Merge pull request #84 from SHADE-DP/SP3-16-Math

SP3-16 Adding Ray, Colour & Bounding Sphere

NEW

Added Ray
Added Colour
Added Bounding Sphere
UPDATE

Reworked Bounding Box to use DIrectX Collision type
This commit is contained in:
XiaoQiDigipen 2022-10-13 18:21:26 +08:00 committed by GitHub
commit 3b60cee764
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GPG Key ID: 4AEE18F83AFDEB23
18 changed files with 1148 additions and 429 deletions

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@ -14,6 +14,9 @@
#include "SHBoundingBox.h"
// Project Headers
#include "Math/SHMathHelpers.h"
#include "Math/SHRay.h"
using namespace DirectX;
namespace SHADE
{
@ -21,89 +24,53 @@ namespace SHADE
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHBoundingBox::SHBoundingBox() noexcept
{
type = Type::BOX;
}
SHBoundingBox::SHBoundingBox(const SHVec3& c, const SHVec3& hE) noexcept
: SHShape {}
, center { c }
, halfExtents { hE }
{
type = Type::BOUNDING_BOX;
type = Type::BOX;
Center = c;
Extents = hE;
}
SHBoundingBox::SHBoundingBox(const SHVec3* vertices, size_t numVertices) noexcept
: SHShape {}
{
type = Type::BOUNDING_BOX;
if (vertices == nullptr || numVertices < 2)
{
SHLOG_ERROR("Insufficient number of vertices passed into bounding box constructor!")
return;
}
SHVec3 min { std::numeric_limits<float>::max() };
SHVec3 max { std::numeric_limits<float>::min() };
for (size_t i = 0; i < numVertices; ++i)
{
const SHVec3& v = vertices[i];
min.x = SHMath::Min(min.x, v.x);
min.y = SHMath::Min(min.y, v.y);
min.z = SHMath::Min(min.z, v.z);
max.x = SHMath::Max(max.x, v.x);
max.y = SHMath::Max(max.y, v.y);
max.z = SHMath::Max(max.z, v.z);
}
center = SHVec3::Lerp(min, max, 0.5f);
halfExtents = SHVec3::Abs((max - min) * 0.5f);
}
SHBoundingBox::SHBoundingBox(const SHBoundingBox* boxes, size_t numBoxes) noexcept
: SHShape {}
{
type = Type::BOUNDING_BOX;
if (boxes == nullptr || numBoxes == 0)
{
SHLOG_ERROR("Insufficient number of boxes passed into bounding box constructor!")
return;
}
center = boxes->center;
halfExtents = boxes->halfExtents;
for (size_t i = 1; i < numBoxes; ++i)
*this = Combine(*this, boxes[i]);
}
SHBoundingBox::SHBoundingBox(const SHBoundingBox& rhs) noexcept
: SHShape {}
, center { rhs.center }
, halfExtents { rhs.halfExtents }
{
type = Type::BOUNDING_BOX;
if (this == &rhs)
return;
type = Type::BOX;
Center = rhs.Center;
Extents = rhs.Extents;
}
SHBoundingBox::SHBoundingBox(SHBoundingBox&& rhs) noexcept
: SHShape {}
, center { rhs.center }
, halfExtents { rhs.halfExtents }
{
type = Type::BOUNDING_BOX;
type = Type::BOX;
Center = rhs.Center;
Extents = rhs.Extents;
}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHBoundingBox& SHBoundingBox::operator=(const SHBoundingBox& rhs) noexcept
{
if (rhs.type != Type::BOUNDING_BOX)
if (rhs.type != Type::BOX)
{
SHLOG_WARNING("Cannot assign a non-bounding box to a bounding box!")
}
else
else if (this != &rhs)
{
center = rhs.center;
halfExtents = rhs.halfExtents;
Center = rhs.Center;
Extents = rhs.Extents;
}
return *this;
@ -111,14 +78,14 @@ namespace SHADE
SHBoundingBox& SHBoundingBox::operator=(SHBoundingBox&& rhs) noexcept
{
if (rhs.type != Type::BOUNDING_BOX)
if (rhs.type != Type::BOX)
{
SHLOG_WARNING("Cannot assign a non-bounding box to a bounding box!")
}
else
{
center = rhs.center;
halfExtents = rhs.halfExtents;
Center = rhs.Center;
Extents = rhs.Extents;
}
return *this;
@ -130,22 +97,22 @@ namespace SHADE
const SHVec3& SHBoundingBox::GetCenter() const noexcept
{
return center;
return Center;
}
const SHVec3& SHBoundingBox::GetHalfExtents() const noexcept
{
return halfExtents;
return Extents;
}
SHVec3 SHBoundingBox::GetMin() const noexcept
{
return center - halfExtents;
return SHVec3{ Center.x - Extents.x, Center.y - Extents.y, Center.z - Extents.z };
}
SHVec3 SHBoundingBox::GetMax() const noexcept
{
return center + halfExtents;
return SHVec3{ Center.x + Extents.x, Center.y + Extents.y, Center.z + Extents.z };
}
/*-----------------------------------------------------------------------------------*/
@ -154,36 +121,42 @@ namespace SHADE
void SHBoundingBox::SetCenter(const SHVec3& newCenter) noexcept
{
center = newCenter;
Center = newCenter;
}
void SHBoundingBox::SetHalfExtents(const SHVec3& newHalfExtents) noexcept
{
halfExtents = newHalfExtents;
Extents = newHalfExtents;
}
void SHBoundingBox::SetMin(const SHVec3& min) noexcept
{
const SHVec3 MAX = center + halfExtents;
const SHVec3 MAX = GetMax();
center = SHVec3::Lerp(min, MAX, 0.5f);
halfExtents = SHVec3::Abs((MAX - min) * 0.5f);
Center = SHVec3::Lerp(min, MAX, 0.5f);
Extents = SHVec3::Abs((MAX - min) * 0.5f);
}
void SHBoundingBox::SetMax(const SHVec3& max) noexcept
{
const SHVec3 MIN = center - halfExtents;
const SHVec3 MIN = GetMin();
center = SHVec3::Lerp(MIN, max, 0.5f);
halfExtents = SHVec3::Abs((max - MIN) * 0.5f);
Center = SHVec3::Lerp(MIN, max, 0.5f);
Extents = SHVec3::Abs((max - MIN) * 0.5f);
}
void SHBoundingBox::SetMinMax(const SHVec3& min, const SHVec3& max) noexcept
{
center = SHVec3::Lerp(min, max, 0.5f);
halfExtents = SHVec3::Abs((max - min) * 0.5f);
Center = SHVec3::Lerp(min, max, 0.5f);
Extents = SHVec3::Abs((max - min) * 0.5f);
}
std::vector<SHVec3> SHBoundingBox::GetVertices() const noexcept
{
std::vector<SHVec3> vertices{ 8 };
GetCorners(vertices.data());
return vertices;
}
/*-----------------------------------------------------------------------------------*/
/* Public Function Member Definitions */
@ -191,38 +164,29 @@ namespace SHADE
bool SHBoundingBox::TestPoint(const SHVec3& point) noexcept
{
const SHVec3 V = SHVec3::Abs(point - center);
for (size_t i = 0; i < SHVec3::SIZE; ++i)
{
if (V[i] > halfExtents[i])
return false;
}
return BoundingBox::Contains(point);
}
return true;
bool SHBoundingBox::Raycast(const SHRay& ray, float& distance) noexcept
{
return BoundingBox::Intersects(ray.position, ray.direction, distance);
}
bool SHBoundingBox::Contains(const SHBoundingBox& rhs) const noexcept
{
const SHVec3 V = SHVec3::Abs(rhs.center - center);
for (size_t i = 0; i < SHVec3::SIZE; ++i)
{
if (V[i] > rhs.halfExtents[i])
return false;
}
return true;
return BoundingBox::Contains(rhs);
}
float SHBoundingBox::Volume() const noexcept
{
return 8.0f * (halfExtents.x * halfExtents.y * halfExtents.z);
return 8.0f * (Extents.x * Extents.y * Extents.z);
}
float SHBoundingBox::SurfaceArea() const noexcept
{
return 8.0f * ((halfExtents.x * halfExtents.y)
+ (halfExtents.x * halfExtents.z)
+ (halfExtents.y * halfExtents.z));
return 8.0f * ((Extents.x * Extents.y)
+ (Extents.x * Extents.z)
+ (Extents.y * Extents.z));
}
/*-----------------------------------------------------------------------------------*/
@ -231,37 +195,31 @@ namespace SHADE
SHBoundingBox SHBoundingBox::Combine(const SHBoundingBox& lhs, const SHBoundingBox& rhs) noexcept
{
if (lhs.Contains(rhs))
return lhs;
if (rhs.Contains(lhs))
return rhs;
const SHVec3 LHS_MIN = lhs.GetMin();
const SHVec3 LHS_MAX = lhs.GetMax();
const SHVec3 RHS_MIN = rhs.GetMin();
const SHVec3 RHS_MAX = rhs.GetMax();
SHVec3 min = SHVec3::Min({ LHS_MIN, RHS_MIN });
SHVec3 max = SHVec3::Max({ LHS_MAX, RHS_MAX });
SHBoundingBox result{ lhs };
result.SetMinMax(min, max);
SHBoundingBox result;
CreateMerged(result, lhs, rhs);
return result;
}
bool SHBoundingBox::Intersect(const SHBoundingBox& lhs, const SHBoundingBox& rhs) noexcept
{
const SHVec3 V = SHVec3::Abs(lhs.center - rhs.center);
const SHVec3 D = lhs.halfExtents + rhs.halfExtents;
return lhs.Intersects(rhs);
}
for (size_t i = 0; i < SHVec3::SIZE; ++i)
{
if (V[i] > D[i])
return false;
}
SHBoundingBox SHBoundingBox::BuildFromBoxes(const SHBoundingBox* boxes, size_t numBoxes) noexcept
{
SHBoundingBox result;
return true;
for (size_t i = 1; i < numBoxes; ++i)
CreateMerged(result, boxes[i - 1], boxes[i]);
return result;
}
SHBoundingBox SHBoundingBox::BuildFromVertices(const SHVec3* vertices, size_t numVertices, size_t stride) noexcept
{
SHBoundingBox result;
CreateFromPoints(result, numVertices, vertices, stride);
return result;
}
} // namespace SHADE

