#include #include "Vec.h" #include namespace New3D { static float fastSqrt(float number) { long i; float x, y; const float f = 1.5F; x = number * 0.5F; y = number; i = * ( long * ) &y; i = 0x5f375a86 - ( i >> 1 ); y = * ( float * ) &i; y = y * ( f - ( x * y * y ) ); y = y * ( f - ( x * y * y ) ); return number * y; } static float fastInvSqrt(float x) { float xhalf = 0.5f*x; int i = *(int*)&x; // get bits for floating value i = 0x5f375a86- (i>>1); // gives initial guess y0 x = *(float*)&i; // convert bits back to float x = x*(1.5f-xhalf*x*x); // Newton step, repeating increases accuracy return x; } void V3::subtract(const Vec3 a, const Vec3 b, Vec3 out) { out[0] = a[0] - b[0]; out[1] = a[1] - b[1]; out[2] = a[2] - b[2]; } void V3::subtract(Vec3 a, const Vec3 b) { a[0] -= b[0]; a[1] -= b[1]; a[2] -= b[2]; } void V3::add(const Vec3 a, const Vec3 b, Vec3 out) { out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; out[2] = a[2] + b[2]; } void V3::add(Vec3 a, const Vec3 b) { a[0] += b[0]; a[1] += b[1]; a[2] += b[2]; } void V3::divide(Vec3 a, float number) { multiply(a,1/number); } void V3::multiply(Vec3 a, float number) { a[0] *= number; a[1] *= number; a[2] *= number; } void V3::multiply(Vec3 a, const Vec3 b) { a[0] *= b[0]; a[1] *= b[1]; a[2] *= b[2]; } void V3::multiply(const Vec3 a, const Vec3 b, Vec3 out) { out[0] = a[0] * b[0]; out[1] = a[1] * b[1]; out[2] = a[2] * b[2]; } void V3::crossProduct(const Vec3 v1, const Vec3 v2, Vec3 cross) { cross[0] = v1[1]*v2[2] - v1[2]*v2[1]; cross[1] = v1[2]*v2[0] - v1[0]*v2[2]; cross[2] = v1[0]*v2[1] - v1[1]*v2[0]; } float V3::dotProduct(const Vec3 v1, const Vec3 v2) { return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2]; } void V3::copy(const Vec3 in, Vec3 out) { out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; } void V3::inverse(Vec3 v) { v[0] = -v[0]; v[1] = -v[1]; v[2] = -v[2]; } float V3::length(const Vec3 v) { //=========== float length; //=========== length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; length = sqrt(length); return length; } void V3::normalise(Vec3 v) { //======== float len; //======== len = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; len = fastInvSqrt(len); multiply(v,len); } void V3::multiplyAdd(const Vec3 a, float scale, const Vec3 b, Vec3 out) { out[0] = a[0] + scale*b[0]; out[1] = a[1] + scale*b[1]; out[2] = a[2] + scale*b[2]; } void V3::reset(Vec3 v) { v[0] = 0; v[1] = 0; v[2] = 0; } void V3::set(Vec3 v, float value) { v[0] = value; v[1] = value; v[2] = value; } void V3::set(Vec3 v, float x, float y, float z) { v[0] = x; v[1] = y; v[2] = z; } void V3::reflect(const Vec3 a, const Vec3 b, Vec3 out) { //=========== float temp; Vec3 v; //=========== //Vect2 = Vect1 - 2 * WallN * (WallN DOT Vect1) V3::copy(a,v); temp = V3::dotProduct(a,b) * 2; V3::multiply(v,temp); V3::subtract(b,v,out); } void V3::createNormal(const Vec3 a, const Vec3 b, const Vec3 c, Vec3 outNormal) { //====== Vec3 v1; Vec3 v2; //====== V3::subtract (a,b,v1); V3::subtract (c,b,v2); V3::crossProduct(v1,v2,outNormal); } void V3::_max(Vec3 a, const Vec3 compare) { if(a[0] < compare[0]) a[0] = compare[0]; if(a[1] < compare[1]) a[1] = compare[1]; if(a[2] < compare[2]) a[2] = compare[2]; } void V3::_min(Vec3 a, const Vec3 compare) { if(a[0] > compare[0]) a[0] = compare[0]; if(a[1] > compare[1]) a[1] = compare[1]; if(a[2] > compare[2]) a[2] = compare[2]; } bool V3::cmp(const Vec3 a, float b) { if(a[0]!=b) return false; if(a[1]!=b) return false; if(a[2]!=b) return false; return true; } bool V3::cmp(const Vec3 a, const Vec3 b) { if(a[0]!=b[0]) return false; if(a[1]!=b[1]) return false; if(a[2]!=b[2]) return false; return true; } void V3::clamp(Vec3 a, float _min, float _max) { if(a[0] < _min) a[0] = _min; if(a[0] > _max) a[0] = _max; if(a[1] < _min) a[1] = _min; if(a[1] > _max) a[1] = _max; if(a[2] < _min) a[2] = _min; if(a[2] > _max) a[2] = _max; } } // New3D