Software: Fix the formatting and function casing in Vec3.h

This commit is contained in:
Lioncash 2014-08-10 21:34:34 -04:00
parent 6625d9cba5
commit 2918f46d8b
2 changed files with 129 additions and 67 deletions

View File

@ -95,12 +95,12 @@ void TransformNormal(const InputVertexData *src, bool nbt, OutputVertexData *dst
MultiplyVec3Mat33(src->normal[0], mat, dst->normal[0]);
MultiplyVec3Mat33(src->normal[1], mat, dst->normal[1]);
MultiplyVec3Mat33(src->normal[2], mat, dst->normal[2]);
dst->normal[0].normalize();
dst->normal[0].Normalize();
}
else
{
MultiplyVec3Mat33(src->normal[0], mat, dst->normal[0]);
dst->normal[0].normalize();
dst->normal[0].Normalize();
}
}
@ -170,7 +170,7 @@ static void TransformTexCoordRegular(const TexMtxInfo &texinfo, int coordNum, bo
else
{
if (postInfo.normalize)
tempCoord = dst->normalized();
tempCoord = dst->Normalized();
else
tempCoord = *dst;
@ -222,14 +222,14 @@ static void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const L
break;
case LIGHTDIF_SIGN:
{
Vec3 ldir = (light->pos - pos).normalized();
Vec3 ldir = (light->pos - pos).Normalized();
float diffuse = ldir * normal;
AddScaledIntegerColor(light->color, diffuse, lightCol);
}
break;
case LIGHTDIF_CLAMP:
{
Vec3 ldir = (light->pos - pos).normalized();
Vec3 ldir = (light->pos - pos).Normalized();
float diffuse = std::max(0.0f, ldir * normal);
AddScaledIntegerColor(light->color, diffuse, lightCol);
}
@ -245,7 +245,7 @@ static void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const L
if (chan.attnfunc == 3) // spot
{
float dist2 = ldir.length2();
float dist2 = ldir.Length2();
float dist = sqrtf(dist2);
ldir = ldir / dist;
attn = std::max(0.0f, ldir * light->dir);
@ -307,14 +307,14 @@ static void LightAlpha(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const L
break;
case LIGHTDIF_SIGN:
{
Vec3 ldir = (light->pos - pos).normalized();
Vec3 ldir = (light->pos - pos).Normalized();
float diffuse = ldir * normal;
lightCol += light->color[0] * diffuse;
}
break;
case LIGHTDIF_CLAMP:
{
Vec3 ldir = (light->pos - pos).normalized();
Vec3 ldir = (light->pos - pos).Normalized();
float diffuse = std::max(0.0f, ldir * normal);
lightCol += light->color[0] * diffuse;
}
@ -329,7 +329,7 @@ static void LightAlpha(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const L
if (chan.attnfunc == 3) // spot
{
float dist2 = ldir.length2();
float dist2 = ldir.Length2();
float dist = sqrtf(dist2);
ldir = ldir / dist;
attn = std::max(0.0f, ldir * light->dir);
@ -478,7 +478,7 @@ void TransformTexCoord(const InputVertexData *src, OutputVertexData *dst, bool s
{
const LightPointer *light = (const LightPointer*)&xfmem.lights[texinfo.embosslightshift];
Vec3 ldir = (light->pos - dst->mvPosition).normalized();
Vec3 ldir = (light->pos - dst->mvPosition).Normalized();
float d1 = ldir * dst->normal[1];
float d2 = ldir * dst->normal[2];