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@ -22,32 +22,43 @@ namespace SHADE
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
// TODO(Diren): Use DirectX BoundingBox instead of custom
class SH_API SHBoundingBox : public SHShape
class SH_API SHBoundingBox : public SHShape,
private DirectX::BoundingBox
{
public:
/*---------------------------------------------------------------------------------*/
/* Static Data Members */
/*---------------------------------------------------------------------------------*/
static constexpr size_t NUM_VERTICES = 8;
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHBoundingBox (const SHVec3& center, const SHVec3& halfExtents) noexcept;
SHBoundingBox (const SHVec3* vertices, size_t numVertices) noexcept;
SHBoundingBox (const SHBoundingBox* boxes, size_t numBoxes) noexcept;
~SHBoundingBox () override = default;
SHBoundingBox (const SHBoundingBox& rhs) noexcept;
SHBoundingBox (SHBoundingBox&& rhs) noexcept;
SHBoundingBox () noexcept;
SHBoundingBox (const SHVec3& center, const SHVec3& halfExtents) noexcept;
SHBoundingBox (const SHBoundingBox& rhs) noexcept;
SHBoundingBox (SHBoundingBox&& rhs) noexcept;
SHBoundingBox& operator= (const SHBoundingBox& rhs) noexcept;
SHBoundingBox& operator= (SHBoundingBox&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHBoundingBox& operator= (const SHBoundingBox& rhs) noexcept;
SHBoundingBox& operator= (SHBoundingBox&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] const SHVec3& GetCenter () const noexcept;
[[nodiscard]] const SHVec3& GetHalfExtents () const noexcept;
[[nodiscard]] SHVec3 GetMin () const noexcept;
[[nodiscard]] SHVec3 GetMax () const noexcept;
[[nodiscard]] const SHVec3& GetCenter () const noexcept;
[[nodsicard]] const SHVec3& GetHalfExtents() const noexcept;
[[nodiscard]] SHVec3 GetMin () const noexcept;
[[nodiscard]] SHVec3 GetMax () const noexcept;
[[nodiscard]] std::vector<SHVec3> GetVertices () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
@ -59,31 +70,25 @@ namespace SHADE
void SetMax (const SHVec3& max) noexcept;
void SetMinMax (const SHVec3& min, const SHVec3& max) noexcept;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] bool TestPoint (const SHVec3& point) noexcept override;
[[nodiscard]] bool TestPoint (const SHVec3& point) noexcept override;
[[nodiscard]] bool Raycast (const SHRay& ray, float& distance) noexcept override;
[[nodiscard]] bool Contains (const SHBoundingBox& rhs) const noexcept;
[[nodiscard]] float Volume () const noexcept;
[[nodiscard]] float SurfaceArea () const noexcept;
[[nodiscard]] bool Contains (const SHBoundingBox& rhs) const noexcept;
[[nodiscard]] float Volume () const noexcept;
[[nodiscard]] float SurfaceArea () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Static Function Members */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] static SHBoundingBox Combine (const SHBoundingBox& lhs, const SHBoundingBox& rhs) noexcept;
[[nodiscard]] static bool Intersect (const SHBoundingBox& lhs, const SHBoundingBox& rhs) noexcept;
private:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
SHVec3 center;
SHVec3 halfExtents;
[[nodiscard]] static SHBoundingBox Combine (const SHBoundingBox& lhs, const SHBoundingBox& rhs) noexcept;
[[nodiscard]] static bool Intersect (const SHBoundingBox& lhs, const SHBoundingBox& rhs) noexcept;
[[nodiscard]] static SHBoundingBox BuildFromBoxes (const SHBoundingBox* boxes, size_t numBoxes) noexcept;
[[nodiscard]] static SHBoundingBox BuildFromVertices (const SHVec3* vertices, size_t numVertices, size_t stride = 0) noexcept;
};

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@ -0,0 +1,183 @@
/****************************************************************************************
* \file SHBoundingSphere.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Bounding Sphere
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#include <SHpch.h>
// Primary Header
#include "SHBoundingSphere.h"
// Project Headers
#include "Math/SHMathHelpers.h"
#include "Math/SHRay.h"
using namespace DirectX;
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHBoundingSphere::SHBoundingSphere() noexcept
{
type = Type::SPHERE;
}
SHBoundingSphere::SHBoundingSphere(const SHVec3& center, float radius) noexcept
{
type = Type::SPHERE;
Center = center;
Radius = radius;
}
SHBoundingSphere::SHBoundingSphere(const SHBoundingSphere& rhs) noexcept
{
if (this == &rhs)
return;
type = Type::SPHERE;
Center = rhs.Center;
Radius = rhs.Radius;
}
SHBoundingSphere::SHBoundingSphere(SHBoundingSphere&& rhs) noexcept
{
type = Type::SPHERE;
Center = rhs.Center;
Radius = rhs.Radius;
}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHBoundingSphere& SHBoundingSphere::operator=(const SHBoundingSphere& rhs) noexcept
{
if (rhs.type != Type::SPHERE)
{
SHLOG_WARNING("Cannot assign a non-sphere to a sphere!")
}
else if (this != &rhs)
{
Center = rhs.Center;
Radius = rhs.Radius;
}
return *this;
}
SHBoundingSphere& SHBoundingSphere::operator=(SHBoundingSphere&& rhs) noexcept
{
if (rhs.type != Type::SPHERE)
{
SHLOG_WARNING("Cannot assign a non-sphere to a sphere!")
}
else
{
Center = rhs.Center;
Radius = rhs.Radius;
}
return *this;
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
const SHVec3& SHBoundingSphere::GetCenter() const noexcept
{
return Center;
}
float SHBoundingSphere::GetRadius() const noexcept
{
return Radius;
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHBoundingSphere::SetCenter(const SHVec3& center) noexcept
{
Center = center;
}
void SHBoundingSphere::SetRadius(float radius) noexcept
{
Radius = radius;
}
/*-----------------------------------------------------------------------------------*/
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHBoundingSphere::TestPoint(const SHVec3& point) noexcept
{
return BoundingSphere::Contains(point);
}
bool SHBoundingSphere::Raycast(const SHRay& ray, float& distance) noexcept
{
return Intersects(ray.position, ray.direction, distance);
}
bool SHBoundingSphere::Contains(const SHBoundingSphere& rhs) const noexcept
{
return BoundingSphere::Contains(rhs);
}
float SHBoundingSphere::Volume() const noexcept
{
return (4.0f / 3.0f) * SHMath::PI * (Radius * Radius * Radius);
}
float SHBoundingSphere::SurfaceArea() const noexcept
{
return 4.0f * SHMath::PI * (Radius * Radius);
}
/*-----------------------------------------------------------------------------------*/
/* Static Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
SHBoundingSphere SHBoundingSphere::Combine(const SHBoundingSphere& lhs, const SHBoundingSphere& rhs) noexcept
{
SHBoundingSphere result;
CreateMerged(result, lhs, rhs);
return result;
}
bool SHBoundingSphere::Intersect(const SHBoundingSphere& lhs, const SHBoundingSphere& rhs) noexcept
{
return lhs.Intersects(rhs);
}
SHBoundingSphere SHBoundingSphere::BuildFromSpheres(const SHBoundingSphere* spheres, size_t numSpheres) noexcept
{
SHBoundingSphere result;
for (size_t i = 1; i < numSpheres; ++i)
CreateMerged(result, spheres[i - 1], spheres[i]);
return result;
}
SHBoundingSphere SHBoundingSphere::BuildFromVertices(const SHVec3* vertices, size_t numVertices, size_t stride) noexcept
{
SHBoundingSphere result;
CreateFromPoints(result, numVertices, vertices, stride);
return result;
}
} // namespace SHADE

