/****************************************************************************** Copyright (C) 2023 by Lain Bailey 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 . ******************************************************************************/ #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; }