space-game001/ZLMath.h
Vladislav Khorev c5044d42de merge
2025-12-08 00:08:37 +03:00

145 lines
3.4 KiB
C++
Executable File

#pragma once
#include <array>
#include <exception>
#include <stdexcept>
#include <cmath>
namespace ZL {
struct Vector4f
{
std::array<float, 4> v = { 0.f, 0.f, 0.f, 0.f };
Vector4f normalized() const {
double norm = std::sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3]);
Vector4f r;
r.v[0] = v[0] / norm;
r.v[1] = v[1] / norm;
r.v[2] = v[2] / norm;
r.v[3] = v[3] / norm;
return r;
}
double dot(const Vector4f& other) const {
return v[0] * other.v[0] + v[1] * other.v[1] + v[2] * other.v[2] + v[3] * other.v[3];
}
};
struct Vector3f
{
std::array<float, 3> v = { 0.f, 0.f, 0.f };
Vector3f()
{
}
Vector3f(float x, float y, float z)
: v{x,y,z}
{
}
Vector3f normalized() const {
double norm = std::sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
Vector3f r;
r.v[0] = v[0] / norm;
r.v[1] = v[1] / norm;
r.v[2] = v[2] / norm;
return r;
}
float squaredNorm() const {
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
}
// Îïåðàòîð âû÷èòàíèÿ
/*Vector3f operator-(const Vector3f& other) const {
return Vector3f(v[0] - other.v[0], v[1] - other.v[1], v[2] - other.v[2]);
}*/
};
struct Vector2f
{
std::array<float, 2> v = {0.f, 0.f};
};
Vector2f operator+(const Vector2f& x, const Vector2f& y);
Vector2f operator-(const Vector2f& x, const Vector2f& y);
Vector3f operator+(const Vector3f& x, const Vector3f& y);
Vector3f operator-(const Vector3f& x, const Vector3f& y);
Vector4f operator+(const Vector4f& x, const Vector4f& y);
Vector4f operator-(const Vector4f& x, const Vector4f& y);
Vector3f operator-(const Vector3f& x);
struct Matrix3f
{
std::array<float, 9> m = { 0.f, 0.f, 0.f,
0.f, 0.f, 0.f,
0.f, 0.f, 0.f, };
static Matrix3f Identity();
};
struct Matrix4f
{
std::array<float, 16> m = { 0.f, 0.f, 0.f, 0.f,
0.f, 0.f, 0.f, 0.f,
0.f, 0.f, 0.f, 0.f,
0.f, 0.f, 0.f, 0.f };
static Matrix4f Identity();
float& operator()(int row, int col) {
//return m[row * 4 + col]; //OpenGL specific
return m[col * 4 + row];
}
const float& operator()(int row, int col) const {
//return m[row * 4 + col];
return m[col * 4 + row];
}
};
Matrix4f operator*(const Matrix4f& m1, const Matrix4f& m2);
Matrix4f MakeOrthoMatrix(float width, float height, float zNear, float zFar);
Matrix4f MakePerspectiveMatrix(float fovY, float aspectRatio, float zNear, float zFar);
Matrix3f QuatToMatrix(const Vector4f& q);
Vector4f MatrixToQuat(const Matrix3f& m);
Vector4f QuatFromRotateAroundX(float angle);
Vector4f QuatFromRotateAroundY(float angle);
Vector4f QuatFromRotateAroundZ(float angle);
Vector3f operator*(Vector3f v, float scale);
Vector4f operator*(Vector4f v, float scale);
Vector3f MultVectorMatrix(Vector3f v, Matrix3f mt);
Vector4f MultVectorMatrix(Vector4f v, Matrix4f mt);
Vector4f MultMatrixVector(Matrix4f mt, Vector4f v);
Vector3f MultMatrixVector(Matrix3f mt, Vector3f v);
Vector4f slerp(const Vector4f& q1, const Vector4f& q2, float t);
Matrix3f InverseMatrix(const Matrix3f& m);
Matrix4f InverseMatrix(const Matrix4f& m);
Matrix3f MultMatrixMatrix(const Matrix3f& m1, const Matrix3f& m2);
Matrix4f MultMatrixMatrix(const Matrix4f& m1, const Matrix4f& m2);
Matrix4f MakeMatrix4x4(const Matrix3f& m, const Vector3f pos);
};