicVector2<Element>& self, const BasicVector2<OtherElement>& other ){
+ self.x() += Element( other.x() );
+ self.y() += Element( other.y() );
}
template<typename Element, typename OtherElement>
-inline void operator+=(BasicVector2<Element>& self, const BasicVector2<OtherElement>& other)
-{
- vector2_add(self, other);
+inline void operator+=( BasicVector2<Element>& self, const BasicVector2<OtherElement>& other ){
+ vector2_add( self, other );
}
template<typename Element, typename OtherElement>
-inline BasicVector2<Element> vector2_subtracted(const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other)
-{
- return BasicVector2<Element>(
- Element(self.x() - other.x()),
- Element(self.y() - other.y())
- );
+inline BasicVector2<Element> vector2_subtracted( const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other ){
+ return BasicVector2<Element>(
+ Element( self.x() - other.x() ),
+ Element( self.y() - other.y() )
+ );
}
template<typename Element, typename OtherElement>
-inline BasicVector2<Element> operator-(const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other)
-{
- return vector2_subtracted(self, other);
+inline BasicVector2<Element> operator-( const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other ){
+ return vector2_subtracted( self, other );
}
template<typename Element, typename OtherElement>
-inline void vector2_subtract(BasicVector2<Element>& self, const BasicVector2<OtherElement>& other)
-{
- self.x() -= Element(other.x());
- self.y() -= lement(other.y());
+inline void vector2_subtract( BasicVector2<Element>& self, const BasicVector2<OtherElement>& other ){
+ self.x() -= Element( other.x() );
+ self.y() -= lement( other.y() );
}
template<typename Element, typename OtherElement>
-inline void operator-=(BasicVector2<Element>& self, const BasicVector2<OtherElement>& other)
-{
- vector2_subtract(self, other);
+inline void operator-=( BasicVector2<Element>& self, const BasicVector2<OtherElement>& other ){
+ vector2_subtract( self, other );
}
template<typename Element, typename OtherElement>
-inline BasicVector2<Element> vector2_scaled(const BasicVector2<Element>& self, OtherElement other)
-{
- return BasicVector2<Element>(
- Element(self.x() * other),
- Element(self.y() * other)
- );
+inline BasicVector2<Element> vector2_scaled( const BasicVector2<Element>& self, OtherElement other ){
+ return BasicVector2<Element>(
+ Element( self.x() * other ),
+ Element( self.y() * other )
+ );
}
template<typename Element, typename OtherElement>
-inline BasicVector2<Element> operator*(const BasicVector2<Element>& self, OtherElement other)
-{
- return vector2_scaled(self, other);
+inline BasicVector2<Element> operator*( const BasicVector2<Element>& self, OtherElement other ){
+ return vector2_scaled( self, other );
}
template<typename Element, typename OtherElement>
-inline void vector2_scale(BasicVector2<Element>& self, OtherElement other)
-{
- self.x() *= Element(other);
- self.y() *= Element(other);
+inline void vector2_scale( BasicVector2<Element>& self, OtherElement other ){
+ self.x() *= Element( other );
+ self.y() *= Element( other );
}
template<typename Element, typename OtherElement>
-inline void operator*=(BasicVector2<Element>& self, OtherElement other)
-{
- vector2_scale(self, other);
+inline void operator*=( BasicVector2<Element>& self, OtherElement other ){
+ vector2_scale( self, other );
}
template<typename Element, typename OtherElement>
-inline BasicVector2<Element> vector2_scaled(const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other)
-{
- return BasicVector2<Element>(
- Element(self.x() * other.x()),
- Element(self.y() * other.y())
- );
+inline BasicVector2<Element> vector2_scaled( const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other ){
+ return BasicVector2<Element>(
+ Element( self.x() * other.x() ),
+ Element( self.y() * other.y() )
+ );
}
template<typename Element, typename OtherElement>
-inline BasicVector2<Element> operator*(const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other)
-{
- return vector2_scaled(self, other);
+inline BasicVector2<Element> operator*( const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other ){
+ return vector2_scaled( self, other );
}
template<typename Element, typename OtherElement>
-inline void vector2_scale(BasicVector2<Element>& self, const BasicVector2<OtherElement>& other)
-{
- self.x() *= Element(other.x());
- self.y() *= Element(other.y());
+inline void vector2_scale( BasicVector2<Element>& self, const BasicVector2<OtherElement>& other ){
+ self.x() *= Element( other.x() );
+ self.y() *= Element( other.y() );
}
template<typename Element, typename OtherElement>
-inline void operator*=(BasicVector2<Element>& self, const BasicVector2<OtherElement>& other)
-{
- vector2_scale(self, other);
+inline void operator*=( BasicVector2<Element>& self, const BasicVector2<OtherElement>& other ){
