/** @file vectorMath.h Function aliases for popular vector methods. @maintainer Morgan McGuire, http://graphics.cs.williams.edu @created: 2001-06-02 @edited: 2004-02-02 Copyright 2000-2004, Morgan McGuire. All rights reserved. */ #ifndef G3D_VECTORMATH_H #define G3D_VECTORMATH_H #include "G3D/platform.h" #include "G3D/g3dmath.h" #include "G3D/Vector2.h" #include "G3D/Vector3.h" #include "G3D/Vector4.h" #include "G3D/Matrix3.h" #include "G3D/Matrix4.h" #include "G3D/Color1.h" #include "G3D/Color3.h" #include "G3D/Color4.h" namespace G3D { inline Matrix4 mul(const Matrix4& a, const Matrix4& b) { return a * b; } inline Vector4 mul(const Matrix4& m, const Vector4& v) { return m * v; } inline Vector3 mul(const Matrix3& m, const Vector3& v) { return m * v; } inline Matrix3 mul(const Matrix3& a, const Matrix3& b) { return a * b; } inline float dot(const Vector2& a, const Vector2& b) { return a.dot(b); } inline float dot(const Vector3& a, const Vector3& b) { return a.dot(b); } inline float dot(const Vector4& a, const Vector4& b) { return a.dot(b); } inline Vector2 normalize(const Vector2& v) { return v / v.length(); } inline Vector3 normalize(const Vector3& v) { return v / v.magnitude(); } inline Vector4 normalize(const Vector4& v) { return v / v.length(); } inline Vector2 abs(const Vector2& v) { return Vector2(::fabsf(v.x), ::fabsf(v.y)); } inline Vector3 abs(const Vector3& v) { return Vector3(::fabsf(v.x), ::fabsf(v.y), ::fabsf(v.z)); } inline Vector4 abs(const Vector4& v) { return Vector4(::fabsf(v.x), ::fabsf(v.y), ::fabsf(v.z), ::fabsf(v.w)); } inline bool all(const Vector2& v) { return (v.x != 0) && (v.y != 0); } inline bool all(const Vector3& v) { return (v.x != 0) && (v.y != 0) && (v.z != 0); } inline bool all(const Vector4& v) { return (v.x != 0) && (v.y != 0) && (v.z != 0) && (v.w != 0); } inline bool any(const Vector2& v) { return (v.x != 0) || (v.y != 0); } inline bool any(const Vector3& v) { return (v.x != 0) || (v.y != 0) || (v.z != 0); } inline bool any(const Vector4& v) { return (v.x != 0) || (v.y != 0) || (v.z != 0) || (v.w != 0); } inline Vector2 clamp(const Vector2& v, const Vector2& a, const Vector2& b) { return v.clamp(a, b); } inline Vector3 clamp(const Vector3& v, const Vector3& a, const Vector3& b) { return v.clamp(a, b); } inline Vector4 clamp(const Vector4& v, const Vector4& a, const Vector4& b) { return v.clamp(a, b); } inline Vector2 lerp(const Vector2& v1, const Vector2& v2, float f) { return v1.lerp(v2, f); } inline Vector3 lerp(const Vector3& v1, const Vector3& v2, float f) { return v1.lerp(v2, f); } inline Vector4 lerp(const Vector4& v1, const Vector4& v2, float f) { return v1.lerp(v2, f); } inline Color1 lerp(const Color1& v1, const Color1& v2, float f) { return v1.lerp(v2, f); } inline Color3 lerp(const Color3& v1, const Color3& v2, float f) { return v1.lerp(v2, f); } inline Color4 lerp(const Color4& v1, const Color4& v2, float f) { return v1.lerp(v2, f); } inline Vector3 cross(const Vector3& v1, const Vector3& v2) { return v1.cross(v2); } inline double determinant(const Matrix3& m) { return m.determinant(); } inline double determinant(const Matrix4& m) { return m.determinant(); } inline Vector2 min(const Vector2& v1, const Vector2& v2) { return v1.min(v2); } inline Vector3 min(const Vector3& v1, const Vector3& v2) { return v1.min(v2); } inline Vector4 min(const Vector4& v1, const Vector4& v2) { return v1.min(v2); } inline Color3 min(const Color3& v1, const Color3& v2) { return v1.min(v2); } inline Color4 min(const Color4& v1, const Color4& v2) { return v1.min(v2); } inline Vector2 max(const Vector2& v1, const Vector2& v2) { return v1.max(v2); } inline Vector3 max(const Vector3& v1, const Vector3& v2) { return v1.max(v2); } inline Vector4 max(const Vector4& v1, const Vector4& v2) { return v1.max(v2); } inline Color3 max(const Color3& v1, const Color3& v2) { return v1.max(v2); } inline Color4 max(const Color4& v1, const Color4& v2) { return v1.max(v2); } inline Vector2 sign(const Vector2& v) { return Vector2((float)sign(v.x), (float)sign(v.y)); } inline Vector3 sign(const Vector3& v) { return Vector3((float)sign(v.x), (float)sign(v.y), (float)sign(v.z)); } inline Vector4 sign(const Vector4& v) { return Vector4((float)sign(v.x), (float)sign(v.y), (float)sign(v.z), (float)sign(v.w)); } inline float length(float v) { return ::fabsf(v); } inline float length(const Vector2& v) { return v.length(); } inline float length(const Vector3& v) { return v.magnitude(); } inline float length(const Vector4& v) { return v.length(); } /** Computes the log of each component. Useful for inverting the monitor gamma function or simulating perceptual response. */ inline Color3 log(const Color3& c) { return Color3(::logf(c.r), ::logf(c.g), ::logf(c.b)); } } #endif