diff --git a/src/rwbase.cpp b/src/rwbase.cpp index 453309b..7363f91 100644 --- a/src/rwbase.cpp +++ b/src/rwbase.cpp @@ -66,22 +66,43 @@ initialize(void) float32 V3d::length(void) { - return sqrt(this->x*this->x+this->y*this->y+this->z*this->z); + return sqrt(x*x + y*y + z*z); } V3d V3d::normalize(void) { - return V3d::scale(this, 1.0f/this->length()); + return this->scale(1.0f/this->length()); +} + +float32 +Quat::length(void) +{ + return sqrt(w*w + x*x + y*y + z*z); +} + +Quat +Quat::normalize(void) +{ + return this->scale(1.0f/this->length()); +} + +Quat +Quat::mult(const Quat &q) +{ + return Quat(w*q.w - x*q.x - y*q.y - z*q.z, + w*q.x + x*q.w + y*q.z - z*q.y, + w*q.y + y*q.w + z*q.x - x*q.z, + w*q.z + z*q.w + x*q.y - y*q.x); } V3d -V3d::cross(V3d *a, V3d *b) +V3d::cross(const V3d &v) { V3d res; - res.x = a->y*b->z - a->z*b->y; - res.y = a->z*b->x - a->x*b->z; - res.z = a->x*b->y - a->y*b->x; + res.x = this->y*v.z - this->z*v.y; + res.y = this->z*v.x - this->x*v.z; + res.z = this->x*v.y - this->y*v.x; return res; } diff --git a/src/rwbase.h b/src/rwbase.h index 207e81e..82c578d 100644 --- a/src/rwbase.h +++ b/src/rwbase.h @@ -60,39 +60,56 @@ struct V2d struct V3d { float32 x, y, z; + V3d(void) : x(0.0f), y(0.0f), z(0.0f) {} + V3d(float32 x, float32 y, float32 z) : x(x), y(y), z(z) {} void set(float32 x, float32 y, float32 z){ this->x = x; this->y = y; this->z = z; } - static V3d sub(V3d *a, V3d *b){ + V3d sub(const V3d &v){ V3d res; - res.x = a->x - b->x; - res.y = a->y - b->y; - res.z = a->z - b->z; + res.x = x - v.x; + res.y = y - v.y; + res.z = z - v.z; return res; } - static V3d add(V3d *a, V3d *b){ + V3d add(const V3d &v){ V3d res; - res.x = a->x + b->x; - res.y = a->y + b->y; - res.z = a->z + b->z; + res.x = x + v.x; + res.y = y + v.y; + res.z = z + v.z; return res; } - static V3d scale(V3d *a, float32 r){ + V3d scale(float32 r){ V3d res; - res.x = a->x*r; - res.y = a->y*r; - res.z = a->z*r; + res.x = x*r; + res.y = y*r; + res.z = z*r; return res; } float32 length(void); V3d normalize(void); - static V3d cross(V3d *a, V3d *b); + V3d cross(const V3d &b); }; struct Quat { float32 w, x, y, z; + Quat(void) : w(0.0f), x(0.0f), y(0.0f), z(0.0f) {} + Quat(float32 w, float32 x, float32 y, float32 z) : w(w), x(x), y(y), z(z) {} + Quat(float32 w, V3d vec) : w(w), x(vec.x), y(vec.y), z(vec.z) {} + Quat(V3d vec) : w(0.0f), x(vec.x), y(vec.y), z(vec.z) {} void set(float32 w, float32 x, float32 y, float32 z){ this->w = w; this->x = x; this->y = y; this->z = z; } + V3d vec(void){ return V3d(x, y, z); } + Quat sub(const Quat &q){ + return Quat(w-q.w, x-q.x, y-q.y, z-q.z); } + Quat add(const Quat &q){ + return Quat(w+q.w, x+q.x, y+q.y, z+q.z); } + Quat scale(float32 r){ + return Quat(w*r, x*r, y*r, z*r); } + Quat conj(void){ return Quat(w, -x, -y, -z); } + float32 length(void); + Quat normalize(void); + Quat mult(const Quat &q); }; struct Matrix