math_3d.h头文件源码

本文介绍了一个用于3D图形应用的数学库,包括向量、矩阵和四元数的操作,如加减乘运算、旋转和平移变换等。特别关注了Vector3f和Matrix4f的定义及其实现细节。

转自gitHub

#pragma once
#ifndef MATH_3D_H
#define	MATH_3D_H

#include <stdio.h>
#include <math.h>

#define ToRadian(x) ((x) * M_PI / 180.0f)
#define ToDegree(x) ((x) * 180.0f / M_PI)

struct Vector2i
{
	int x;
	int y;
};

struct Vector2f
{
	float x;
	float y;

	Vector2f()
	{
	}

	Vector2f(float _x, float _y)
	{
		x = _x;
		y = _y;
	}
};


struct Vector3f
{
	float x;
	float y;
	float z;

	Vector3f()
	{
	}

	Vector3f(float _x, float _y, float _z)
	{
		x = _x;
		y = _y;
		z = _z;
	}

	Vector3f& operator+=(const Vector3f& r)
	{
		x += r.x;
		y += r.y;
		z += r.z;

		return *this;
	}

	Vector3f& operator-=(const Vector3f& r)
	{
		x -= r.x;
		y -= r.y;
		z -= r.z;

		return *this;
	}

	Vector3f& operator*=(float f)
	{
		x *= f;
		y *= f;
		z *= f;

		return *this;
	}

	Vector3f Cross(const Vector3f& v) const;

	Vector3f& Normalize();

	void Rotate(float Angle, const Vector3f& Axis);

	void Print() const
	{
		printf("(%.02f, %.02f, %.02f", x, y, z);
	}
};


inline Vector3f operator+(const Vector3f& l, const Vector3f& r)
{
	Vector3f Ret(l.x + r.x,
		l.y + r.y,
		l.z + r.z);

	return Ret;
}

inline Vector3f operator-(const Vector3f& l, const Vector3f& r)
{
	Vector3f Ret(l.x - r.x,
		l.y - r.y,
		l.z - r.z);

	return Ret;
}

inline Vector3f operator*(const Vector3f& l, float f)
{
	Vector3f Ret(l.x * f,
		l.y * f,
		l.z * f);

	return Ret;
}


class Matrix4f
{
public:
	float m[4][4];

	Matrix4f()
	{
	}


	inline void InitIdentity()
	{
		m[0][0] = 1.0f; m[0][1] = 0.0f; m[0][2] = 0.0f; m[0][3] = 0.0f;
		m[1][0] = 0.0f; m[1][1] = 1.0f; m[1][2] = 0.0f; m[1][3] = 0.0f;
		m[2][0] = 0.0f; m[2][1] = 0.0f; m[2][2] = 1.0f; m[2][3] = 0.0f;
		m[3][0] = 0.0f; m[3][1] = 0.0f; m[3][2] = 0.0f; m[3][3] = 1.0f;
	}

	inline Matrix4f operator*(const Matrix4f& Right) const
	{
		Matrix4f Ret;

		for (unsigned int i = 0; i < 4; i++) {
			for (unsigned int j = 0; j < 4; j++) {
				Ret.m[i][j] = m[i][0] * Right.m[0][j] +
					m[i][1] * Right.m[1][j] +
					m[i][2] * Right.m[2][j] +
					m[i][3] * Right.m[3][j];
			}
		}

		return Ret;
	}

	void InitScaleTransform(float ScaleX, float ScaleY, float ScaleZ);
	void InitRotateTransform(float RotateX, float RotateY, float RotateZ);
	void InitTranslationTransform(float x, float y, float z);
	void InitCameraTransform(const Vector3f& Target, const Vector3f& Up);
	void InitPersProjTransform(float FOV, float Width, float Height, float zNear, float zFar);
};


struct Quaternion
{
	float x, y, z, w;

	Quaternion(float _x, float _y, float _z, float _w);

	void Normalize();

	Quaternion Conjugate();
};

Quaternion operator*(const Quaternion& l, const Quaternion& r);

Quaternion operator*(const Quaternion& q, const Vector3f& v);

#endif	/* MATH_3D_H */
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