Merge branch 'master' into NDK-ShadowMapping

Former-commit-id: 83435ab51753299b30a102871fbcd5558d2ac4f1
This commit is contained in:
Lynix
2015-12-09 00:59:07 +01:00
751 changed files with 79400 additions and 71735 deletions

View File

@@ -9,128 +9,131 @@
#include <Nazara/Core/String.hpp>
template<typename T> class NzVector2;
template<typename T> class NzVector4;
template<typename T>
class NzVector3
namespace Nz
{
public:
NzVector3() = default;
NzVector3(T X, T Y, T Z);
NzVector3(T X, const NzVector2<T>& vec);
explicit NzVector3(T scale);
NzVector3(const T vec[3]);
NzVector3(const NzVector2<T>& vec, T Z = 0.0);
template<typename U> explicit NzVector3(const NzVector3<U>& vec);
NzVector3(const NzVector3& vec) = default;
explicit NzVector3(const NzVector4<T>& vec);
~NzVector3() = default;
template<typename T> class Vector2;
template<typename T> class Vector4;
T AbsDotProduct(const NzVector3& vec) const;
T AngleBetween(const NzVector3& vec) const;
template<typename T>
class Vector3
{
public:
Vector3() = default;
Vector3(T X, T Y, T Z);
Vector3(T X, const Vector2<T>& vec);
explicit Vector3(T scale);
Vector3(const T vec[3]);
Vector3(const Vector2<T>& vec, T Z = 0.0);
template<typename U> explicit Vector3(const Vector3<U>& vec);
Vector3(const Vector3& vec) = default;
explicit Vector3(const Vector4<T>& vec);
~Vector3() = default;
NzVector3 CrossProduct(const NzVector3& vec) const;
T AbsDotProduct(const Vector3& vec) const;
T AngleBetween(const Vector3& vec) const;
T Distance(const NzVector3& vec) const;
float Distancef(const NzVector3& vec) const;
T DotProduct(const NzVector3& vec) const;
Vector3 CrossProduct(const Vector3& vec) const;
T GetLength() const;
float GetLengthf() const;
NzVector3 GetNormal(T* length = nullptr) const;
T GetSquaredLength() const;
T Distance(const Vector3& vec) const;
float Distancef(const Vector3& vec) const;
T DotProduct(const Vector3& vec) const;
NzVector3& MakeBackward();
NzVector3& MakeDown();
NzVector3& MakeForward();
NzVector3& MakeLeft();
NzVector3& MakeRight();
NzVector3& MakeUnit();
NzVector3& MakeUnitX();
NzVector3& MakeUnitY();
NzVector3& MakeUnitZ();
NzVector3& MakeUp();
NzVector3& MakeZero();
T GetLength() const;
float GetLengthf() const;
Vector3 GetNormal(T* length = nullptr) const;
T GetSquaredLength() const;
NzVector3& Maximize(const NzVector3& vec);
NzVector3& Minimize(const NzVector3& vec);
Vector3& MakeBackward();
Vector3& MakeDown();
Vector3& MakeForward();
Vector3& MakeLeft();
Vector3& MakeRight();
Vector3& MakeUnit();
Vector3& MakeUnitX();
Vector3& MakeUnitY();
Vector3& MakeUnitZ();
Vector3& MakeUp();
Vector3& MakeZero();
NzVector3& Normalize(T* length = nullptr);
Vector3& Maximize(const Vector3& vec);
Vector3& Minimize(const Vector3& vec);
NzVector3& Set(T X, T Y, T Z);
NzVector3& Set(T X, const NzVector2<T>& vec);
NzVector3& Set(T scale);
NzVector3& Set(const T vec[3]);
NzVector3& Set(const NzVector2<T>& vec, T Z = 0.0);
NzVector3& Set(const NzVector3<T>& vec);
template<typename U> NzVector3& Set(const NzVector3<U>& vec);
NzVector3& Set(const NzVector4<T>& vec);
Vector3& Normalize(T* length = nullptr);
T SquaredDistance(const NzVector3& vec) const;
Vector3& Set(T X, T Y, T Z);
Vector3& Set(T X, const Vector2<T>& vec);
Vector3& Set(T scale);
Vector3& Set(const T vec[3]);
Vector3& Set(const Vector2<T>& vec, T Z = 0.0);
Vector3& Set(const Vector3<T>& vec);
template<typename U> Vector3& Set(const Vector3<U>& vec);
Vector3& Set(const Vector4<T>& vec);
NzString ToString() const;
T SquaredDistance(const Vector3& vec) const;
operator T*();
operator const T*() const;
String ToString() const;
const NzVector3& operator+() const;
NzVector3 operator-() const;
operator T*();
operator const T*() const;
NzVector3 operator+(const NzVector3& vec) const;
NzVector3 operator-(const NzVector3& vec) const;
NzVector3 operator*(const NzVector3& vec) const;
NzVector3 operator*(T scale) const;
