mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-23 14:15:40 +00:00
208 lines
3.5 KiB
C++
208 lines
3.5 KiB
C++
#include "Vec.h"
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#include <cmath>
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#include <algorithm>
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namespace New3D {
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void V3::subtract(const Vec3 a, const Vec3 b, Vec3 out) {
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out[0] = a[0] - b[0];
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out[1] = a[1] - b[1];
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out[2] = a[2] - b[2];
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}
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void V3::subtract(Vec3 a, const Vec3 b) {
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a[0] -= b[0];
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a[1] -= b[1];
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a[2] -= b[2];
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}
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void V3::add(const Vec3 a, const Vec3 b, Vec3 out) {
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out[0] = a[0] + b[0];
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out[1] = a[1] + b[1];
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out[2] = a[2] + b[2];
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}
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void V3::add(Vec3 a, const Vec3 b) {
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a[0] += b[0];
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a[1] += b[1];
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a[2] += b[2];
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}
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void V3::divide(Vec3 a, float number) {
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multiply(a,1.f/number);
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}
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void V3::multiply(Vec3 a, float number) {
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a[0] *= number;
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a[1] *= number;
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a[2] *= number;
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}
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void V3::multiply(Vec3 a, const Vec3 b) {
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a[0] *= b[0];
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a[1] *= b[1];
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a[2] *= b[2];
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}
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void V3::multiply(const Vec3 a, const Vec3 b, Vec3 out) {
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out[0] = a[0] * b[0];
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out[1] = a[1] * b[1];
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out[2] = a[2] * b[2];
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}
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void V3::crossProduct(const Vec3 v1, const Vec3 v2, Vec3 cross) {
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cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
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cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
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cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
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}
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float V3::dotProduct(const Vec3 v1, const Vec3 v2) {
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return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
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}
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void V3::copy(const Vec3 in, Vec3 out) {
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out[0] = in[0];
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out[1] = in[1];
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out[2] = in[2];
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}
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void V3::inverse(Vec3 v) {
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v[0] = -v[0];
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v[1] = -v[1];
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v[2] = -v[2];
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}
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float V3::length(const Vec3 v) {
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//===========
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float length;
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//===========
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length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
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length = std::sqrt(length);
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return length;
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}
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void V3::normalise(Vec3 v) {
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//========
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float inv_len;
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//========
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inv_len = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
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inv_len = 1.f/std::sqrt(inv_len);
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multiply(v,inv_len);
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}
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void V3::multiplyAdd(const Vec3 a, float scale, const Vec3 b, Vec3 out) {
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out[0] = a[0] + scale*b[0];
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out[1] = a[1] + scale*b[1];
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out[2] = a[2] + scale*b[2];
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}
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void V3::reset(Vec3 v) {
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v[0] = 0.f;
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v[1] = 0.f;
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v[2] = 0.f;
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}
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void V3::set(Vec3 v, float value) {
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v[0] = value;
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v[1] = value;
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v[2] = value;
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}
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void V3::set(Vec3 v, float x, float y, float z) {
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v[0] = x;
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v[1] = y;
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v[2] = z;
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}
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void V3::reflect(const Vec3 a, const Vec3 b, Vec3 out) {
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//===========
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float temp;
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Vec3 v;
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//===========
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//Vect2 = Vect1 - 2 * WallN * (WallN DOT Vect1)
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V3::copy(a,v);
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temp = V3::dotProduct(a,b) * 2.f;
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V3::multiply(v,temp);
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V3::subtract(b,v,out);
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}
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void V3::createNormal(const Vec3 a, const Vec3 b, const Vec3 c, Vec3 outNormal) {
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//======
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Vec3 v1;
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Vec3 v2;
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//======
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V3::subtract (a,b,v1);
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V3::subtract (c,b,v2);
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V3::crossProduct(v1,v2,outNormal);
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}
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void V3::_max(Vec3 a, const Vec3 compare) {
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a[0] = std::max(compare[0], a[0]);
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a[1] = std::max(compare[1], a[1]);
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a[2] = std::max(compare[2], a[2]);
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}
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void V3::_min(Vec3 a, const Vec3 compare) {
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a[0] = std::min(compare[0], a[0]);
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a[1] = std::min(compare[1], a[1]);
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a[2] = std::min(compare[2], a[2]);
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}
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bool V3::cmp(const Vec3 a, float b) {
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if(a[0]!=b) return false;
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if(a[1]!=b) return false;
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if(a[2]!=b) return false;
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return true;
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}
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bool V3::cmp(const Vec3 a, const Vec3 b) {
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if(a[0]!=b[0]) return false;
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if(a[1]!=b[1]) return false;
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if(a[2]!=b[2]) return false;
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return true;
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}
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void V3::clamp(Vec3 a, float _min, float _max) {
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a[0] = std::min(std::max(_min, a[0]), _max);
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a[1] = std::min(std::max(_min, a[1]), _max);
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a[2] = std::min(std::max(_min, a[2]), _max);
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}
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} // New3D
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