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- /******************************************************************************
- Copyright (C) 2023 by Lain Bailey <lain@obsproject.com>
- This program is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 2 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program. If not, see <http://www.gnu.org/licenses/>.
- ******************************************************************************/
- #include "vec3.h"
- #include "vec4.h"
- #include "quat.h"
- #include "axisang.h"
- #include "plane.h"
- #include "matrix3.h"
- #include "math-extra.h"
- void vec3_from_vec4(struct vec3 *dst, const struct vec4 *v)
- {
- dst->m = v->m;
- dst->w = 0.0f;
- }
- float vec3_plane_dist(const struct vec3 *v, const struct plane *p)
- {
- return vec3_dot(v, &p->dir) - p->dist;
- }
- void vec3_rotate(struct vec3 *dst, const struct vec3 *v, const struct matrix3 *m)
- {
- struct vec3 temp;
- vec3_copy(&temp, v);
- dst->x = vec3_dot(&temp, &m->x);
- dst->y = vec3_dot(&temp, &m->y);
- dst->z = vec3_dot(&temp, &m->z);
- dst->w = 0.0f;
- }
- void vec3_transform(struct vec3 *dst, const struct vec3 *v, const struct matrix4 *m)
- {
- struct vec4 v4;
- vec4_from_vec3(&v4, v);
- vec4_transform(&v4, &v4, m);
- vec3_from_vec4(dst, &v4);
- }
- void vec3_transform3x4(struct vec3 *dst, const struct vec3 *v, const struct matrix3 *m)
- {
- struct vec3 temp;
- vec3_sub(&temp, v, &m->t);
- dst->x = vec3_dot(&temp, &m->x);
- dst->y = vec3_dot(&temp, &m->y);
- dst->z = vec3_dot(&temp, &m->z);
- dst->w = 0.0f;
- }
- void vec3_mirror(struct vec3 *dst, const struct vec3 *v, const struct plane *p)
- {
- struct vec3 temp;
- vec3_mulf(&temp, &p->dir, vec3_plane_dist(v, p) * 2.0f);
- vec3_sub(dst, v, &temp);
- }
- void vec3_mirrorv(struct vec3 *dst, const struct vec3 *v, const struct vec3 *vec)
- {
- struct vec3 temp;
- vec3_mulf(&temp, vec, vec3_dot(v, vec) * 2.0f);
- vec3_sub(dst, v, &temp);
- }
- void vec3_rand(struct vec3 *dst, int positive_only)
- {
- dst->x = rand_float(positive_only);
- dst->y = rand_float(positive_only);
- dst->z = rand_float(positive_only);
- dst->w = 0.0f;
- }
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