more vector stuff

master
Daniel Kolesa 2015-07-26 15:18:41 +01:00
parent b4619085b7
commit f96e74902a
1 changed files with 54 additions and 0 deletions

View File

@ -60,6 +60,19 @@ struct Vec2 {
x /= o.x; y /= o.y;
return *this;
}
Vec2 &neg() {
x = -x; y = -y;
return *this;
}
bool is_zero() const {
return (x == 0) && (y == 0);
}
T dot(const Vec2<T> &o) const {
return (x * o.x) + (y * o.y);
}
};
template<typename T>
@ -92,6 +105,11 @@ inline Vec2<T> operator/(const Vec2<T> &a, const Vec2<T> &b) {
return Vec2<T>(a).div(b);
}
template<typename T>
inline Vec2<T> operator-(const Vec2<T> &a) {
return Vec2<T>(a).neg();
}
using Vec2f = Vec2<float>;
using Vec2d = Vec2<double>;
using Vec2b = Vec2<byte>;
@ -148,6 +166,19 @@ struct Vec3 {
x /= o.x; y /= o.y; z /= o.z;
return *this;
}
Vec3 &neg() {
x = -x; y = -y; z = -z;
return *this;
}
bool is_zero() const {
return (x == 0) && (y == 0) && (z == 0);
}
T dot(const Vec3<T> &o) const {
return (x * o.x) + (y * o.y) + (z * o.z);
}
};
template<typename T>
@ -180,6 +211,11 @@ inline Vec3<T> operator/(const Vec3<T> &a, const Vec3<T> &b) {
return Vec3<T>(a).div(b);
}
template<typename T>
inline Vec3<T> operator-(const Vec3<T> &a) {
return Vec3<T>(a).neg();
}
using Vec3f = Vec3<float>;
using Vec3d = Vec3<double>;
using Vec3b = Vec3<byte>;
@ -236,6 +272,19 @@ struct Vec4 {
x /= o.x; y /= o.y; z /= o.z; w /= o.w;
return *this;
}
Vec4 &neg() {
x = -x; y = -y; z = -z; w = -w;
return *this;
}
bool is_zero() const {
return (x == 0) && (y == 0) && (z == 0) && (w == 0);
}
T dot(const Vec4<T> &o) const {
return (x * o.x) + (y * o.y) + (z * o.z) + (w * o.w);
}
};
template<typename T>
@ -268,6 +317,11 @@ inline Vec4<T> operator/(const Vec4<T> &a, const Vec4<T> &b) {
return Vec4<T>(a).div(b);
}
template<typename T>
inline Vec4<T> operator-(const Vec4<T> &a) {
return Vec4<T>(a).neg();
}
using Vec4f = Vec4<float>;
using Vec4d = Vec4<double>;
using Vec4b = Vec4<byte>;