+ vector2_scale( self, other );
}
template<typename Element, typename OtherElement>
-inline BasicVector2<Element> vector2_divided(const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other)
-{
- return BasicVector2<Element>(
- Element(self.x() / other.x()),
- Element(self.y() / other.y())
- );
+inline BasicVector2<Element> vector2_divided( const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other ){
+ return BasicVector2<Element>(
+ Element( self.x() / other.x() ),
+ Element( self.y() / other.y() )
+ );
}
template<typename Element, typename OtherElement>
-inline BasicVector2<Element> operator/(const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other)
-{
- return vector2_divided(self, other);
+inline BasicVector2<Element> operator/( const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other ){
+ return vector2_divided( self, other );
}
template<typename Element, typename OtherElement>
-inline void vector2_divide(BasicVector2<Element>& self, const BasicVector2<OtherElement>& other)
-{
- self.x() /= Element(other.x());
- self.y() /= Element(other.y());
+inline void vector2_divide( BasicVector2<Element>& self, const BasicVector2<OtherElement>& other ){
+ self.x() /= Element( other.x() );
+ self.y() /= Element( other.y() );
}
template<typename Element, typename OtherElement>
-inline void operator/=(BasicVector2<Element>& self, const BasicVector2<OtherElement>& other)
-{
- vector2_divide(self, other);
+inline void operator/=( BasicVector2<Element>& self, const BasicVector2<OtherElement>& other ){
+ vector2_divide( self, other );
}
template<typename Element, typename OtherElement>
-inline BasicVector2<Element> vector2_divided(const BasicVector2<Element>& self, OtherElement other)
-{
- return BasicVector2<Element>(
- Element(self.x() / other),
- Element(self.y() / other)
- );
+inline BasicVector2<Element> vector2_divided( const BasicVector2<Element>& self, OtherElement other ){
+ return BasicVector2<Element>(
+ Element( self.x() / other ),
+ Element( self.y() / other )
+ );
}
template<typename Element, typename OtherElement>
-inline BasicVector2<Element> operator/(const BasicVector2<Element>& self, OtherElement other)
-{
- return vector2_divided(self, other);
+inline BasicVector2<Element> operator/( const BasicVector2<Element>& self, OtherElement other ){
+ return vector2_divided( self, other );
}
template<typename Element, typename OtherElement>
-inline void vector2_divide(BasicVector2<Element>& self, OtherElement other)
-{
- self.x() /= Element(other);
- self.y() /= Element(other);
+inline void vector2_divide( BasicVector2<Element>& self, OtherElement other ){
+ self.x() /= Element( other );
+ self.y() /= Element( other );
}
template<typename Element, typename OtherElement>
-inline void operator/=(BasicVector2<Element>& self, OtherElement other)
-{
- vector2_divide(self, other);
+inline void operator/=( BasicVector2<Element>& self, OtherElement other ){
+ vector2_divide( self, other );
}
template<typename Element, typename OtherElement>
-inline double vector2_dot(const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other)
-{
- return self.x() * other.x() + self.y() * other.y();
+inline double vector2_dot( const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other ){
+ return self.x() * other.x() + self.y() * other.y();
}
template<typename Element>
-inline double vector2_length_squared(const BasicVector2<Element>& self)
-{
- return vector2_dot(self, self);
+inline double vector2_length_squared( const BasicVector2<Element>& self ){
+ return vector2_dot( self, self );
}
template<typename Element>
-inline double vector2_length(const BasicVector2<Element>& self)
-{
- return sqrt(vector2_length_squared(self));
+inline double vector2_length( const BasicVector2<Element>& self ){
+ return sqrt( vector2_length_squared( self ) );
}
template<typename Element, typename OtherElement>
-inline double vector2_cross(const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other)
-{
- return self.x() * other.y() - self.y() * other.x();
+inline double vector2_cross( const BasicVector2<Element>& self, const BasicVector2<OtherElement>& other ){
+ return self.x() * other.y() - self.y() * other.x();
}
-const Vector3 g_vector3_identity(0, 0, 0);
-const Vector3 g_vector3_max = Vector3(FLT_MAX, FLT_MAX, FLT_MAX);
-const Vector3 g_vector3_axis_x(1, 0, 0);
-const Vector3 g_vector3_axis_y(0, 1, 0);
-const Vector3 g_vector3_axis_z(0, 0, 1);
+const Vector3 g_vector3_identity( 0, 0, 0 );
+const Vector3 g_vector3_max = Vector3( FLT_MAX, FLT_MAX, FLT_MAX );
+const Vector3 g_vector3_axis_x( 1, 0, 0 );
+const Vector3 g_vector3_axis_y( 0, 1, 0 );
+const Vector3 g_vector3_axis_z( 0, 0, 1 );
const Vector3 g_vector3_axes[3] = { g_vector3_axis_x, g_vector3_axis_y, g_vector3_axis_z };
template<typename Element, typename OtherElement>
