Add custom types for position (#15204)

This commit is contained in:
Scott Lahteine
2019-09-29 04:25:39 -05:00
committed by GitHub
parent 43d6e9fa43
commit 50e4545255
227 changed files with 3147 additions and 3264 deletions

View File

@@ -40,33 +40,40 @@
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "../core/types.h"
class matrix_3x3;
struct vector_3 {
float x, y, z;
struct vector_3 : xyz_float_t {
vector_3();
vector_3(float x, float y, float z);
vector_3(const float &_x, const float &_y, const float &_z) { set(_x, _y, _z); }
vector_3(const xy_float_t &in) { set(in.x, in.y); }
vector_3(const xyz_float_t &in) { set(in.x, in.y, in.z); }
vector_3(const xyze_float_t &in) { set(in.x, in.y, in.z); }
// Factory method
static vector_3 cross(const vector_3 &a, const vector_3 &b);
vector_3 operator+(const vector_3 &v);
vector_3 operator-(const vector_3 &v);
vector_3 operator* (const float &v);
vector_3& operator*=(const float &v);
// Modifiers
void normalize();
void apply_rotation(const matrix_3x3 &matrix);
// Accessors
float get_length() const;
vector_3 get_normal() const;
// Operators
FORCE_INLINE vector_3 operator+(const vector_3 &v) const { vector_3 o = *this; o += v; return o; }
FORCE_INLINE vector_3 operator-(const vector_3 &v) const { vector_3 o = *this; o -= v; return o; }
FORCE_INLINE vector_3 operator*(const float &v) const { vector_3 o = *this; o *= v; return o; }
void debug(PGM_P const title);
void apply_rotation(const matrix_3x3 &matrix);
};
struct matrix_3x3 {
float matrix[9];
abc_float_t vectors[3];
// Factory methods
static matrix_3x3 create_from_rows(const vector_3 &row_0, const vector_3 &row_1, const vector_3 &row_2);
static matrix_3x3 create_look_at(const vector_3 &target);
static matrix_3x3 transpose(const matrix_3x3 &original);
@@ -76,5 +83,7 @@ struct matrix_3x3 {
void debug(PGM_P const title);
};
void apply_rotation_xyz(const matrix_3x3 &rotationMatrix, float &x, float &y, float &z);
FORCE_INLINE void apply_rotation_xyz(const matrix_3x3 &rotationMatrix, xyz_pos_t &pos) {
apply_rotation_xyz(rotationMatrix, pos.x, pos.y, pos.z);
}