View File

@ -12,93 +12,155 @@
class Vec3
{
public:
float x,y,z;
Vec3() { }
explicit Vec3(float f) {x=y=z=f;}
explicit Vec3(const float *f) {x=f[0]; y=f[1]; z=f[2];}
Vec3(const float _x, const float _y, const float _z) {
x=_x; y=_y; z=_z;
}
void set(const float _x, const float _y, const float _z) {
x=_x; y=_y; z=_z;
}
Vec3 operator + (const Vec3 &other) const {
return Vec3(x+other.x, y+other.y, z+other.z);
}
void operator += (const Vec3 &other) {
x+=other.x; y+=other.y; z+=other.z;
}
Vec3 operator -(const Vec3 &v) const {
return Vec3(x-v.x,y-v.y,z-v.z);
}
void operator -= (const Vec3 &other)
float x, y, z;
Vec3()
{
x-=other.x; y-=other.y; z-=other.z;
}
Vec3 operator -() const {
return Vec3(-x,-y,-z);
}
Vec3 operator * (const float f) const {
return Vec3(x*f,y*f,z*f);
explicit Vec3(float f)
{
x = y = z = f;
}
Vec3 operator / (const float f) const {
float invf = (1.0f/f);
return Vec3(x*invf,y*invf,z*invf);
explicit Vec3(const float *f)
{
x = f[0];
y = f[1];
z = f[2];
}
void operator /= (const float f)
Vec3(const float _x, const float _y, const float _z)
{
x = _x;
y = _y;
z = _z;
}
void set(const float _x, const float _y, const float _z)
{
x = _x;
y = _y;
z = _z;
}
Vec3 operator+(const Vec3 &other) const
{
return Vec3(x + other.x, y + other.y, z + other.z);
}
void operator+=(const Vec3 &other)
{
x += other.x;
y += other.y;
z += other.z;
}
Vec3 operator-(const Vec3 &v) const
{
return Vec3(x - v.x, y - v.y, z - v.z);
}
void operator-=(const Vec3 &other)
{
x -= other.x;
y -= other.y;
z -= other.z;
}
Vec3 operator-() const
{
return Vec3(-x, -y, -z);
}
Vec3 operator*(const float f) const
{
return Vec3(x * f, y * f, z * f);
}
Vec3 operator/(const float f) const
{
float invf = (1.0f / f);
return Vec3(x * invf, y * invf, z * invf);
}
void operator/=(const float f)
{
*this = *this / f;
}
float operator * (const Vec3 &other) const {
return x*other.x + y*other.y + z*other.z;
float operator*(const Vec3 &other) const
{
return (x * other.x) +
(y * other.y) +
(z * other.z);
}
void operator *= (const float f) {
void operator*=(const float f)
{
*this = *this * f;
}
Vec3 scaled_by(const Vec3 &other) const {
return Vec3(x*other.x, y*other.y, z*other.z);
}
Vec3 operator %(const Vec3 &v) const {
return Vec3(y*v.z-z*v.y, z*v.x-x*v.z, x*v.y-y*v.x);
}
float length2() const {
return x*x+y*y+z*z;
}
float length() const {
return sqrtf(length2());
}
float distance2_to(Vec3 &other)
Vec3 ScaledBy(const Vec3 &other) const
{
return (other-(*this)).length2();
return Vec3(x * other.x, y * other.y, z * other.z);
}
Vec3 normalized() const {
return (*this) / length();
Vec3 operator%(const Vec3 &v) const
{
return Vec3((y * v.z) - (z * v.y),
(z * v.x) - (x * v.z),
(x * v.y) - (y * v.x));
}
void normalize() {
(*this) /= length();
float Length2() const
{
return (x * x) + (y * y) + (z * z);
}
float &operator [] (int i)
float Length() const
{
return sqrtf(Length2());
}
float Distance2To(Vec3 &other)
{
return (other - (*this)).Length2();
}
Vec3 Normalized() const
{
return (*this) / Length();
}
void Normalize()
{
(*this) /= Length();
}
float &operator[](int i)
{
return *((&x) + i);
}
float operator [] (const int i) const
float operator[](const int i) const
{
return *((&x) + i);
}
bool operator == (const Vec3 &other) const
bool operator==(const Vec3 &other) const
{
if (x==other.x && y==other.y && z==other.z)
if (x == other.x && y == other.y && z == other.z)
return true;
else
return false;
}
void setZero()
void SetZero()
{
memset((void *)this,0,sizeof(float)*3);
memset((void*)this, 0, sizeof(float) * 3);
}
void DoState(PointerWrap &p)
{
p.Do(x);