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@ -0,0 +1,83 @@
/****************************************************************************************
* \file SHBoundingSphere.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Bounding Sphere.
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#pragma once
#include <DirectXCollision.h>
// Project Headers
#include "SHShape.h"
#include "SH_API.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
class SH_API SHBoundingSphere : public SHShape,
private DirectX::BoundingSphere
{
public:
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHBoundingSphere () noexcept;
SHBoundingSphere (const SHVec3& center, float radius) noexcept;
SHBoundingSphere (const SHBoundingSphere& rhs) noexcept;
SHBoundingSphere (SHBoundingSphere&& rhs) noexcept;
~SHBoundingSphere () override = default;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHBoundingSphere& operator= (const SHBoundingSphere& rhs) noexcept;
SHBoundingSphere& operator= (SHBoundingSphere&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] const SHVec3& GetCenter () const noexcept;
[[nodiscard]] float GetRadius () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetCenter (const SHVec3& center) noexcept;
void SetRadius (float radius) noexcept;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] bool TestPoint (const SHVec3& point) noexcept override;
[[nodiscard]] bool Raycast (const SHRay& ray, float& distance) noexcept override;
[[nodiscard]] bool Contains (const SHBoundingSphere& rhs) const noexcept;
[[nodiscard]] float Volume () const noexcept;
[[nodiscard]] float SurfaceArea () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Static Function Members */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] static SHBoundingSphere Combine (const SHBoundingSphere& lhs, const SHBoundingSphere& rhs) noexcept;
[[nodiscard]] static bool Intersect (const SHBoundingSphere& lhs, const SHBoundingSphere& rhs) noexcept;
[[nodiscard]] static SHBoundingSphere BuildFromSpheres (const SHBoundingSphere* spheres, size_t numSpheres) noexcept;
[[nodiscard]] static SHBoundingSphere BuildFromVertices (const SHVec3* vertices, size_t numVertices, size_t stride = 0) noexcept;
};
} // namespace SHADE

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@ -11,8 +11,10 @@
#pragma once
// Project Headers
#include "Math/Transform/SHTransform.h"
#include "SH_API.h"
#include "Math/Transform/SHTransform.h"
#include "Math/SHRay.h"
namespace SHADE
{
@ -29,11 +31,10 @@ namespace SHADE
enum class Type
{
BOUNDING_BOX
BOX
, SPHERE
, CAPSULE
, CONVEX_HULL
, TRIANGLE
, COUNT
, NONE = -1
@ -69,7 +70,8 @@ namespace SHADE
/* Function Members */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] virtual bool TestPoint (const SHVec3& point) noexcept = 0;
[[nodiscard]] virtual bool TestPoint (const SHVec3& point) noexcept = 0;
[[nodiscard]] virtual bool Raycast (const SHRay& ray, float& distance) noexcept = 0;
protected:
/*---------------------------------------------------------------------------------*/

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@ -0,0 +1,297 @@
/****************************************************************************************
* \file SHColour.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Colour.
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#include <SHpch.h>
#include <DirectXColors.h>
// Primary Header
#include "SHColour.h"
// Project Headers
#include "SHMathHelpers.h"
using namespace DirectX;
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Static Data Member Definitions */
/*-----------------------------------------------------------------------------------*/
const SHColour SHColour::BEIGE = DirectX::Colors::Beige;
const SHColour SHColour::BLACK = DirectX::Colors::Black;
const SHColour SHColour::BLUE = DirectX::Colors::Blue;
const SHColour SHColour::BROWN = DirectX::Colors::Brown;
const SHColour SHColour::CHOCOLATE = DirectX::Colors::Chocolate;
const SHColour SHColour::CORAL = DirectX::Colors::Coral;
const SHColour SHColour::CRIMSON = DirectX::Colors::Crimson;
const SHColour SHColour::CYAN = DirectX::Colors::Cyan;
const SHColour SHColour::DARKBLUE = DirectX::Colors::DarkBlue;
const SHColour SHColour::DARKGRAY = DirectX::Colors::DarkGray;
const SHColour SHColour::DARKGREEN = DirectX::Colors::DarkGreen;
const SHColour SHColour::DARKMAGENTA = DirectX::Colors::DarkMagenta;
const SHColour SHColour::DARKORANGE = DirectX::Colors::DarkOrange;
const SHColour SHColour::DARKRED = DirectX::Colors::DarkRed;
const SHColour SHColour::DEEPPINK = DirectX::Colors::DeepPink;
const SHColour SHColour::FORESTGREEN = DirectX::Colors::ForestGreen;
const SHColour SHColour::FUCHSIA = DirectX::Colors::Fuchsia;
const SHColour SHColour::GOLD = DirectX::Colors::Gold;
const SHColour SHColour::GRAY = DirectX::Colors::Gray;
const SHColour SHColour::GREEN = DirectX::Colors::Green;
const SHColour SHColour::HOTPINK = DirectX::Colors::HotPink;
const SHColour SHColour::INDIGO = DirectX::Colors::Indigo;
const SHColour SHColour::LAVENDER = DirectX::Colors::Lavender;
const SHColour SHColour::LIGHTBLUE = DirectX::Colors::LightBlue;
const SHColour SHColour::LIGHTGRAY = DirectX::Colors::LightGray;
const SHColour SHColour::LIGHTGREEN = DirectX::Colors::LightGreen;
const SHColour SHColour::LIGHTPINK = DirectX::Colors::LightPink;
const SHColour SHColour::LIGHTYELLOW = DirectX::Colors::LightYellow;
const SHColour SHColour::LIME = DirectX::Colors::Lime;
const SHColour SHColour::LIMEGREEN = DirectX::Colors::LimeGreen;
const SHColour SHColour::MAGENTA = DirectX::Colors::Magenta;
const SHColour SHColour::MAROON = DirectX::Colors::Maroon;
const SHColour SHColour::MEDIUMBLUE = DirectX::Colors::MediumBlue;
const SHColour SHColour::MEDIUMPURPLE = DirectX::Colors::MediumPurple;
const SHColour SHColour::NAVY = DirectX::Colors::Navy;
const SHColour SHColour::OLIVE = DirectX::Colors::Olive;
const SHColour SHColour::ORANGE = DirectX::Colors::Orange;
const SHColour SHColour::ORCHID = DirectX::Colors::Orchid;
const SHColour SHColour::PINK = DirectX::Colors::Pink;
const SHColour SHColour::PURPLE = DirectX::Colors::Purple;
const SHColour SHColour::RED = DirectX::Colors::Red;
const SHColour SHColour::ROYALBLUE = DirectX::Colors::RoyalBlue;
const SHColour SHColour::SALMON = DirectX::Colors::Salmon;
const SHColour SHColour::SANDYBROWN = DirectX::Colors::SandyBrown;
const SHColour SHColour::SILVER = DirectX::Colors::Silver;
const SHColour SHColour::SKYBLUE = DirectX::Colors::SkyBlue;
const SHColour SHColour::SLATEGRAY = DirectX::Colors::SlateGray;
const SHColour SHColour::SNOW = DirectX::Colors::Snow;
const SHColour SHColour::STEELBLUE = DirectX::Colors::SteelBlue;
const SHColour SHColour::TAN = DirectX::Colors::Tan;
const SHColour SHColour::TEAL = DirectX::Colors::Teal;
const SHColour SHColour::TURQUOISE = DirectX::Colors::Turquoise;
const SHColour SHColour::VIOLET = DirectX::Colors::Violet;
const SHColour SHColour::WHITE = DirectX::Colors::White;
const SHColour SHColour::YELLOW = DirectX::Colors::Yellow;
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHColour::SHColour() noexcept
: SHVec4 { 0.0f, 0.0f, 0.0f, 1.0f }
{}
SHColour::SHColour(float r, float g, float b) noexcept
: SHVec4 { r, g, b, 1.0f }
{}
SHColour::SHColour(float r, float g, float b, float a) noexcept
: SHVec4 { r, g, b, a }
{}
SHColour::SHColour(uint8_t r, uint8_t g, uint8_t b) noexcept
: SHVec4
{
static_cast<float>(r) / 255.0f,
static_cast<float>(g) / 255.0f,
static_cast<float>(b) / 255.0f,
1.0f
}
{}
SHColour::SHColour(uint8_t r, uint8_t g, uint8_t b, uint8_t a) noexcept
: SHVec4
{
static_cast<float>(r) / 255.0f,
static_cast<float>(g) / 255.0f,
static_cast<float>(b) / 255.0f,
static_cast<float>(a) / 255.0f
}
{}
SHColour::SHColour(const DirectX::XMFLOAT3& colour) noexcept
: SHVec4 { colour.x, colour.y, colour.z, 1.0f }
{}
SHColour::SHColour(const DirectX::XMVECTORF32& colour) noexcept
: SHVec4
{
XMVectorGetX(colour),
XMVectorGetY(colour),
XMVectorGetZ(colour),
XMVectorGetW(colour)
}
{}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHColour::operator==(const SHColour& rhs) const noexcept
{
return XMColorEqual(*this, rhs);
}
bool SHColour::operator!=(const SHColour& rhs) const noexcept
{
return XMColorNotEqual(*this, rhs);
}
/*-----------------------------------------------------------------------------------*/
/* Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
SHColourHSV SHColour::ToHSV() noexcept
{
SHColourHSV hsv;
const float MIN = SHMath::Min({ x, y, z });
const float MAX = SHMath::Max({ x, y, z });
hsv.v = MAX;
const float DELTA = MAX - MIN;
hsv.s = (MAX != 0.0f) ? DELTA / MAX : 0.0f;
static const float SIN_60 = sin(SHMath::DegreesToRadians(60.0f));
if (DELTA == 0.0f)
hsv.h = 0.0f;
else if (x == MAX)
hsv.h = (y - z) / DELTA;
else if (y == MAX)
hsv.h = 2.0f + (z - x) / DELTA;
else
hsv.h = 4.0f + (x - y) / DELTA;
hsv.h *= 60;
if (hsv.h < 0.0f)
hsv.h += 360.f;
return hsv;
}
void SHColour::Negate() noexcept
{
XMStoreFloat4(this, XMColorNegative(*this));
}
void SHColour::Saturate() noexcept
{
XMStoreFloat4(this, XMVectorSaturate(*this));
}
void SHColour::AdjustSaturation(float saturation) noexcept
{
XMStoreFloat4(this, XMColorAdjustSaturation(*this, saturation));
}
void SHColour::AdjustContrast(float contrast) noexcept
{
XMStoreFloat4(this, XMColorAdjustContrast(*this, contrast));
}
/*-----------------------------------------------------------------------------------*/
/* Static Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
SHColour SHColour::Modulate(const SHColour& lhs, const SHColour& rhs) noexcept
{
SHColour result;
XMStoreFloat4(&result, XMColorModulate(lhs, rhs));
return result;
}
SHColour SHColour::FromHSV(float hue, float saturation, float value)
{
if (hue < 0.0f || saturation < 0.0f || value < 0.0f)
throw std::invalid_argument("One or more of the hsv values are invalid!");
SHColour colour;
if (saturation == 0.0f)
{
colour.x = colour.y = colour.z = value;
}
else
{
hue /= 60.0f;
const int SECTOR = static_cast<int>(hue);
const float F = hue - static_cast<float>(SECTOR);
const float P = value * (1.0f - saturation);
const float Q = value * (1.0f - saturation * F);
const float T = value * (1.0f - saturation * (1.0f - F));
switch (SECTOR)
{
case 0:
{
colour.x = value;
colour.y = T;
colour.z = P;
break;
}
case 1:
{
colour.x = Q;
colour.y = value;
colour.z = P;
break;
}
case 2:
{
colour.x = P;
colour.y = value;
colour.z = T;
break;
}
case 3:
{
colour.x = P;
colour.y = Q;
colour.z = value;
break;
}
case 4:
{
colour.x = T;
colour.y = P;
colour.z = value;
break;
}
default:
{
colour.x = value;
colour.y = P;
colour.z = Q;
break;
}
}
}
return colour;
}
SHColour SHColour::FromHSV(const SHColourHSV& hsv)
{
return FromHSV(hsv.h, hsv.s, hsv.v);
}
} // namespace SHADE

