Supermodel/Src/Graphics/New3D/Vec.cpp
2021-02-20 22:19:16 +00:00

237 lines
4.2 KiB
C++

#include "Vec.h"
#include <cmath>
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 = std::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