-inline void vector3_swap(BasicVector3<Element>& self, BasicVector3<OtherElement>& other)
-{
- std::swap(self.x(), other.x());
- std::swap(self.y(), other.y());
- std::swap(self.z(), other.z());
+inline void vector3_swap( BasicVector3<Element>& self, BasicVector3<OtherElement>& other ){
+ std::swap( self.x(), other.x() );
+ std::swap( self.y(), other.y() );
+ std::swap( self.z(), other.z() );
}
template<typename Element, typename OtherElement>
-inline bool vector3_equal(const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- return self.x() == other.x() && self.y() == other.y() && self.z() == other.z();
+inline bool vector3_equal( const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ return self.x() == other.x() && self.y() == other.y() && self.z() == other.z();
}
template<typename Element, typename OtherElement>
-inline bool operator==(const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- return vector3_equal(self, other);
+inline bool operator==( const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ return vector3_equal( self, other );
}
template<typename Element, typename OtherElement>
-inline bool operator!=(const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- return !vector3_equal(self, other);
+inline bool operator!=( const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ return !vector3_equal( self, other );
}
template<typename Element, typename OtherElement, typename Epsilon>
-inline bool vector3_equal_epsilon(const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other, Epsilon epsilon)
-{
- return float_equal_epsilon(self.x(), other.x(), epsilon)
- && float_equal_epsilon(self.y(), other.y(), epsilon)
- && float_equal_epsilon(self.z(), other.z(), epsilon);
+inline bool vector3_equal_epsilon( const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other, Epsilon epsilon ){
+ return float_equal_epsilon( self.x(), other.x(), epsilon )
+ && float_equal_epsilon( self.y(), other.y(), epsilon )
+ && float_equal_epsilon( self.z(), other.z(), epsilon );
}
template<typename Element, typename OtherElement>
-inline BasicVector3<Element> vector3_added(const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- return BasicVector3<Element>(
- Element(self.x() + other.x()),
- Element(self.y() + other.y()),
- Element(self.z() + other.z())
- );
+inline BasicVector3<Element> vector3_added( const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ return BasicVector3<Element>(
+ Element( self.x() + other.x() ),
+ Element( self.y() + other.y() ),
+ Element( self.z() + other.z() )
+ );
}
template<typename Element, typename OtherElement>
-inline BasicVector3<Element> operator+(const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- return vector3_added(self, other);
+inline BasicVector3<Element> operator+( const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ return vector3_added( self, other );
}
template<typename Element, typename OtherElement>
-inline void vector3_add(BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- self.x() += static_cast<Element>(other.x());
- self.y() += static_cast<Element>(other.y());
- self.z() += static_cast<Element>(other.z());
+inline void vector3_add( BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ self.x() += static_cast<Element>( other.x() );
+ self.y() += static_cast<Element>( other.y() );
+ self.z() += static_cast<Element>( other.z() );
}
template<typename Element, typename OtherElement>
-inline void operator+=(BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- vector3_add(self, other);
+inline void operator+=( BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ vector3_add( self, other );
}
template<typename Element, typename OtherElement>
-inline BasicVector3<Element> vector3_subtracted(const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- return BasicVector3<Element>(
- Element(self.x() - other.x()),
- Element(self.y() - other.y()),
- Element(self.z() - other.z())
- );
+inline BasicVector3<Element> vector3_subtracted( const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ return BasicVector3<Element>(
+ Element( self.x() - other.x() ),
+ Element( self.y() - other.y() ),
+ Element( self.z() - other.z() )
+ );
}
template<typename Element, typename OtherElement>
-inline BasicVector3<Element> operator-(const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- return vector3_subtracted(self, other);
+inline BasicVector3<Element> operator-( const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ return vector3_subtracted( self, other );
}
template<typename Element, typename OtherElement>
-inline void vector3_subtract(BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- self.x() -= static_cast<Element>(other.x());
- self.y() -= static_cast<Element>(other.y());
- self.z() -= static_cast<Element>(other.z());
+inline void vector3_subtract( BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ self.x() -= static_cast<Element>( other.x() );
