165 lines
3.2 KiB
C
165 lines
3.2 KiB
C
#include <math.h>
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#include <neofx/math.h>
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#include <neofx/types.h>
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float VectorDot(VECTOR v1, VECTOR v2) {
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return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
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}
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VECTOR VectorCross(VECTOR v1, VECTOR v2) {
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VECTOR vec;
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vec.x = v1.y * v2.z - v1.z * v2.y;
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vec.y = v1.z * v2.x - v1.x * v2.z;
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vec.z = v1.x * v2.y - v1.y * v2.x;
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return vec;
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}
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VECTOR VectorSub(VECTOR v1, VECTOR v2) {
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VECTOR vec;
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vec.x = v1.x - v2.x;
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vec.y = v1.y - v2.y;
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vec.z = v1.z - v2.z;
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return vec;
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}
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VECTOR VectorAdd(VECTOR v1, VECTOR v2) {
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VECTOR vec;
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vec.x = v1.x + v2.x;
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vec.y = v1.y + v2.y;
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vec.z = v1.z + v2.z;
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return vec;
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}
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VECTOR VectorMul(VECTOR v, float f) {
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v.x *= f;
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v.y *= f;
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v.z *= f;
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return v;
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}
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VECTOR VectorNormalize(VECTOR v) {
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float f = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
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v.x /= f;
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v.y /= f;
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v.z /= f;
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return v;
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}
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VECTOR VectorNeg(VECTOR v) {
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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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return v;
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}
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float VectorLength(VECTOR v) {
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return sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
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}
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float VectorLengthSq(VECTOR v) {
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return (v.x*v.x + v.y*v.y + v.z*v.z);
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}
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int VectorEqual(VECTOR v1, VECTOR v2) {
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if(v1.x == v2.x && v1.y == v2.y && v1.z == v2.z) return 1;
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return 0;
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}
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MATRIX MatrixIdentity() {
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MATRIX m = {.f = {
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0
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}};
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return m;
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}
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MATRIX MatrixMul(MATRIX m1, MATRIX m2) {
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MATRIX m = {.f = {
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0.0, 0.0, 0.0, 0.0,
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0.0, 0.0, 0.0, 0.0,
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0.0, 0.0, 0.0, 0.0,
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0.0, 0.0, 0.0, 0.0
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}};
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short i, j, k;
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for(i = 0; i < 4; i++)
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for(j = 0; j < 4; j++)
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for(k = 0; k < 4; k++)
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m.m[i][j] += m1.m[i][k] * m2.m[k][j];
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return m;
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}
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MATRIX VectorMatrix(VERTEX p1, VECTOR v1, VERTEX p2, VECTOR v2) {
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MATRIX translate;
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MATRIX rotate;
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VECTOR axis;
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float s, c;
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axis = VectorCross(v1, v2);
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s = VectorLength(axis);
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c = VectorDot(v1, v2);
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if(s) axis = VectorMul(axis, 1/s);
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rotate.m[0][0] = (axis.x * axis.x) * (1.0 - c) + c;
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rotate.m[0][1] = (axis.x * axis.y) * (1.0 - c) - (axis.z * s);
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rotate.m[0][2] = (axis.x * axis.z) * (1.0 - c) + (axis.y * s);
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rotate.m[0][3] = 0.0;
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rotate.m[1][0] = (axis.y * axis.x) * (1.0 - c) + (axis.z * s);
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rotate.m[1][1] = (axis.y * axis.y) * (1.0 - c) + c;
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rotate.m[1][2] = (axis.y * axis.z) * (1.0 - c) - (axis.x * s);
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rotate.m[1][3] = 0.0;
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rotate.m[2][0] = (axis.z * axis.x) * (1.0 - c) - (axis.y * s);
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rotate.m[2][1] = (axis.z * axis.y) * (1.0 - c) + (axis.x * s);
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rotate.m[2][2] = (axis.z * axis.z) * (1.0 - c) + c;
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rotate.m[2][3] = 0.0;
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rotate.m[3][0] = 0.0;
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rotate.m[3][1] = 0.0;
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rotate.m[3][2] = 0.0;
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rotate.m[3][3] = 1.0;
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translate = MatrixIdentity();
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translate.m[3][0] = p1.x;
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translate.m[3][1] = p1.y;
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translate.m[3][2] = p1.z;
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rotate = MatrixMul(rotate, translate);
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translate.m[3][0] = -p2.x;
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translate.m[3][1] = -p2.y;
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translate.m[3][2] = -p2.z;
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return MatrixMul(translate, rotate);
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}
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VECTOR VectorMatrixMul(VECTOR v, MATRIX m) {
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VECTOR r;
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float w;
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r.x = v.x*m.m[0][0] + v.y*m.m[1][0] + v.z*m.m[2][0] + m.m[3][0];
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r.y = v.x*m.m[0][1] + v.y*m.m[1][1] + v.z*m.m[2][1] + m.m[3][1];
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r.z = v.x*m.m[0][2] + v.y*m.m[1][2] + v.z*m.m[2][2] + m.m[3][2];
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w = v.x*m.m[0][3] + v.y*m.m[1][3] + v.z*m.m[2][3] + m.m[3][3];
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r.x /= w;
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r.y /= w;
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r.z /= w;
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return r;
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}
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