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blockofighter/src/vector.cpp

276 lines
6.9 KiB
C++

#include <math.h>
#include "main.h"
#include "vector.h"
#include "utils.h"
void vectorSet(float *target, float x, float y, float z) {
target[0] = x;
target[1] = y;
target[2] = z;
}
void vectorCopy(float *target, float *source) {
target[0] = source[0];
target[1] = source[1];
target[2] = source[2];
}
void vectorAdd(float *target, float *source1, float *source2) {
target[0] = source1[0] + source2[0];
target[1] = source1[1] + source2[1];
target[2] = source1[2] + source2[2];
}
void vectorAdd(float *target, float *source) {
target[0] += source[0];
target[1] += source[1];
target[2] += source[2];
}
void vectorSub(float *target, float *source1, float *source2) {
target[0] = source1[0] - source2[0];
target[1] = source1[1] - source2[1];
target[2] = source1[2] - source2[2];
}
void vectorSub(float *target, float *source) {
target[0] -= source[0];
target[1] -= source[1];
target[2] -= source[2];
}
void vectorNegative(float *target, float *source) {
target[0] = -source[0];
target[1] = -source[1];
target[2] = -source[2];
}
void vectorNegative(float *target) {
target[0] = -target[0];
target[1] = -target[1];
target[2] = -target[2];
}
void vectorScale(float *target, float *source, float scale) {
target[0] = source[0] * scale;
target[1] = source[1] * scale;
target[2] = source[2] * scale;
}
void vectorScale(float *target, float scale) {
target[0] *= scale;
target[1] *= scale;
target[2] *= scale;
}
float vectorDot(float *source1, float *source2) {
return source1[0] * source2[0] + source1[1] * source2[1] +
source1[2] * source2[2];
}
float vectorNormalizedDot(float *source1, float *source2) {
return vectorDot(source1, source2) /
(vectorLength(source1) * vectorLength(source2));
}
float vectorLength(float *source) { return sqrtf(vectorDot(source, source)); }
void vectorCross(float *target, float *source1, float *source2) {
target[0] = source1[1] * source2[2] - source1[2] * source2[1];
target[1] = source1[2] * source2[0] - source1[0] * source2[2];
target[2] = source1[0] * source2[1] - source1[1] * source2[0];
}
void vectorNormalize(float *target, float *source) {
vectorScale(target, source, 1.0 / vectorLength(source));
}
void vectorNormalize(float *target) {
vectorScale(target, 1.0 / vectorLength(target));
}
void vectorReflect(float *target, float *source, float *normal) {
vectorCopy(target, normal);
vectorScale(target, -vectorDot(source, normal) * 2);
vectorAdd(target, source);
}
void vectorProject(float *target, float *source1, float *source2) {
vectorScale(target, source2,
vectorDot(source1, source2) / vectorDot(source2, source2));
}
bool vectorIsZero(float *vector) {
if (vector[0] == 0 && vector[1] == 0 && vector[2] == 0)
return true;
// if (vectorDot(vector, vector) < 0.00001) return true;
else
return false;
}
void vectorSaturate(float *target, float *source, float min, float max) {
float len = vectorLength(source);
if (len < min) {
len = min;
} else if (len > max) {
len = max;
} else {
if (target != source)
vectorCopy(target, source);
return;
}
vectorNormalize(target, source);
vectorScale(target, len);
}
void vectorSaturate(float *vector, float min, float max) {
vectorSaturate(vector, vector, min, max);
}
void vectorMatrixMultiply(float *target, float *source, float *matrix) {
float source2[3];
if (source == target) {
vectorCopy(source2, source);
source = source2;
}
int x;
for (x = 0; x < 3; x++) {
target[x] = source[0] * matrix[0 + x] + source[1] * matrix[3 + x] +
source[2] * matrix[6 + x];
}
}
void matrixSet(float *matrix, float x1, float y1, float z1, float x2, float y2,
float z2, float x3, float y3, float z3) {
matrix[0] = x1;
matrix[1] = y1;
matrix[2] = z1;
matrix[3] = x2;
matrix[4] = y2;
matrix[5] = z2;
matrix[6] = x3;
matrix[7] = y3;
matrix[8] = z3;
}
void matrixSet(float *matrix, float *r1, float *r2, float *r3) {
vectorCopy(&matrix[0], r1);
vectorCopy(&matrix[3], r2);
vectorCopy(&matrix[6], r3);
}
void matrixCopy(float *target, float *source) {
target[0] = source[0];
target[1] = source[1];
target[2] = source[2];
target[3] = source[3];
target[4] = source[4];
target[5] = source[5];
target[6] = source[6];
target[7] = source[7];
target[8] = source[8];
}
void matrixIdentity(float *matrix) {
matrixSet(matrix, 1, 0, 0, 0, 1, 0, 0, 0, 1);
}
void matrixAdd(float *target, float *source1, float *source2) {
target[0] = source1[0] + source2[0];
target[1] = source1[1] + source2[1];
target[2] = source1[2] + source2[2];
target[3] = source1[3] + source2[3];
target[4] = source1[4] + source2[4];
target[5] = source1[5] + source2[5];
target[6] = source1[6] + source2[6];
target[7] = source1[7] + source2[7];
target[8] = source1[8] + source2[8];
}
void matrixAdd(float *target, float *source) {
target[0] += source[0];
target[1] += source[1];
target[2] += source[2];
target[3] += source[3];
target[4] += source[4];
target[5] += source[5];
target[6] += source[6];
target[7] += source[7];
target[8] += source[8];
}
void matrixMultiply(float *target, float *source1, float *source2) {
float target2[9];
float *oldtarget = target;
bool copy = false;
if (source1 == target || source2 == target) {
copy = true;
target = target2;
}
int x, y;
for (y = 0; y < 3; y++) {
for (x = 0; x < 3; x++) {
*target = source1[y * 3 + 0] * source2[x] +
source1[y * 3 + 1] * source2[3 + x] +
source1[y * 3 + 2] * source2[6 + x];
target++;
}
}
if (copy) {
matrixCopy(oldtarget, target2);
}
}
/*void matrixMultiply(float *target, float *source){
matrixMultiply(target, source, source);
}*/
/*void matrixRotate(float *matrix, float *vector){
float rotmat[9];
createRotationMatrix(rotmat, vector);
matrixMultiply(matrix, matrix, rotmat);
}*/
void matrixCreateRotation(float *matrix, float *vector) {
float angle = vectorLength(vector);
float n[3];
vectorNormalize(n, vector);
float c = cos(angle);
float s = sin(angle);
float t = 1 - c;
float x = n[0];
float y = n[1];
float z = n[2];
matrixSet(matrix, t * x * x + c, t * y * x + s * z, t * z * x - s * y,
t * x * y - s * z, t * y * y + c, t * z * y + s * x,
t * x * z + s * y, t * y * z - s * x, t * z * z + c);
}
void matrixTranspose(float *target, float *source) {
target[0] = source[0];
target[1] = source[3];
target[2] = source[6];
target[3] = source[1];
target[4] = source[4];
target[5] = source[7];
target[6] = source[2];
target[7] = source[5];
target[8] = source[8];
}
/*void rotatePointAroundVector(float *target, float *point, float *vector){
float angle = vectorLength(vector);
float n[3];
vectorNormalize(n, vector);
float c = cos(angle);
float s = sin(angle);
float t = 1 - c;
//r' = r*c + n*(n . r)*t + (r x n)*s
}*/