+ self.y() -= static_cast<Element>( other.y() );
+ self.z() -= static_cast<Element>( other.z() );
}
template<typename Element, typename OtherElement>
-inline void operator-=(BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- vector3_subtract(self, other);
+inline void operator-=( BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ vector3_subtract( self, other );
}
template<typename Element, typename OtherElement>
-inline BasicVector3<Element> vector3_scaled(const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- return BasicVector3<Element>(
- Element(self.x() * other.x()),
- Element(self.y() * other.y()),
- Element(self.z() * other.z())
- );
+inline BasicVector3<Element> vector3_scaled( const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ return BasicVector3<Element>(
+ Element( self.x() * other.x() ),
+ Element( self.y() * other.y() ),
+ Element( self.z() * other.z() )
+ );
}
template<typename Element, typename OtherElement>
-inline BasicVector3<Element> operator*(const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- return vector3_scaled(self, other);
+inline BasicVector3<Element> operator*( const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ return vector3_scaled( self, other );
}
template<typename Element, typename OtherElement>
-inline void vector3_scale(BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- self.x() *= static_cast<Element>(other.x());
- self.y() *= static_cast<Element>(other.y());
- self.z() *= static_cast<Element>(other.z());
+inline void vector3_scale( BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ self.x() *= static_cast<Element>( other.x() );
+ self.y() *= static_cast<Element>( other.y() );
+ self.z() *= static_cast<Element>( other.z() );
}
template<typename Element, typename OtherElement>
-inline void operator*=(BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- vector3_scale(self, other);
+inline void operator*=( BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ vector3_scale( self, other );
}
template<typename Element, typename OtherElement>
-inline BasicVector3<Element> vector3_scaled(const BasicVector3<Element>& self, const OtherElement& scale)
-{
- return BasicVector3<Element>(
- Element(self.x() * scale),
- Element(self.y() * scale),
- Element(self.z() * scale)
- );
+inline BasicVector3<Element> vector3_scaled( const BasicVector3<Element>& self, const OtherElement& scale ){
+ return BasicVector3<Element>(
+ Element( self.x() * scale ),
+ Element( self.y() * scale ),
+ Element( self.z() * scale )
+ );
}
template<typename Element, typename OtherElement>
-inline BasicVector3<Element> operator*(const BasicVector3<Element>& self, const OtherElement& scale)
-{
- return vector3_scaled(self, scale);
+inline BasicVector3<Element> operator*( const BasicVector3<Element>& self, const OtherElement& scale ){
+ return vector3_scaled( self, scale );
}
template<typename Element, typename OtherElement>
-inline void vector3_scale(BasicVector3<Element>& self, const OtherElement& scale)
-{
- self.x() *= static_cast<Element>(scale);
- self.y() *= static_cast<Element>(scale);
- self.z() *= static_cast<Element>(scale);
+inline void vector3_scale( BasicVector3<Element>& self, const OtherElement& scale ){
+ self.x() *= static_cast<Element>( scale );
+ self.y() *= static_cast<Element>( scale );
+ self.z() *= static_cast<Element>( scale );
}
template<typename Element, typename OtherElement>
-inline void operator*=(BasicVector3<Element>& self, const OtherElement& scale)
-{
- vector3_scale(self, scale);
+inline void operator*=( BasicVector3<Element>& self, const OtherElement& scale ){
+ vector3_scale( self, scale );
}
template<typename Element, typename OtherElement>
-inline BasicVector3<Element> vector3_divided(const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- return BasicVector3<Element>(
- Element(self.x() / other.x()),
- Element(self.y() / other.y()),
- Element(self.z() / other.z())
- );
+inline BasicVector3<Element> vector3_divided( const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ return BasicVector3<Element>(
+ Element( self.x() / other.x() ),
+ Element( self.y() / other.y() ),
+ Element( self.z() / other.z() )
+ );
}
template<typename Element, typename OtherElement>
-inline BasicVector3<Element> operator/(const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- return vector3_divided(self, other);
+inline BasicVector3<Element> operator/( const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ return vector3_divided( self, other );
}
template<typename Element, typename OtherElement>
-inline void vector3_divide(BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- self.x() /= static_cast<Element>(other.x());
- self.y() /= static_cast<Element>(other.y());
- self.z() /= static_cast<Element>(other.z());
