140 lines
2.9 KiB
C
140 lines
2.9 KiB
C
/*********************************************************************************************
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*
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* raylib.vector3
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*
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* Vector3 Functions Definition
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*
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* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "vector3.h"
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#include <math.h>
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// Add two vectors
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Vector3 VectorAdd(Vector3 v1, Vector3 v2)
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{
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Vector3 out;
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out.x = v1.x + v2.x;
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out.y = v1.y + v2.y;
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out.z = v1.z + v2.z;
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return out;
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}
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// Substract two vectors
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Vector3 VectorSubtract(Vector3 v1, Vector3 v2)
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{
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Vector3 out;
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out.x = v1.x - v2.x;
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out.y = v1.y - v2.y;
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out.z = v1.z - v2.z;
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return out;
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}
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// Calculate two vectors cross product
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Vector3 VectorCrossProduct(Vector3 v1, Vector3 v2)
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{
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Vector3 cross;
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cross.x = v1.y*v2.z - v1.z*v2.y;
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cross.y = v1.z*v2.x - v1.x*v2.z;
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cross.z = v1.x*v2.y - v1.y*v2.x;
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return cross;
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}
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// Calculate one vector perpendicular vector
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Vector3 VectorPerpendicular(Vector3 v)
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{
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Vector3 out;
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float min = fabs(v.x);
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Vector3 cardinalAxis = {1.0, 0.0, 0.0};
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if (fabs(v.y) < min)
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{
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min = fabs(v.y);
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cardinalAxis = (Vector3){0.0, 1.0, 0.0};
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}
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if(fabs(v.z) < min)
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{
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cardinalAxis = (Vector3){0.0, 0.0, 1.0};
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}
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out = VectorCrossProduct(v, cardinalAxis);
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return out;
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}
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// Calculate two vectors dot product
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float VectorDotProduct(Vector3 v1, Vector3 v2)
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{
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float dot;
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dot = v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
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return dot;
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}
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// Calculate vector lenght
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float VectorLength(const Vector3 v)
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{
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float length;
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length = sqrt(v.x*v.x + v.y*v.y + v.z*v.z);
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return length;
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}
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// Scale provided vector
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void VectorScale(Vector3 *v, float scale)
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{
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v->x *= scale;
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v->y *= scale;
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v->z *= scale;
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}
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// Invert provided vector (direction)
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void VectorInverse(Vector3 *v)
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{
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v->x = -v->x;
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v->y = -v->y;
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v->z = -v->z;
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}
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// Normalize provided vector
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void VectorNormalize(Vector3 *v)
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{
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float length, ilength;
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length = VectorLength(*v);
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if (length == 0) length = 1;
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ilength = 1.0/length;
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v->x *= ilength;
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v->y *= ilength;
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v->z *= ilength;
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}
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