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-rw-r--r--Source/ThirdParty/ANGLE/util/Vector.cpp180
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diff --git a/Source/ThirdParty/ANGLE/util/Vector.cpp b/Source/ThirdParty/ANGLE/util/Vector.cpp
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+++ b/Source/ThirdParty/ANGLE/util/Vector.cpp
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+//
+// 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.
+//
+// Vector:
+// Vector class for linear math.
+//
+
+#include "Vector.h"
+
+#include <math.h>
+
+Vector2::Vector2() : x(0.0), y(0.0)
+{
+}
+
+Vector2::Vector2(float x, float y) : x(x), y(y)
+{
+}
+
+bool Vector2::operator==(const Vector2 &vec) const
+{
+ return x == vec.x && y == vec.y;
+}
+
+bool Vector2::operator!=(const Vector2 &vec) const
+{
+ return !(*this == vec);
+}
+
+std::ostream &operator<<(std::ostream &stream, const Vector2 &vec)
+{
+ stream << "(" << vec.x << "," << vec.y << ")";
+ return stream;
+}
+
+float Vector2::length(const Vector2 &vec)
+{
+ float lenSquared = lengthSquared(vec);
+ return (lenSquared != 0.0f) ? sqrtf(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) ? sqrtf(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);
+}
+
+bool operator==(const Vector3 &a, const Vector3 &b)
+{
+ return (a.x == b.x && a.y == b.y && a.z == b.z);
+}
+
+bool operator!=(const Vector3 &a, const Vector3 &b)
+{
+ return !(a == b);
+}
+
+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) ? sqrtf(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;
+}