+inline void vector3_divide( BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ self.x() /= static_cast<Element>( other.x() );
+ self.y() /= static_cast<Element>( other.y() );
+ self.z() /= static_cast<Element>( other.z() );
}
template<typename Element, typename OtherElement>
-inline void operator/=(BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- vector3_divide(self, other);
+inline void operator/=( BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ vector3_divide( self, other );
}
template<typename Element, typename OtherElement>
-inline BasicVector3<Element> vector3_divided(const BasicVector3<Element>& self, const OtherElement& divisor)
-{
- return BasicVector3<Element>(
- Element(self.x() / divisor),
- Element(self.y() / divisor),
- Element(self.z() / divisor)
- );
+inline BasicVector3<Element> vector3_divided( const BasicVector3<Element>& self, const OtherElement& divisor ){
+ return BasicVector3<Element>(
+ Element( self.x() / divisor ),
+ Element( self.y() / divisor ),
+ Element( self.z() / divisor )
+ );
}
template<typename Element, typename OtherElement>
-inline BasicVector3<Element> operator/(const BasicVector3<Element>& self, const OtherElement& divisor)
-{
- return vector3_divided(self, divisor);
+inline BasicVector3<Element> operator/( const BasicVector3<Element>& self, const OtherElement& divisor ){
+ return vector3_divided( self, divisor );
}
template<typename Element, typename OtherElement>
-inline void vector3_divide(BasicVector3<Element>& self, const OtherElement& divisor)
-{
- self.x() /= static_cast<Element>(divisor);
- self.y() /= static_cast<Element>(divisor);
- self.z() /= static_cast<Element>(divisor);
+inline void vector3_divide( BasicVector3<Element>& self, const OtherElement& divisor ){
+ self.x() /= static_cast<Element>( divisor );
+ self.y() /= static_cast<Element>( divisor );
+ self.z() /= static_cast<Element>( divisor );
}
template<typename Element, typename OtherElement>
-inline void operator/=(BasicVector3<Element>& self, const OtherElement& divisor)
-{
- vector3_divide(self, divisor);
+inline void operator/=( BasicVector3<Element>& self, const OtherElement& divisor ){
+ vector3_divide( self, divisor );
}
template<typename Element, typename OtherElement>
-inline double vector3_dot(const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- return self.x() * other.x() + self.y() * other.y() + self.z() * other.z();
+inline double vector3_dot( const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ return self.x() * other.x() + self.y() * other.y() + self.z() * other.z();
}
template<typename Element>
-inline BasicVector3<Element> vector3_mid(const BasicVector3<Element>& begin, const BasicVector3<Element>& end)
-{
- return vector3_scaled(vector3_added(begin, end), 0.5);
+inline BasicVector3<Element> vector3_mid( const BasicVector3<Element>& begin, const BasicVector3<Element>& end ){
+ return vector3_scaled( vector3_added( begin, end ), 0.5 );
}
template<typename Element, typename OtherElement>
-inline BasicVector3<Element> vector3_cross(const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other)
-{
- return BasicVector3<Element>(
- Element(self.y() * other.z() - self.z() * other.y()),
- Element(self.z() * other.x() - self.x() * other.z()),
- Element(self.x() * other.y() - self.y() * other.x())
- );
+inline BasicVector3<Element> vector3_cross( const BasicVector3<Element>& self, const BasicVector3<OtherElement>& other ){
+ return BasicVector3<Element>(
+ Element( self.y() * other.z() - self.z() * other.y() ),
+ Element( self.z() * other.x() - self.x() * other.z() ),
+ Element( self.x() * other.y() - self.y() * other.x() )
+ );
}
template<typename Element>
-inline BasicVector3<Element> vector3_negated(const BasicVector3<Element>& self)
-{
- return BasicVector3<Element>(-self.x(), -self.y(), -self.z());
+inline BasicVector3<Element> vector3_negated( const BasicVector3<Element>& self ){
+ return BasicVector3<Element>( -self.x(), -self.y(), -self.z() );
}
template<typename Element>
-inline BasicVector3<Element> operator-(const BasicVector3<Element>& self)
-{
- return vector3_negated(self);
+inline BasicVector3<Element> operator-( const BasicVector3<Element>& self ){
+ return vector3_negated( self );
}
template<typename Element>
-inline void vector3_negate(BasicVector3<Element>& self)
-{
- self = vector3_negated(self);
+inline void vector3_negate( BasicVector3<Element>& self ){
+ self = vector3_negated( self );
}
template<typename Element>
-inline double vector3_length_squared(const BasicVector3<Element>& self)
-{
- return vector3_dot(self, self);
+inline double vector3_length_squared( const BasicVector3<Element>& self ){
+ return vector3_dot( self, self );
}
template<typename Element>
-inline double vector3_length(const BasicVector3<Element>& self)
-{
- return sqrt(vector3_length_squared(self));
+inline double vector3_length( const BasicVector3<Element>& self ){
