Giga Geometry Implementation
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@@ -42,7 +42,18 @@ namespace J3ML::LinearAlgebra {
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float &operator[](std::size_t index);
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bool IsWithinMarginOfError(const Vector4& rhs, float margin=0.0001f) const;
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bool IsNormalized(float epsilonSq = 1e-5f) const;
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float LengthSqXYZ() const;
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bool IsNormalized3(float epsilonSq = 1e-5f) const
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{
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return std::abs(LengthSqXYZ()-1.f) <= epsilonSq;
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}
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bool IsNormalized4(float epsilonSq = 1e-5f) const
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{
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return std::abs(LengthSquared()-1.f) <= epsilonSq;
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}
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bool IsNormalized(float epsilonSq = 1e-5f) const { return IsNormalized4(epsilonSq); }
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bool IsZero(float epsilonSq = 1e-6f) const;
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bool IsFinite() const;
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bool IsPerpendicular(const Vector4& other, float epsilonSq=1e-5f) const
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@@ -74,7 +85,9 @@ namespace J3ML::LinearAlgebra {
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// the cross product only has the orthogonality property in 3 and 7 dimensions
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// You should consider instead looking at Gram-Schmidt Orthogonalization
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// to find orthonormal vectors.
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Vector4 Cross(const Vector4& rhs) const;
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Vector4 Cross3(const Vector3& rhs) const;
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Vector4 Cross3(const Vector4& rhs) const;
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Vector4 Cross(const Vector4& rhs) const { return Cross3(rhs); }
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Vector4 Normalize() const;
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Vector4 Lerp(const Vector4& goal, float alpha) const;
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