mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-26 23:55:40 +00:00
237 lines
4.2 KiB
C++
237 lines
4.2 KiB
C++
#include "Vec.h"
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#include <math.h>
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namespace New3D {
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static float fastSqrt(float number) {
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long i;
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float x, y;
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const float f = 1.5F;
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x = number * 0.5F;
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y = number;
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i = * ( long * ) &y;
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i = 0x5f375a86 - ( i >> 1 );
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y = * ( float * ) &i;
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y = y * ( f - ( x * y * y ) );
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y = y * ( f - ( x * y * y ) );
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return number * y;
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}
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static float fastInvSqrt(float x)
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{
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float xhalf = 0.5f*x;
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int i = *(int*)&x; // get bits for floating value
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i = 0x5f375a86- (i>>1); // gives initial guess y0
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x = *(float*)&i; // convert bits back to float
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x = x*(1.5f-xhalf*x*x); // Newton step, repeating increases accuracy
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return x;
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}
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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/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 = 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 len;
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//========
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len = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
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len = fastInvSqrt(len);
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multiply(v,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;
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v[1] = 0;
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v[2] = 0;
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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;
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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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if(a[0] < compare[0]) a[0] = compare[0];
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if(a[1] < compare[1]) a[1] = compare[1];
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if(a[2] < compare[2]) a[2] = compare[2];
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}
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void V3::_min(Vec3 a, const Vec3 compare) {
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if(a[0] > compare[0]) a[0] = compare[0];
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if(a[1] > compare[1]) a[1] = compare[1];
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if(a[2] > compare[2]) a[2] = compare[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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if(a[0] < _min) a[0] = _min;
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if(a[0] > _max) a[0] = _max;
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if(a[1] < _min) a[1] = _min;
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if(a[1] > _max) a[1] = _max;
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if(a[2] < _min) a[2] = _min;
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if(a[2] > _max) a[2] = _max;
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}
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} // New3D
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