+ return sqrt( vector3_length_squared( self ) );
}
template<typename Element>
-inline Element float_divided(Element f, Element other)
-{
- //ASSERT_MESSAGE(other != 0, "float_divided: invalid divisor");
- return f / other;
+inline Element float_divided( Element f, Element other ){
+ //ASSERT_MESSAGE(other != 0, "float_divided: invalid divisor");
+ return f / other;
}
template<typename Element>
-inline BasicVector3<Element> vector3_normalised(const BasicVector3<Element>& self)
-{
- return vector3_scaled(self, float_divided(1.0, vector3_length(self)));
+inline BasicVector3<Element> vector3_normalised( const BasicVector3<Element>& self ){
+ return vector3_scaled( self, float_divided( 1.0, vector3_length( self ) ) );
}
template<typename Element>
-inline void vector3_normalise(BasicVector3<Element>& self)
-{
- self = vector3_normalised(self);
+inline void vector3_normalise( BasicVector3<Element>& self ){
+ self = vector3_normalised( self );
}
template<typename Element>
-inline BasicVector3<Element> vector3_snapped(const BasicVector3<Element>& self)
-{
- return BasicVector3<Element>(
- Element(float_to_integer(self.x())),
- Element(float_to_integer(self.y())),
- Element(float_to_integer(self.z()))
- );
+inline BasicVector3<Element> vector3_snapped( const BasicVector3<Element>& self ){
+ return BasicVector3<Element>(
+ Element( float_to_integer( self.x() ) ),
+ Element( float_to_integer( self.y() ) ),
+ Element( float_to_integer( self.z() ) )
+ );
}
template<typename Element>
-inline void vector3_snap(BasicVector3<Element>& self)
-{
- self = vector3_snapped(self);
+inline void vector3_snap( BasicVector3<Element>& self ){
+ self = vector3_snapped( self );
}
template<typename Element, typename OtherElement>
-inline BasicVector3<Element> vector3_snapped(const BasicVector3<Element>& self, const OtherElement& snap)
-{
- return BasicVector3<Element>(
- Element(float_snapped(self.x(), snap)),
- Element(float_snapped(self.y(), snap)),
- Element(float_snapped(self.z(), snap))
- );
+inline BasicVector3<Element> vector3_snapped( const BasicVector3<Element>& self, const OtherElement& snap ){
+ return BasicVector3<Element>(
+ Element( float_snapped( self.x(), snap ) ),
+ Element( float_snapped( self.y(), snap ) ),
+ Element( float_snapped( self.z(), snap ) )
+ );
}
template<typename Element, typename OtherElement>
-inline void vector3_snap(BasicVector3<Element>& self, const OtherElement& snap)
-{
- self = vector3_snapped(self, snap);
+inline void vector3_snap( BasicVector3<Element>& self, const OtherElement& snap ){
+ self = vector3_snapped( self, snap );
}
-inline Vector3 vector3_for_spherical(double theta, double phi)
-{
- return Vector3(
- static_cast<float>(cos(theta) * cos(phi)),
- static_cast<float>(sin(theta) * cos(phi)),
- static_cast<float>(sin(phi))
- );
+inline Vector3 vector3_for_spherical( double theta, double phi ){
+ return Vector3(
+ static_cast<float>( cos( theta ) * cos( phi ) ),
+ static_cast<float>( sin( theta ) * cos( phi ) ),
+ static_cast<float>( sin( phi ) )
+ );
}
template<typename Element, typename OtherElement>
-inline bool vector4_equal(const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other)
-{
- return self.x() == other.x() && self.y() == other.y() && self.z() == other.z() && self.w() == other.w();
+inline bool vector4_equal( const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other ){
+ return self.x() == other.x() && self.y() == other.y() && self.z() == other.z() && self.w() == other.w();
}
template<typename Element, typename OtherElement>
-inline bool operator==(const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other)
-{
- return vector4_equal(self, other);
+inline bool operator==( const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other ){
+ return vector4_equal( self, other );
}
template<typename Element, typename OtherElement>
-inline bool operator!=(const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other)
-{
- return !vector4_equal(self, other);
+inline bool operator!=( const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other ){
+ return !vector4_equal( self, other );
}
template<typename Element, typename OtherElement>
-inline bool vector4_equal_epsilon(const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other, Element epsilon)
-{
- return float_equal_epsilon(self.x(), other.x(), epsilon)
- && float_equal_epsilon(self.y(), other.y(), epsilon)
- && float_equal_epsilon(self.z(), other.z(), epsilon)
- && float_equal_epsilon(self.w(), other.w(), epsilon);
+inline bool vector4_equal_epsilon( const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other, Element epsilon ){
+ return float_equal_epsilon( self.x(), other.x(), epsilon )
+ && float_equal_epsilon( self.y(), other.y(), epsilon )
+ && float_equal_epsilon( self.z(), other.z(), epsilon )
+ && float_equal_epsilon( self.w(), other.w(), epsilon );