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@ -0,0 +1,166 @@
/****************************************************************************************
* \file SHColour.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Colour.
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#pragma once
#include <DirectXMath.h>
// Project Headers
#include "SH_API.h"
#include "Vector/SHVec3.h"
#include "Vector/SHVec4.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
class SHColour;
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
struct SH_API SHColourHSV
{
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
float h = 0.0f;
float s = 0.0f;
float v = 0.0f;
};
class SH_API SHColour : private SHVec4
{
public:
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHColour () noexcept;
SHColour (float r, float g, float b) noexcept;
SHColour (float r, float g, float b, float a) noexcept;
SHColour (uint8_t r, uint8_t g, uint8_t b) noexcept;
SHColour (uint8_t r, uint8_t g, uint8_t b, uint8_t a) noexcept;
SHColour (const SHVec3& colour) noexcept;
SHColour (const DirectX::XMFLOAT3& colour) noexcept;
SHColour (const DirectX::XMVECTORF32& colour) noexcept;
SHColour (const SHColour&) = default;
SHColour (SHColour&&) = default;
~SHColour () = default;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHColour& operator= (const SHColour&) = default;
SHColour& operator= (SHColour&&) = default;
bool operator== (const SHColour& rhs) const noexcept;
bool operator!= (const SHColour& rhs) const noexcept;
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] inline float& r() noexcept { return x; }
[[nodiscard]] inline float& g() noexcept { return y; }
[[nodiscard]] inline float& b() noexcept { return z; }
[[nodiscard]] inline float& a() noexcept { return w; }
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
SHColourHSV ToHSV () noexcept;
void Negate () noexcept;
void Saturate () noexcept;
void AdjustSaturation (float saturation) noexcept;
void AdjustContrast (float contrast) noexcept;
/*---------------------------------------------------------------------------------*/
/* Static Function Members */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] static SHColour Modulate (const SHColour& lhs, const SHColour& rhs) noexcept;
[[nodiscard]] static SHColour FromHSV (float hue, float saturation, float value);
[[nodiscard]] static SHColour FromHSV (const SHColourHSV& hsv);
/*---------------------------------------------------------------------------------*/
/* Static Data Members */
/*---------------------------------------------------------------------------------*/
static const SHColour BEIGE ;
static const SHColour BLACK ;
static const SHColour BLUE ;
static const SHColour BROWN ;
static const SHColour CHOCOLATE ;
static const SHColour CORAL ;
static const SHColour CRIMSON ;
static const SHColour CYAN ;
static const SHColour DARKBLUE ;
static const SHColour DARKGRAY ;
static const SHColour DARKGREEN ;
static const SHColour DARKMAGENTA ;
static const SHColour DARKORANGE ;
static const SHColour DARKRED ;
static const SHColour DEEPPINK ;
static const SHColour FORESTGREEN ;
static const SHColour FUCHSIA ;
static const SHColour GOLD ;
static const SHColour GRAY ;
static const SHColour GREEN ;
static const SHColour HOTPINK ;
static const SHColour INDIGO ;
static const SHColour LAVENDER ;
static const SHColour LIGHTBLUE ;
static const SHColour LIGHTGRAY ;
static const SHColour LIGHTGREEN ;
static const SHColour LIGHTPINK ;
static const SHColour LIGHTYELLOW ;
static const SHColour LIME ;
static const SHColour LIMEGREEN ;
static const SHColour MAGENTA ;
static const SHColour MAROON ;
static const SHColour MEDIUMBLUE ;
static const SHColour MEDIUMPURPLE;
static const SHColour NAVY ;
static const SHColour OLIVE ;
static const SHColour ORANGE ;
static const SHColour ORCHID ;
static const SHColour PINK ;
static const SHColour PURPLE ;
static const SHColour RED ;
static const SHColour ROYALBLUE ;
static const SHColour SALMON ;
static const SHColour SANDYBROWN ;
static const SHColour SILVER ;
static const SHColour SKYBLUE ;
static const SHColour SLATEGRAY ;
static const SHColour SNOW ;
static const SHColour STEELBLUE ;
static const SHColour TAN ;
static const SHColour TEAL ;
static const SHColour TURQUOISE ;
static const SHColour VIOLET ;
static const SHColour WHITE ;
static const SHColour YELLOW;
};
} // namespace SHADE

View File

@ -334,6 +334,39 @@ namespace SHADE
return ss.str();
}
bool SHMatrix::Decompose(SHVec3& translation, SHVec3& rotation, SHVec3& scale) const noexcept
{
XMVECTOR s, r, t;
const XMMATRIX M = XMLoadFloat4x4(this);
if (!XMMatrixDecompose(&s, &r, &t, M))
return false;
SHQuaternion orientation;
XMStoreFloat3(&scale, s);
XMStoreFloat4(&orientation, r);
XMStoreFloat3(&translation, t);
rotation = orientation.ToEuler();
return true;
}
bool SHMatrix::Decompose(SHVec3& translation, SHQuaternion& orientation, SHVec3& scale) const noexcept
{
XMVECTOR s, r, t;
const XMMATRIX M = XMLoadFloat4x4(this);
if (!XMMatrixDecompose(&s, &r, &t, M))
return false;
XMStoreFloat3(&scale, s);
XMStoreFloat4(&orientation, r);
XMStoreFloat3(&translation, t);
return true;
}
/*-----------------------------------------------------------------------------------*/
/* Static Function Member Definitions */

View File

@ -16,7 +16,6 @@
// Project Headers
#include "SH_API.h"
#include "Vector/SHVec4.h"
#include "SH_API.h"
namespace SHADE
{
@ -25,7 +24,6 @@ namespace SHADE
/*-----------------------------------------------------------------------------------*/
class SHVec2;
class SHVec3;
class SHVec4;
class SHQuaternion;
/*-----------------------------------------------------------------------------------*/
@ -109,6 +107,24 @@ namespace SHADE
[[nodiscard]] float Determinant () const noexcept;
[[nodiscard]] std::string ToString () const noexcept;
/**
* @brief Decomposes a transformation matrix into translation, euler angles and scale.
* @param[out] scale The scaling factor of the matrix.
* @param[out] rotation The euler angles of the matrix.
* @param[out] translation The translation of the matrix.
* @return True if decomposition was successful.
*/
bool Decompose (SHVec3& translation, SHVec3& rotation, SHVec3& scale) const noexcept;
/**
* @brief Decomposes a transformation matrix into translation, orientation and scale.
* @param[out] scale The scaling factor of the matrix.
* @param[out] orientation The orientation of the matrix.
* @param[out] translation The translation of the matrix.
* @return True if decomposition was successful.
*/
bool Decompose (SHVec3& translation, SHQuaternion& orientation, SHVec3& scale) const noexcept;
/*---------------------------------------------------------------------------------*/
/* Static Function Members */
/*---------------------------------------------------------------------------------*/

View File

@ -0,0 +1,60 @@
/****************************************************************************************
* \file SHRay.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Ray.
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#include <SHpch.h>
// Primary Header
#include "SHRay.h"
using namespace DirectX;
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHRay::SHRay() noexcept
: direction { 0.0f, 0.0f, 1.0f }
{}
SHRay::SHRay(const SHVec3& pos, const SHVec3& dir) noexcept
: position { pos }
, direction { dir }
{}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHRay::operator==(const SHRay& rhs) noexcept
{
const XMVECTOR LHS_POS = XMLoadFloat3(&position);
const XMVECTOR RHS_POS = XMLoadFloat3(&rhs.position);
const XMVECTOR LHS_DIR = XMLoadFloat3(&direction);
const XMVECTOR RHS_DIR = XMLoadFloat3(&rhs.direction);
return XMVector3Equal(LHS_POS, RHS_POS) && XMVector3NotEqual(LHS_DIR, RHS_DIR);
}
bool SHRay::operator!=(const SHRay& rhs) noexcept
{
const XMVECTOR LHS_POS = XMLoadFloat3(&position);
const XMVECTOR RHS_POS = XMLoadFloat3(&rhs.position);
const XMVECTOR LHS_DIR = XMLoadFloat3(&direction);
const XMVECTOR RHS_DIR = XMLoadFloat3(&rhs.direction);
return XMVector3NotEqual(LHS_POS, RHS_POS) || XMVector3NotEqual(LHS_DIR, RHS_DIR);
}
} // namespace SHADE

