• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright (C) 2016 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #ifndef VEC_H_
18 #define VEC_H_
19 
20 #include <nanohub_math.h>
21 
22 #ifdef __cplusplus
23 extern "C" {
24 #endif
25 
26 struct Vec3 {
27     float x, y, z;
28 };
29 
30 struct Vec4 {
31     float x, y, z, w;
32 };
33 
34 
initVec3(struct Vec3 * v,float x,float y,float z)35 static inline void initVec3(struct Vec3 *v, float x, float y, float z) {
36     v->x = x;
37     v->y = y;
38     v->z = z;
39 }
40 
vec3Add(struct Vec3 * v,const struct Vec3 * w)41 static inline void vec3Add(struct Vec3 *v, const struct Vec3 *w) {
42     v->x += w->x;
43     v->y += w->y;
44     v->z += w->z;
45 }
46 
vec3Sub(struct Vec3 * v,const struct Vec3 * w)47 static inline void vec3Sub(struct Vec3 *v, const struct Vec3 *w) {
48     v->x -= w->x;
49     v->y -= w->y;
50     v->z -= w->z;
51 }
52 
vec3ScalarMul(struct Vec3 * v,float c)53 static inline void vec3ScalarMul(struct Vec3 *v, float c) {
54     v->x *= c;
55     v->y *= c;
56     v->z *= c;
57 }
58 
vec3Dot(const struct Vec3 * v,const struct Vec3 * w)59 static inline float vec3Dot(const struct Vec3 *v, const struct Vec3 *w) {
60     return v->x * w->x + v->y * w->y + v->z * w->z;
61 }
62 
vec3NormSquared(const struct Vec3 * v)63 static inline float vec3NormSquared(const struct Vec3 *v) {
64     return vec3Dot(v, v);
65 }
66 
vec3Norm(const struct Vec3 * v)67 static inline float vec3Norm(const struct Vec3 *v) {
68     return sqrtf(vec3NormSquared(v));
69 }
70 
vec3Normalize(struct Vec3 * v)71 static inline void vec3Normalize(struct Vec3 *v) {
72     float invNorm = 1.0f / vec3Norm(v);
73     v->x *= invNorm;
74     v->y *= invNorm;
75     v->z *= invNorm;
76 }
77 
vec3Cross(struct Vec3 * u,const struct Vec3 * v,const struct Vec3 * w)78 static inline void vec3Cross(struct Vec3 *u, const struct Vec3 *v, const struct Vec3 *w) {
79     u->x = v->y * w->z - v->z * w->y;
80     u->y = v->z * w->x - v->x * w->z;
81     u->z = v->x * w->y - v->y * w->x;
82 }
83 
initVec4(struct Vec4 * v,float x,float y,float z,float w)84 static inline void initVec4(struct Vec4 *v, float x, float y, float z, float w) {
85     v->x = x;
86     v->y = y;
87     v->z = z;
88     v->w = w;
89 }
90 
91 
92 void findOrthogonalVector( float inX, float inY, float inZ,
93         float *outX, float *outY, float *outZ);
94 
95 
96 #ifdef __cplusplus
97 }
98 #endif
99 
100 #endif  // VEC_H_
101