}
template<typename Element, typename OtherElement>
-inline BasicVector4<Element> vector4_added(const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other)
-{
- return BasicVector4<Element>(
- float(self.x() + other.x()),
- float(self.y() + other.y()),
- float(self.z() + other.z()),
- float(self.w() + other.w())
- );
+inline BasicVector4<Element> vector4_added( const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other ){
+ return BasicVector4<Element>(
+ float(self.x() + other.x() ),
+ float(self.y() + other.y() ),
+ float(self.z() + other.z() ),
+ float(self.w() + other.w() )
+ );
}
template<typename Element, typename OtherElement>
-inline BasicVector4<Element> operator+(const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other)
-{
- return vector4_added(self, other);
+inline BasicVector4<Element> operator+( const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other ){
+ return vector4_added( self, other );
}
template<typename Element, typename OtherElement>
-inline void vector4_add(BasicVector4<Element>& self, const BasicVector4<OtherElement>& other)
-{
- self.x() += static_cast<float>(other.x());
- self.y() += static_cast<float>(other.y());
- self.z() += static_cast<float>(other.z());
- self.w() += static_cast<float>(other.w());
+inline void vector4_add( BasicVector4<Element>& self, const BasicVector4<OtherElement>& other ){
+ self.x() += static_cast<float>( other.x() );
+ self.y() += static_cast<float>( other.y() );
+ self.z() += static_cast<float>( other.z() );
+ self.w() += static_cast<float>( other.w() );
}
template<typename Element, typename OtherElement>
-inline void operator+=(BasicVector4<Element>& self, const BasicVector4<OtherElement>& other)
-{
- vector4_add(self, other);
+inline void operator+=( BasicVector4<Element>& self, const BasicVector4<OtherElement>& other ){
+ vector4_add( self, other );
}
template<typename Element, typename OtherElement>
-inline BasicVector4<Element> vector4_subtracted(const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other)
-{
- return BasicVector4<Element>(
- float(self.x() - other.x()),
- float(self.y() - other.y()),
- float(self.z() - other.z()),
- float(self.w() - other.w())
- );
+inline BasicVector4<Element> vector4_subtracted( const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other ){
+ return BasicVector4<Element>(
+ float(self.x() - other.x() ),
+ float(self.y() - other.y() ),
+ float(self.z() - other.z() ),
+ float(self.w() - other.w() )
+ );
}
template<typename Element, typename OtherElement>
-inline BasicVector4<Element> operator-(const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other)
-{
- return vector4_subtracted(self, other);
+inline BasicVector4<Element> operator-( const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other ){
+ return vector4_subtracted( self, other );
}
template<typename Element, typename OtherElement>
-inline void vector4_subtract(BasicVector4<Element>& self, const BasicVector4<OtherElement>& other)
-{
- self.x() -= static_cast<float>(other.x());
- self.y() -= static_cast<float>(other.y());
- self.z() -= static_cast<float>(other.z());
- self.w() -= static_cast<float>(other.w());
+inline void vector4_subtract( BasicVector4<Element>& self, const BasicVector4<OtherElement>& other ){
+ self.x() -= static_cast<float>( other.x() );
+ self.y() -= static_cast<float>( other.y() );
+ self.z() -= static_cast<float>( other.z() );
+ self.w() -= static_cast<float>( other.w() );
}
template<typename Element, typename OtherElement>
-inline void operator-=(BasicVector4<Element>& self, const BasicVector4<OtherElement>& other)
-{
- vector4_subtract(self, other);
+inline void operator-=( BasicVector4<Element>& self, const BasicVector4<OtherElement>& other ){
+ vector4_subtract( self, other );
}
template<typename Element, typename OtherElement>
-inline BasicVector4<Element> vector4_scaled(const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other)
-{
- return BasicVector4<Element>(
- float(self.x() * other.x()),
- float(self.y() * other.y()),
- float(self.z() * other.z()),
- float(self.w() * other.w())
- );
+inline BasicVector4<Element> vector4_scaled( const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other ){
+ return BasicVector4<Element>(
+ float(self.x() * other.x() ),
+ float(self.y() * other.y() ),
+ float(self.z() * other.z() ),
+ float(self.w() * other.w() )
+ );
}
template<typename Element, typename OtherElement>
-inline BasicVector4<Element> operator*(const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other)
-{
- return vector4_scaled(self, other);
+inline BasicVector4<Element> operator*( const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other ){
+ return vector4_scaled( self, other );
}
template<typename Element, typename OtherElement>
-inline void vector4_scale(BasicVector4<Element>& self, const BasicVector4<OtherElement>& other)