View File

@ -0,0 +1,54 @@
/****************************************************************************************
* \file SHRay.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a Ray.
*
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent
* of DigiPen Institute of Technology is prohibited.
****************************************************************************************/
#pragma once
#include <DirectXMath.h>
// Project Headers
#include "SH_API.h"
#include "Vector/SHVec3.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
struct SH_API SHRay
{
public:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
SHVec3 position;
SHVec3 direction;
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
SHRay() noexcept;
SHRay(const SHVec3& pos, const SHVec3& dir) noexcept;
SHRay(const SHRay& rhs) noexcept = default;
SHRay(SHRay&& rhs) noexcept = default;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHRay& operator= (const SHRay& rhs) noexcept = default;
SHRay& operator= (SHRay&& rhs) noexcept = default;
[[nodiscard]] bool operator==(const SHRay& rhs) noexcept;
[[nodiscard]] bool operator!=(const SHRay& rhs) noexcept;
};
} // namespace SHADE

View File

@ -38,6 +38,10 @@ namespace SHADE
: XMFLOAT2( 0.0f, 0.0f )
{}
SHVec2::SHVec2(const XMFLOAT2& xmfloat2) noexcept
: XMFLOAT2 ( xmfloat2.x, xmfloat2.y )
{}
SHVec2::SHVec2(float n) noexcept
: XMFLOAT2( n, n )
{}
@ -50,6 +54,11 @@ namespace SHADE
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHVec2::operator XMVECTOR() const noexcept
{
return XMLoadFloat2(this);
}
SHVec2& SHVec2::operator+=(const SHVec2& rhs) noexcept
{
return *this = *this + rhs;
@ -83,22 +92,16 @@ namespace SHADE
SHVec2 SHVec2::operator+(const SHVec2& rhs) const noexcept
{
SHVec2 result;
const XMVECTOR V1 = XMLoadFloat2(this);
const XMVECTOR V2 = XMLoadFloat2(&rhs);
XMStoreFloat2(&result, XMVectorAdd(V1, V2));
XMStoreFloat2(&result, XMVectorAdd(*this, rhs));
return result;
}
SHVec2 SHVec2::operator-(const SHVec2& rhs) const noexcept
{
SHVec2 result;
const XMVECTOR V1 = XMLoadFloat2(this);
const XMVECTOR V2 = XMLoadFloat2(&rhs);
XMStoreFloat2(&result, XMVectorSubtract(V1, V2));
XMStoreFloat2(&result, XMVectorSubtract(*this, rhs));
return result;
}
@ -110,59 +113,43 @@ namespace SHADE
SHVec2 SHVec2::operator*(const SHVec2& rhs) const noexcept
{
SHVec2 result;
const XMVECTOR V1 = XMLoadFloat2(this);
const XMVECTOR V2 = XMLoadFloat2(&rhs);
XMStoreFloat2(&result, XMVectorMultiply(V1, V2));
XMStoreFloat2(&result, XMVectorMultiply(*this, rhs));
return result;
}
SHVec2 SHVec2::operator*(float rhs) const noexcept
{
SHVec2 result;
const XMVECTOR V = XMLoadFloat2(this);
XMStoreFloat2(&result, XMVectorScale(V, rhs));
XMStoreFloat2(&result, XMVectorScale(*this, rhs));
return result;
}
SHVec2 SHVec2::operator/(const SHVec2& rhs) const noexcept
{
SHVec2 result;
const XMVECTOR V1 = XMLoadFloat2(this);
const XMVECTOR V2 = XMLoadFloat2(&rhs);
XMStoreFloat2(&result, XMVectorDivide(V1, V2));
XMStoreFloat2(&result, XMVectorDivide(*this, rhs));
return result;
}
SHVec2 SHVec2::operator/(float rhs) const noexcept
{
SHVec2 result;
const XMVECTOR V = XMLoadFloat2(this);
XMStoreFloat2(&result, XMVectorScale(V, 1.0f / rhs));
XMStoreFloat2(&result, XMVectorScale(*this, 1.0f / rhs));
return result;
}
bool SHVec2::operator==(const SHVec2& rhs) const noexcept
{
const XMVECTOR V1 = XMLoadFloat2(this);
const XMVECTOR V2 = XMLoadFloat2(&rhs);
return XMVector2Equal(V1, V2);
return XMVector2Equal(*this, rhs);
}
bool SHVec2::operator!=(const SHVec2& rhs) const noexcept
{
const XMVECTOR V1 = XMLoadFloat2(this);
const XMVECTOR V2 = XMLoadFloat2(&rhs);
return XMVector2NotEqual(V1, V2);
return XMVector2NotEqual(*this, rhs);
}
float& SHVec2::operator[](int index)
@ -216,10 +203,8 @@ namespace SHADE
SHVec2 operator* (float lhs, const SHVec2& rhs) noexcept
{
SHVec2 result;
const XMVECTOR V = XMLoadFloat2(&rhs);
XMStoreFloat2(&result, XMVectorScale(V, lhs));
XMStoreFloat2(&result, XMVectorScale(rhs, lhs));
return result;
}
@ -229,16 +214,12 @@ namespace SHADE
float SHVec2::Length() const noexcept
{
const XMVECTOR V = XMLoadFloat2(this);
return XMVectorGetX(XMVector2Length(V));
return XMVectorGetX(XMVector2Length(*this));
}
float SHVec2::LengthSquared() const noexcept
{
const XMVECTOR V = XMLoadFloat2(this);
return XMVectorGetX(XMVector2LengthSq(V));
return XMVectorGetX(XMVector2LengthSq(*this));
}
std::string SHVec2::ToString() const noexcept
@ -251,20 +232,14 @@ namespace SHADE
float SHVec2::Dot(const SHVec2& rhs) const noexcept
{
const XMVECTOR V1 = XMLoadFloat2(this);
const XMVECTOR V2 = XMLoadFloat2(&rhs);
return XMVectorGetX(XMVector2Dot(V1, V2));
return XMVectorGetX(XMVector2Dot(*this, rhs));
}
SHVec2 SHVec2::Cross(const SHVec2& rhs) const noexcept
{
SHVec2 result;
const XMVECTOR V1 = XMLoadFloat2(this);
const XMVECTOR V2 = XMLoadFloat2(&rhs);
XMStoreFloat2(&result, XMVector2Cross(V1, V2));
XMStoreFloat2(&result, XMVector2Cross(*this, rhs));
return result;
}
@ -276,9 +251,7 @@ namespace SHADE
{
SHVec2 result;
const XMVECTOR V = XMLoadFloat2(&vec2);
XMStoreFloat2(&result, XMVector2Normalize(V));
XMStoreFloat2(&result, XMVector2Normalize(vec2));
return result;
}
@ -297,10 +270,10 @@ namespace SHADE
SHVec2 result;
XMVECTOR min = XMLoadFloat2(&(*vec2s.begin()));
XMVECTOR min = *vec2s.begin();
for (auto it = vec2s.begin() + 1; it != vec2s.end(); ++it)
{
const XMVECTOR tmp = XMLoadFloat2(&(*it));
const XMVECTOR tmp = *it;
min = XMVectorMin(min, tmp);
}
@ -318,10 +291,10 @@ namespace SHADE
SHVec2 result;
XMVECTOR max = XMLoadFloat2(&(*vec2s.begin()));
XMVECTOR max = *vec2s.begin();
for (auto it = vec2s.begin() + 1; it != vec2s.end(); ++it)
{
const XMVECTOR tmp = XMLoadFloat2(&(*it));
const XMVECTOR tmp = *it;
max = XMVectorMax(max, tmp);
}
@ -333,11 +306,7 @@ namespace SHADE
{
SHVec2 result;
const XMVECTOR V = XMLoadFloat2(&v);
const XMVECTOR MIN = XMLoadFloat2(&vMin);
const XMVECTOR MAX = XMLoadFloat2(&vMax);
XMStoreFloat2(&result, XMVectorClamp(V, MIN, MAX));
XMStoreFloat2(&result, XMVectorClamp(v, vMin, vMax));
return result;
}
@ -345,10 +314,7 @@ namespace SHADE
{
SHVec2 result;
const XMVECTOR V1 = XMLoadFloat2(&a);
const XMVECTOR V2 = XMLoadFloat2(&b);
XMStoreFloat2(&result, XMVectorLerp(V1, V2, t));
XMStoreFloat2(&result, XMVectorLerp(a, b, t));
return result;
}
@ -369,10 +335,7 @@ namespace SHADE
float SHVec2::Angle(const SHVec2& lhs, const SHVec2& rhs) noexcept
{
const XMVECTOR V1 = XMLoadFloat2(&lhs);
const XMVECTOR V2 = XMLoadFloat2(&rhs);
return XMVectorGetX(XMVector2AngleBetweenVectors(V1, V2));
return XMVectorGetX(XMVector2AngleBetweenVectors(lhs, rhs));
}
float SHVec2::Dot(const SHVec2& lhs, const SHVec2& rhs) noexcept
@ -384,11 +347,10 @@ namespace SHADE
{
SHVec2 result;
const XMVECTOR U = XMLoadFloat2(&u);
const float V_DOT_U = Dot(v, u);
const float U_LENSQ = u.LengthSquared();
XMStoreFloat2(&result, XMVectorScale(U, V_DOT_U / U_LENSQ));
XMStoreFloat2(&result, XMVectorScale(u, V_DOT_U / U_LENSQ));
return result;
}
@ -396,10 +358,8 @@ namespace SHADE
{
SHVec2 result;
const XMVECTOR V = XMLoadFloat2(&v);
const XMVECTOR N = XMLoadFloat2(&normal);
XMStoreFloat2(&result, XMVector2Reflect(V, N));
XMStoreFloat2(&result, XMVector2Reflect(v, normal));
return result;
}
@ -407,10 +367,9 @@ namespace SHADE
{
SHVec2 result;
const XMVECTOR V = XMLoadFloat2(&v);
const XMMATRIX R = XMMatrixRotationZ(angleInRad);
XMStoreFloat2(&result, XMVector2Transform(V, R));
XMStoreFloat2(&result, XMVector2Transform(v, R));
return result;
}
@ -418,10 +377,9 @@ namespace SHADE
{
SHVec2 result;
const XMVECTOR V = XMLoadFloat2(&v);
const XMMATRIX TF = XMLoadFloat4x4(&transformMtx);
XMStoreFloat2(&result, XMVector2TransformCoord(V, TF));
XMStoreFloat2(&result, XMVector2TransformCoord(v, TF));
return result;
}