NzVector3 operator/(const NzVector3& vec) const;
NzVector3 operator/(T scale) const;
const Vector3& operator+() const;
Vector3 operator-() const;
NzVector3& operator+=(const NzVector3& vec);
NzVector3& operator-=(const NzVector3& vec);
NzVector3& operator*=(const NzVector3& vec);
NzVector3& operator*=(T scale);
NzVector3& operator/=(const NzVector3& vec);
NzVector3& operator/=(T scale);
Vector3 operator+(const Vector3& vec) const;
Vector3 operator-(const Vector3& vec) const;
Vector3 operator*(const Vector3& vec) const;
Vector3 operator*(T scale) const;
Vector3 operator/(const Vector3& vec) const;
Vector3 operator/(T scale) const;
bool operator==(const NzVector3& vec) const;
bool operator!=(const NzVector3& vec) const;
bool operator<(const NzVector3& vec) const;
bool operator<=(const NzVector3& vec) const;
bool operator>(const NzVector3& vec) const;
bool operator>=(const NzVector3& vec) const;
Vector3& operator+=(const Vector3& vec);
Vector3& operator-=(const Vector3& vec);
Vector3& operator*=(const Vector3& vec);
Vector3& operator*=(T scale);
Vector3& operator/=(const Vector3& vec);
Vector3& operator/=(T scale);
static NzVector3 Backward();
static NzVector3 CrossProduct(const NzVector3& vec1, const NzVector3& vec2);
static T DotProduct(const NzVector3& vec1, const NzVector3& vec2);
static T Distance(const NzVector3& vec1, const NzVector3& vec2);
static float Distancef(const NzVector3& vec1, const NzVector3& vec2);
static NzVector3 Down();
static NzVector3 Forward();
static NzVector3 Left();
static NzVector3 Lerp(const NzVector3& from, const NzVector3& to, T interpolation);
static NzVector3 Normalize(const NzVector3& vec);
static NzVector3 Right();
static T SquaredDistance(const NzVector3& vec1, const NzVector3& vec2);
static NzVector3 Unit();
static NzVector3 UnitX();
static NzVector3 UnitY();
static NzVector3 UnitZ();
static NzVector3 Up();
static NzVector3 Zero();
bool operator==(const Vector3& vec) const;
bool operator!=(const Vector3& vec) const;
bool operator<(const Vector3& vec) const;
bool operator<=(const Vector3& vec) const;
bool operator>(const Vector3& vec) const;
bool operator>=(const Vector3& vec) const;
T x, y, z;
};
static Vector3 Backward();
static Vector3 CrossProduct(const Vector3& vec1, const Vector3& vec2);
static T DotProduct(const Vector3& vec1, const Vector3& vec2);
static T Distance(const Vector3& vec1, const Vector3& vec2);
static float Distancef(const Vector3& vec1, const Vector3& vec2);
static Vector3 Down();
static Vector3 Forward();
static Vector3 Left();
static Vector3 Lerp(const Vector3& from, const Vector3& to, T interpolation);
static Vector3 Normalize(const Vector3& vec);
static Vector3 Right();
static T SquaredDistance(const Vector3& vec1, const Vector3& vec2);
static Vector3 Unit();
static Vector3 UnitX();
static Vector3 UnitY();
static Vector3 UnitZ();
static Vector3 Up();
static Vector3 Zero();
template<typename T> std::ostream& operator<<(std::ostream& out, const NzVector3<T>& vec);
T x, y, z;
};
template<typename T> NzVector3<T> operator*(T scale, const NzVector3<T>& vec);
template<typename T> NzVector3<T> operator/(T scale, const NzVector3<T>& vec);
template<typename T> std::ostream& operator<<(std::ostream& out, const Vector3<T>& vec);
typedef NzVector3<double> NzVector3d;
typedef NzVector3<float> NzVector3f;
typedef NzVector3<int> NzVector3i;
typedef NzVector3<unsigned int> NzVector3ui;
typedef NzVector3<nzInt32> NzVector3i32;
typedef NzVector3<nzUInt32> NzVector3ui32;
template<typename T> Vector3<T> operator*(T scale, const Vector3<T>& vec);
template<typename T> Vector3<T> operator/(T scale, const Vector3<T>& vec);
typedef Vector3<double> Vector3d;
typedef Vector3<float> Vector3f;
typedef Vector3<int> Vector3i;
typedef Vector3<unsigned int> Vector3ui;
typedef Vector3<Int32> Vector3i32;
typedef Vector3<UInt32> Vector3ui32;
}
#include <Nazara/Math/Vector3.inl>