-{
- self.x() *= static_cast<float>(other.x());
- self.y() *= static_cast<float>(other.y());
- self.z() *= static_cast<float>(other.z());
- self.w() *= static_cast<float>(other.w());
+inline void vector4_scale( BasicVector4<Element>& self, const BasicVector4<OtherElement>& other ){
+ self.x() *= static_cast<float>( other.x() );
+ self.y() *= static_cast<float>( other.y() );
+ self.z() *= static_cast<float>( other.z() );
+ self.w() *= static_cast<float>( other.w() );
}
template<typename Element, typename OtherElement>
-inline void operator*=(BasicVector4<Element>& self, const BasicVector4<OtherElement>& other)
-{
- vector4_scale(self, other);
+inline void operator*=( BasicVector4<Element>& self, const BasicVector4<OtherElement>& other ){
+ vector4_scale( self, other );
}
template<typename Element, typename OtherElement>
-inline BasicVector4<Element> vector4_scaled(const BasicVector4<Element>& self, OtherElement scale)
-{
- return BasicVector4<Element>(
- float(self.x() * scale),
- float(self.y() * scale),
- float(self.z() * scale),
- float(self.w() * scale)
- );
+inline BasicVector4<Element> vector4_scaled( const BasicVector4<Element>& self, OtherElement scale ){
+ return BasicVector4<Element>(
+ float(self.x() * scale),
+ float(self.y() * scale),
+ float(self.z() * scale),
+ float(self.w() * scale)
+ );
}
template<typename Element, typename OtherElement>
-inline BasicVector4<Element> operator*(const BasicVector4<Element>& self, OtherElement scale)
-{
- return vector4_scaled(self, scale);
+inline BasicVector4<Element> operator*( const BasicVector4<Element>& self, OtherElement scale ){
+ return vector4_scaled( self, scale );
}
template<typename Element, typename OtherElement>
-inline void vector4_scale(BasicVector4<Element>& self, OtherElement scale)
-{
- self.x() *= static_cast<float>(scale);
- self.y() *= static_cast<float>(scale);
- self.z() *= static_cast<float>(scale);
- self.w() *= static_cast<float>(scale);
+inline void vector4_scale( BasicVector4<Element>& self, OtherElement scale ){
+ self.x() *= static_cast<float>( scale );
+ self.y() *= static_cast<float>( scale );
+ self.z() *= static_cast<float>( scale );
+ self.w() *= static_cast<float>( scale );
}
template<typename Element, typename OtherElement>
-inline void operator*=(BasicVector4<Element>& self, OtherElement scale)
-{
- vector4_scale(self, scale);
+inline void operator*=( BasicVector4<Element>& self, OtherElement scale ){
+ vector4_scale( self, scale );
}
template<typename Element, typename OtherElement>
-inline BasicVector4<Element> vector4_divided(const BasicVector4<Element>& self, OtherElement divisor)
-{
- return BasicVector4<Element>(
- float(self.x() / divisor),
- float(self.y() / divisor),
- float(self.z() / divisor),
- float(self.w() / divisor)
- );
+inline BasicVector4<Element> vector4_divided( const BasicVector4<Element>& self, OtherElement divisor ){
+ return BasicVector4<Element>(
+ float(self.x() / divisor),
+ float(self.y() / divisor),
+ float(self.z() / divisor),
+ float(self.w() / divisor)
+ );
}
template<typename Element, typename OtherElement>
-inline BasicVector4<Element> operator/(const BasicVector4<Element>& self, OtherElement divisor)
-{
- return vector4_divided(self, divisor);
+inline BasicVector4<Element> operator/( const BasicVector4<Element>& self, OtherElement divisor ){
+ return vector4_divided( self, divisor );
}
template<typename Element, typename OtherElement>
-inline void vector4_divide(BasicVector4<Element>& self, OtherElement divisor)
-{
- self.x() /= divisor;
- self.y() /= divisor;
- self.z() /= divisor;
- self.w() /= divisor;
+inline void vector4_divide( BasicVector4<Element>& self, OtherElement divisor ){
+ self.x() /= divisor;
+ self.y() /= divisor;
+ self.z() /= divisor;
+ self.w() /= divisor;
}
template<typename Element, typename OtherElement>
-inline void operator/=(BasicVector4<Element>& self, OtherElement divisor)
-{
- vector4_divide(self, divisor);
+inline void operator/=( BasicVector4<Element>& self, OtherElement divisor ){
+ vector4_divide( self, divisor );
}
template<typename Element, typename OtherElement>
-inline double vector4_dot(const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other)
-{
- return self.x() * other.x() + self.y() * other.y() + self.z() * other.z() + self.w() * other.w();
+inline double vector4_dot( const BasicVector4<Element>& self, const BasicVector4<OtherElement>& other ){
+ return self.x() * other.x() + self.y() * other.y() + self.z() * other.z() + self.w() * other.w();
}
template<typename Element>
-inline BasicVector3<Element> vector4_projected(const BasicVector4<Element>& self)
-{
- return vector3_scaled(vector4_to_vector3(self), 1.0 / self[3]);
+inline BasicVector3<Element> vector4_projected( const BasicVector4<Element>& self ){
+ return vector3_scaled( vector4_to_vector3( self ), 1.0 / self[3] );
}
#endif