View File

@ -52,9 +52,10 @@ namespace SHADE
SHVec2 (SHVec2&& rhs) = default;
~SHVec2 () = default;
SHVec2 () noexcept;
SHVec2 (float n) noexcept;
SHVec2 (float x, float y) noexcept;
SHVec2 () noexcept;
SHVec2 (const XMFLOAT2& xmfloat2) noexcept;
SHVec2 (float n) noexcept;
SHVec2 (float x, float y) noexcept;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
@ -63,6 +64,8 @@ namespace SHADE
SHVec2& operator= (const SHVec2& rhs) = default;
SHVec2& operator= (SHVec2&& rhs) = default;
operator DirectX::XMVECTOR () const noexcept;
SHVec2& operator+= (const SHVec2& rhs) noexcept;
SHVec2& operator-= (const SHVec2& rhs) noexcept;
SHVec2& operator*= (const SHVec2& rhs) noexcept;

View File

@ -23,6 +23,7 @@ namespace SHADE
/*-----------------------------------------------------------------------------------*/
/* Static Data Member Definitions */
/*-----------------------------------------------------------------------------------*/
SHVec3 const SHVec3::Zero { 0.0f, 0.0f, 0.0f };
SHVec3 const SHVec3::One { 1.0f, 1.0f, 1.0f };
SHVec3 const SHVec3::Left { -1.0f, 0.0f, 0.0f };
@ -43,6 +44,10 @@ namespace SHADE
: XMFLOAT3( 0.0f, 0.0f, 0.0f )
{}
SHVec3::SHVec3(const XMFLOAT3& xmfloat3) noexcept
: XMFLOAT3 ( xmfloat3.x, xmfloat3.y, xmfloat3.z )
{}
SHVec3::SHVec3(float n) noexcept
: XMFLOAT3( n, n, n )
{}
@ -55,6 +60,12 @@ namespace SHADE
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHVec3::operator XMVECTOR() const noexcept
{
return XMLoadFloat3(this);
}
SHVec3& SHVec3::operator+=(const SHVec3& rhs) noexcept
{
return *this = *this + rhs;
@ -88,22 +99,16 @@ namespace SHADE
SHVec3 SHVec3::operator+(const SHVec3& rhs) const noexcept
{
SHVec3 result;
const XMVECTOR V1 = XMLoadFloat3(this);
const XMVECTOR V2 = XMLoadFloat3(&rhs);
XMStoreFloat3(&result, XMVectorAdd(V1, V2));
XMStoreFloat3(&result, XMVectorAdd(*this, rhs));
return result;
}
SHVec3 SHVec3::operator-(const SHVec3& rhs) const noexcept
{
SHVec3 result;
const XMVECTOR V1 = XMLoadFloat3(this);
const XMVECTOR V2 = XMLoadFloat3(&rhs);
XMStoreFloat3(&result, XMVectorSubtract(V1, V2));
XMStoreFloat3(&result, XMVectorSubtract(*this, rhs));
return result;
}
@ -116,59 +121,43 @@ namespace SHADE
SHVec3 SHVec3::operator*(const SHVec3& rhs) const noexcept
{
SHVec3 result;
const XMVECTOR V1 = XMLoadFloat3(this);
const XMVECTOR V2 = XMLoadFloat3(&rhs);
XMStoreFloat3(&result, XMVectorMultiply(V1, V2));
XMStoreFloat3(&result, XMVectorMultiply(*this, rhs));
return result;
}
SHVec3 SHVec3::operator*(float rhs) const noexcept
{
SHVec3 result;
const XMVECTOR V = XMLoadFloat3(this);
XMStoreFloat3(&result, XMVectorScale(V, rhs));
XMStoreFloat3(&result, XMVectorScale(*this, rhs));
return result;
}
SHVec3 SHVec3::operator/(const SHVec3& rhs) const noexcept
{
SHVec3 result;
const XMVECTOR V1 = XMLoadFloat3(this);
const XMVECTOR V2 = XMLoadFloat3(&rhs);
XMStoreFloat3(&result, XMVectorDivide(V1, V2));
XMStoreFloat3(&result, XMVectorDivide(*this, rhs));
return result;
}
SHVec3 SHVec3::operator/(float rhs) const noexcept
{
SHVec3 result;
const XMVECTOR V = XMLoadFloat3(this);
XMStoreFloat3(&result, XMVectorScale(V, 1.0f / rhs));
XMStoreFloat3(&result, XMVectorScale(*this, 1.0f / rhs));
return result;
}
bool SHVec3::operator==(const SHVec3& rhs) const noexcept
{
const XMVECTOR V1 = XMLoadFloat3(this);
const XMVECTOR V2 = XMLoadFloat3(&rhs);
return XMVector3Equal(V1, V2);
return XMVector3Equal(*this, rhs);
}
bool SHVec3::operator!=(const SHVec3& rhs) const noexcept
{
const XMVECTOR V1 = XMLoadFloat3(this);
const XMVECTOR V2 = XMLoadFloat3(&rhs);
return XMVector3NotEqual(V1, V2);
return XMVector3NotEqual(*this, rhs);
}
float& SHVec3::operator[](int index)
@ -226,10 +215,8 @@ namespace SHADE
SHVec3 operator* (float lhs, const SHVec3& rhs) noexcept
{
SHVec3 result;
const XMVECTOR V = XMLoadFloat3(&rhs);
XMStoreFloat3(&result, XMVectorScale(V, lhs));
XMStoreFloat3(&result, XMVectorScale(rhs, lhs));
return result;
}
@ -239,16 +226,12 @@ namespace SHADE
float SHVec3::Length() const noexcept
{
const XMVECTOR V = XMLoadFloat3(this);
return XMVectorGetX(XMVector3Length(V));
return XMVectorGetX(XMVector3Length(*this));
}
float SHVec3::LengthSquared() const noexcept
{
const XMVECTOR V = XMLoadFloat3(this);
return XMVectorGetX(XMVector3LengthSq(V));
return XMVectorGetX(XMVector3LengthSq(*this));
}
std::string SHVec3::ToString() const noexcept
@ -261,20 +244,14 @@ namespace SHADE
float SHVec3::Dot(const SHVec3& rhs) const noexcept
{
const XMVECTOR V1 = XMLoadFloat3(this);
const XMVECTOR V2 = XMLoadFloat3(&rhs);
return XMVectorGetX(XMVector3Dot(V1, V2));
return XMVectorGetX(XMVector3Dot(*this, rhs));
}
SHVec3 SHVec3::Cross(const SHVec3& rhs) const noexcept
{
SHVec3 result;
const XMVECTOR V1 = XMLoadFloat3(this);
const XMVECTOR V2 = XMLoadFloat3(&rhs);
XMStoreFloat3(&result, XMVector3Cross(V1, V2));
XMStoreFloat3(&result, XMVector3Cross(*this, rhs));
return result;
}
@ -286,9 +263,7 @@ namespace SHADE
{
SHVec3 result;
const XMVECTOR V = XMLoadFloat3(&v);
XMStoreFloat3(&result, XMVector3Normalize(V));
XMStoreFloat3(&result, XMVector3Normalize(v));
return result;
}
@ -307,10 +282,10 @@ namespace SHADE
SHVec3 result;
XMVECTOR min = XMLoadFloat3(&(*vs.begin()));
XMVECTOR min = *vs.begin();
for (auto it = vs.begin() + 1; it != vs.end(); ++it)
{
const XMVECTOR tmp = XMLoadFloat3(&(*it));
const XMVECTOR tmp = *it;
min = XMVectorMin(min, tmp);
}
@ -328,10 +303,10 @@ namespace SHADE
SHVec3 result;
XMVECTOR max = XMLoadFloat3(&(*vs.begin()));
XMVECTOR max = *vs.begin();
for (auto it = vs.begin() + 1; it != vs.end(); ++it)
{
const XMVECTOR tmp = XMLoadFloat3(&(*it));
const XMVECTOR tmp = *it;
max = XMVectorMax(max, tmp);
}
@ -343,11 +318,7 @@ namespace SHADE
{
SHVec3 result;
const XMVECTOR V = XMLoadFloat3(&v);
const XMVECTOR MIN = XMLoadFloat3(&vMin);
const XMVECTOR MAX = XMLoadFloat3(&vMax);
XMStoreFloat3(&result, XMVectorClamp(V, MIN, MAX));
XMStoreFloat3(&result, XMVectorClamp(v, vMin, vMax));
return result;
}
@ -355,10 +326,7 @@ namespace SHADE
{
SHVec3 result;
const XMVECTOR V1 = XMLoadFloat3(&a);
const XMVECTOR V2 = XMLoadFloat3(&b);
XMStoreFloat3(&result, XMVectorLerp(V1, V2, t));
XMStoreFloat3(&result, XMVectorLerp(a, b, t));
return result;
}
@ -382,7 +350,7 @@ namespace SHADE
const XMVECTOR V1 = XMLoadFloat3(&lhs);
const XMVECTOR V2 = XMLoadFloat3(&rhs);
return XMVectorGetX(XMVector3AngleBetweenVectors(V1, V2));
return XMVectorGetX(XMVector3AngleBetweenVectors(lhs, rhs));
}
float SHVec3::Dot(const SHVec3& lhs, const SHVec3& rhs) noexcept
@ -399,22 +367,18 @@ namespace SHADE
{
SHVec3 result;
const XMVECTOR U = XMLoadFloat3(&u);
const float V_DOT_U = Dot(v, u);
const float U_LENSQ = u.LengthSquared();
XMStoreFloat3(&result, XMVectorScale(U, V_DOT_U / U_LENSQ));
XMStoreFloat3(&result, XMVectorScale(u, V_DOT_U / U_LENSQ));
return result;
}
SHVec3 SHVec3::Reflect(const SHVec3& v, const SHVec3& normal) noexcept
{
SHVec3 result;
const XMVECTOR V = XMLoadFloat3(&v);
const XMVECTOR N = XMLoadFloat3(&normal);
XMStoreFloat3(&result, XMVector3Reflect(V, N));
XMStoreFloat3(&result, XMVector3Reflect(v, normal));
return result;
}
@ -422,12 +386,9 @@ namespace SHADE
{
SHVec3 result;
const XMVECTOR V = XMLoadFloat3(&v);
const XMVECTOR Q = XMQuaternionRotationAxis(axis, angleInRad);
const XMVECTOR AXIS = XMLoadFloat3(&axis);
const XMVECTOR Q = XMQuaternionRotationAxis(AXIS, angleInRad);
XMStoreFloat3(&result, XMVector3Rotate(V, Q));
XMStoreFloat3(&result, XMVector3Rotate(v, Q));
return result;
}
@ -435,10 +396,9 @@ namespace SHADE
{
SHVec3 result;
const XMVECTOR V = XMLoadFloat3(&v);
const XMMATRIX R = XMMatrixRotationX(angleInRad);
const XMMATRIX R = XMMatrixRotationX(angleInRad);
XMStoreFloat3(&result, XMVector3TransformCoord(V, R));
XMStoreFloat3(&result, XMVector3TransformCoord(v, R));
return result;
}
@ -446,10 +406,9 @@ namespace SHADE
{
SHVec3 result;
const XMVECTOR V = XMLoadFloat3(&v);
const XMMATRIX R = XMMatrixRotationY(angleInRad);
const XMMATRIX R = XMMatrixRotationY(angleInRad);
XMStoreFloat3(&result, XMVector3TransformCoord(V, R));
XMStoreFloat3(&result, XMVector3TransformCoord(v, R));
return result;
}
@ -457,10 +416,9 @@ namespace SHADE
{
SHVec3 result;
const XMVECTOR V = XMLoadFloat3(&v);
const XMMATRIX R = XMMatrixRotationZ(angleInRad);
const XMMATRIX R = XMMatrixRotationZ(angleInRad);
XMStoreFloat3(&result, XMVector3TransformCoord(V, R));
XMStoreFloat3(&result, XMVector3TransformCoord(v, R));
return result;
}
@ -468,10 +426,9 @@ namespace SHADE
{
SHVec3 result;
const XMVECTOR V = XMLoadFloat3(&v);
const XMMATRIX TF = XMLoadFloat4x4(&transformMtx);
XMStoreFloat3(&result, XMVector3TransformCoord(V, TF));
XMStoreFloat3(&result, XMVector3TransformCoord(v, TF));
return result;
}
}

View File

@ -58,6 +58,7 @@ namespace SHADE
~SHVec3 () = default;
SHVec3 () noexcept;
SHVec3 (const XMFLOAT3& xmfloat3) noexcept;
SHVec3 (float n) noexcept;
SHVec3 (float x, float y, float z) noexcept;
@ -68,6 +69,8 @@ namespace SHADE
SHVec3& operator= (const SHVec3& rhs) = default;
SHVec3& operator= (SHVec3&& rhs) = default;
operator DirectX::XMVECTOR () const noexcept;
SHVec3& operator+= (const SHVec3& rhs) noexcept;
SHVec3& operator-= (const SHVec3& rhs) noexcept;
SHVec3& operator*= (const SHVec3& rhs) noexcept;

View File

@ -38,6 +38,10 @@ namespace SHADE
: XMFLOAT4( 0.0f, 0.0f, 0.0f, 0.0f )
{}
SHVec4::SHVec4(const XMFLOAT4& xmfloat4) noexcept
: XMFLOAT4( xmfloat4.x, xmfloat4.y, xmfloat4.z, xmfloat4.w )
{}
SHVec4::SHVec4(float _x, float _y, float _z, float _w) noexcept
: XMFLOAT4( _x, _y, _z, _w )
{}
@ -46,6 +50,11 @@ namespace SHADE
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHVec4::operator XMVECTOR() const noexcept
{
return XMLoadFloat4(this);
}
SHVec4& SHVec4::operator+=(const SHVec4& rhs) noexcept
{
return *this = *this + rhs;
@ -79,22 +88,16 @@ namespace SHADE
SHVec4 SHVec4::operator+(const SHVec4& rhs) const noexcept
{
SHVec4 result;
const XMVECTOR V1 = XMLoadFloat4(this);
const XMVECTOR V2 = XMLoadFloat4(&rhs);
XMStoreFloat4(&result, XMVectorAdd(V1, V2));
XMStoreFloat4(&result, XMVectorAdd(*this, rhs));
return result;
}
SHVec4 SHVec4::operator-(const SHVec4& rhs) const noexcept
{
SHVec4 result;
const XMVECTOR V1 = XMLoadFloat4(this);
const XMVECTOR V2 = XMLoadFloat4(&rhs);
XMStoreFloat4(&result, XMVectorSubtract(V1, V2));
XMStoreFloat4(&result, XMVectorSubtract(*this, rhs));
return result;
}
@ -106,59 +109,43 @@ namespace SHADE
SHVec4 SHVec4::operator*(const SHVec4& rhs) const noexcept
{
SHVec4 result;
const XMVECTOR V1 = XMLoadFloat4(this);
const XMVECTOR V2 = XMLoadFloat4(&rhs);
XMStoreFloat4(&result, XMVectorMultiply(V1, V2));
XMStoreFloat4(&result, XMVectorMultiply(*this, rhs));
return result;
}
SHVec4 SHVec4::operator*(float rhs) const noexcept
{
SHVec4 result;
const XMVECTOR V = XMLoadFloat4(this);
XMStoreFloat4(&result, XMVectorScale(V, rhs));
XMStoreFloat4(&result, XMVectorScale(*this, rhs));
return result;
}
SHVec4 SHVec4::operator/(const SHVec4& rhs) const noexcept
{
SHVec4 result;
const XMVECTOR V1 = XMLoadFloat4(this);
const XMVECTOR V2 = XMLoadFloat4(&rhs);
XMStoreFloat4(&result, XMVectorDivide(V1, V2));
XMStoreFloat4(&result, XMVectorDivide(*this, rhs));
return result;
}
SHVec4 SHVec4::operator/(float rhs) const noexcept
{
SHVec4 result;
const XMVECTOR V = XMLoadFloat4(this);
XMStoreFloat4(&result, XMVectorScale(V, 1.0f / rhs));
XMStoreFloat4(&result, XMVectorScale(*this, 1.0f / rhs));
return result;
}
bool SHVec4::operator==(const SHVec4& rhs) const noexcept
{
const XMVECTOR V1 = XMLoadFloat4(this);
const XMVECTOR V2 = XMLoadFloat4(&rhs);
return XMVector4Equal(V1, V2);
return XMVector4Equal(*this, rhs);
}
bool SHVec4::operator!=(const SHVec4& rhs) const noexcept
{
const XMVECTOR V1 = XMLoadFloat4(this);
const XMVECTOR V2 = XMLoadFloat4(&rhs);
return XMVector4NotEqual(V1, V2);
return XMVector4NotEqual(*this, rhs);
}
float& SHVec4::operator[](int index)
@ -220,10 +207,8 @@ namespace SHADE
SHVec4 operator* (float lhs, const SHVec4& rhs) noexcept
{
SHVec4 result;
const XMVECTOR V = XMLoadFloat4(&rhs);
XMStoreFloat4(&result, XMVectorScale(V, lhs));
XMStoreFloat4(&result, XMVectorScale(rhs, lhs));
return result;
}
@ -233,30 +218,22 @@ namespace SHADE
float SHVec4::Length() const noexcept
{
const XMVECTOR V = XMLoadFloat4(this);
return XMVectorGetX(XMVector4Length(V));
return XMVectorGetX(XMVector4Length(*this));
}
float SHVec4::Length3D() const noexcept
{
const XMVECTOR V = XMLoadFloat4(this);
return XMVectorGetX(XMVector3Length(V));
return XMVectorGetX(XMVector3Length(*this));
}
float SHVec4::LengthSquared() const noexcept
{
const XMVECTOR V = XMLoadFloat4(this);
return XMVectorGetX(XMVector4LengthSq(V));
return XMVectorGetX(XMVector4LengthSq(*this));
}
float SHVec4::LengthSquared3D() const noexcept
{
const XMVECTOR V = XMLoadFloat4(this);
return XMVectorGetX(XMVector3LengthSq(V));
return XMVectorGetX(XMVector3LengthSq(*this));
}
std::string SHVec4::ToString() const noexcept
@ -269,28 +246,19 @@ namespace SHADE
float SHVec4::Dot(const SHVec4& rhs) const noexcept
{
const XMVECTOR V1 = XMLoadFloat4(this);
const XMVECTOR V2 = XMLoadFloat4(&rhs);
return XMVectorGetX(XMVector4Dot(V1, V2));
return XMVectorGetX(XMVector4Dot(*this, rhs));
}
float SHVec4::Dot3D(const SHVec4& rhs) const noexcept
{
const XMVECTOR V1 = XMLoadFloat4(this);
const XMVECTOR V2 = XMLoadFloat4(&rhs);
return XMVectorGetX(XMVector3Dot(V1, V2));
return XMVectorGetX(XMVector3Dot(*this, rhs));
}
SHVec4 SHVec4::Cross3D(const SHVec4& rhs) const noexcept
{
SHVec4 result;
const XMVECTOR V1 = XMLoadFloat4(this);
const XMVECTOR V2 = XMLoadFloat4(&rhs);
XMStoreFloat4(&result, XMVector3Cross(V1, V2));
XMStoreFloat4(&result, XMVector3Cross(*this, rhs));
result.w = 1.0f;
return result;
}
@ -299,11 +267,7 @@ namespace SHADE
{
SHVec4 result;
const XMVECTOR V3 = XMLoadFloat4(this);
const XMVECTOR V1 = XMLoadFloat4(&v1);
const XMVECTOR V2 = XMLoadFloat4(&v2);
XMStoreFloat4(&result, XMVector4Cross(V3, V1, V2));
XMStoreFloat4(&result, XMVector4Cross(*this, v1, v2));
return result;
}
@ -315,9 +279,7 @@ namespace SHADE
{
SHVec4 result;
const XMVECTOR V = XMLoadFloat4(&v);
XMStoreFloat4(&result, XMVector4Normalize(V));
XMStoreFloat4(&result, XMVector4Normalize(v));
return result;
}
@ -325,9 +287,7 @@ namespace SHADE
{
SHVec4 result;
const XMVECTOR V = XMLoadFloat4(&v);
XMStoreFloat4(&result, XMVector3Normalize(V));
XMStoreFloat4(&result, XMVector3Normalize(v));
result.w = 1.0f;
return result;
}
@ -347,10 +307,10 @@ namespace SHADE
SHVec4 result;
XMVECTOR min = XMLoadFloat4(&(*vs.begin()));
XMVECTOR min = *vs.begin();
for (auto it = vs.begin() + 1; it != vs.end(); ++it)
{
const XMVECTOR tmp = XMLoadFloat4(&(*it));
const XMVECTOR tmp = *it;
min = XMVectorMin(min, tmp);
}
@ -368,10 +328,10 @@ namespace SHADE
SHVec4 result;
XMVECTOR max = XMLoadFloat4(&(*vs.begin()));
XMVECTOR max = *vs.begin();
for (auto it = vs.begin() + 1; it != vs.end(); ++it)
{
const XMVECTOR tmp = XMLoadFloat4(&(*it));
const XMVECTOR tmp = *it;
max = XMVectorMax(max, tmp);
}
@ -383,11 +343,7 @@ namespace SHADE
{
SHVec4 result;
const XMVECTOR V = XMLoadFloat4(&v);
const XMVECTOR MIN = XMLoadFloat4(&vMin);
const XMVECTOR MAX = XMLoadFloat4(&vMax);
XMStoreFloat4(&result, XMVectorClamp(V, MIN, MAX));
XMStoreFloat4(&result, XMVectorClamp(v, vMin, vMax));
return result;
}
@ -395,10 +351,7 @@ namespace SHADE
{
SHVec4 result;
const XMVECTOR V1 = XMLoadFloat4(&a);
const XMVECTOR V2 = XMLoadFloat4(&b);
XMStoreFloat4(&result, XMVectorLerp(V1, V2, t));
XMStoreFloat4(&result, XMVectorLerp(a, b, t));
return result;
}
@ -429,18 +382,12 @@ namespace SHADE
float SHVec4::Angle(const SHVec4& lhs, const SHVec4& rhs) noexcept
{
const XMVECTOR V1 = XMLoadFloat4(&lhs);
const XMVECTOR V2 = XMLoadFloat4(&rhs);
return XMVectorGetX(XMVector4AngleBetweenVectors(V1, V2));
return XMVectorGetX(XMVector4AngleBetweenVectors(lhs,rhs));
}
float SHVec4::Angle3D(const SHVec4& lhs, const SHVec4& rhs) noexcept
{
const XMVECTOR V1 = XMLoadFloat4(&lhs);
const XMVECTOR V2 = XMLoadFloat4(&rhs);
return XMVectorGetX(XMVector3AngleBetweenVectors(V1, V2));
return XMVectorGetX(XMVector3AngleBetweenVectors(lhs,rhs));
}
float SHVec4::Dot(const SHVec4& lhs, const SHVec4& rhs) noexcept
@ -467,11 +414,10 @@ namespace SHADE
{
SHVec4 result;
const XMVECTOR U = XMLoadFloat4(&u);
const float V_DOT_U = Dot(v, u);
const float U_LENSQ = u.LengthSquared();
XMStoreFloat4(&result, XMVectorScale(U, V_DOT_U / U_LENSQ));
XMStoreFloat4(&result, XMVectorScale(u, V_DOT_U / U_LENSQ));
return result;
}
@ -479,11 +425,10 @@ namespace SHADE
{
SHVec4 result;
const XMVECTOR U = XMLoadFloat4(&u);
const float V_DOT_U = Dot3D(v, u);
const float U_LENSQ = u.LengthSquared3D();
XMStoreFloat4(&result, XMVectorScale(U, V_DOT_U / U_LENSQ));
XMStoreFloat4(&result, XMVectorScale(u, V_DOT_U / U_LENSQ));
result.w = 1.0f;
return result;
}
@ -491,11 +436,8 @@ namespace SHADE
SHVec4 SHVec4::Reflect(const SHVec4& v, const SHVec4& normal) noexcept
{
SHVec4 result;
const XMVECTOR V = XMLoadFloat4(&v);
const XMVECTOR N = XMLoadFloat4(&normal);
XMStoreFloat4(&result, XMVector4Reflect(V, N));
XMStoreFloat4(&result, XMVector4Reflect(v, normal));
result.w = 1.0f;
return result;
}
@ -503,11 +445,8 @@ namespace SHADE
SHVec4 SHVec4::Reflect3D(const SHVec4& v, const SHVec4& normal) noexcept
{
SHVec4 result;
const XMVECTOR V = XMLoadFloat4(&v);
const XMVECTOR N = XMLoadFloat4(&normal);
XMStoreFloat4(&result, XMVector3Reflect(V, N));
XMStoreFloat4(&result, XMVector3Reflect(v, normal));
result.w = 1.0f;
return result;
}
@ -516,10 +455,9 @@ namespace SHADE
{
SHVec4 result;
const XMVECTOR V = XMLoadFloat4(&v);
const XMMATRIX TF = XMLoadFloat4x4(&transformMtx);
XMStoreFloat4(&result, XMVector3TransformCoord(V, TF));
XMStoreFloat4(&result, XMVector3TransformCoord(v, TF));
return result;
}
}

View File

@ -52,8 +52,9 @@ namespace SHADE
SHVec4 (SHVec4&& rhs) = default;
~SHVec4 () = default;
SHVec4 () noexcept;
SHVec4 (float x, float y, float z, float w) noexcept;
SHVec4 () noexcept;
SHVec4 (const XMFLOAT4& xmfloat4) noexcept;
SHVec4 (float x, float y, float z, float w) noexcept;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
@ -62,6 +63,8 @@ namespace SHADE
SHVec4& operator= (const SHVec4& rhs) = default;
SHVec4& operator= (SHVec4&& rhs) = default;
operator DirectX::XMVECTOR () const noexcept;
SHVec4& operator+= (const SHVec4& rhs) noexcept;
SHVec4& operator-= (const SHVec4& rhs) noexcept;
SHVec4& operator*= (const SHVec4& rhs) noexcept;

View File

@ -398,7 +398,7 @@ namespace SHADE
switch (shape->GetType())
{
case SHShape::Type::BOUNDING_BOX:
case SHShape::Type::BOX:
{
auto* box = reinterpret_cast<SHBoundingBox*>(shape);
const SHVec3& SHADE_EXTENTS = box->GetHalfExtents();