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-rw-r--r--math.c165
1 files changed, 0 insertions, 165 deletions
diff --git a/math.c b/math.c
deleted file mode 100644
index a725ebc..0000000
--- a/math.c
+++ /dev/null
@@ -1,165 +0,0 @@
-#include <math.h>
-#include <zoom/math.h>
-#include <zoom/types.h>
-
-float VectorDot(VECTOR v1, VECTOR v2) {
- return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
-}
-
-VECTOR VectorCross(VECTOR v1, VECTOR v2) {
- VECTOR vec;
-
- vec.x = v1.y * v2.z - v1.z * v2.y;
- vec.y = v1.z * v2.x - v1.x * v2.z;
- vec.z = v1.x * v2.y - v1.y * v2.x;
-
- return vec;
-}
-
-VECTOR VectorSub(VECTOR v1, VECTOR v2) {
- VECTOR vec;
-
- vec.x = v1.x - v2.x;
- vec.y = v1.y - v2.y;
- vec.z = v1.z - v2.z;
-
- return vec;
-}
-
-VECTOR VectorAdd(VECTOR v1, VECTOR v2) {
- VECTOR vec;
-
- vec.x = v1.x + v2.x;
- vec.y = v1.y + v2.y;
- vec.z = v1.z + v2.z;
-
- return vec;
-}
-
-VECTOR VectorMul(VECTOR v, float f) {
- v.x *= f;
- v.y *= f;
- v.z *= f;
-
- return v;
-}
-
-VECTOR VectorNormalize(VECTOR v) {
- float f = sqrt(v.x*v.x + v.y*v.y + v.z*v.z);
-
- v.x /= f;
- v.y /= f;
- v.z /= f;
-
- return v;
-}
-
-VECTOR VectorNeg(VECTOR v) {
- v.x = -v.x;
- v.y = -v.y;
- v.z = -v.z;
-
- return v;
-}
-
-float VectorLength(VECTOR v) {
- return sqrt(v.x*v.x + v.y*v.y + v.z*v.z);
-}
-
-float VectorLengthSq(VECTOR v) {
- return (v.x*v.x + v.y*v.y + v.z*v.z);
-}
-
-int VectorEqual(VECTOR v1, VECTOR v2) {
- if(v1.x == v2.x && v1.y == v2.y && v1.z == v2.z) return 1;
- return 0;
-}
-
-MATRIX MatrixIdentity() {
- MATRIX m = {
- 1.0, 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0,
- 0.0, 0.0, 0.0, 1.0
- };
- return m;
-}
-
-MATRIX MatrixMul(MATRIX m1, MATRIX m2) {
- MATRIX m = {
- 0.0, 0.0, 0.0, 0.0,
- 0.0, 0.0, 0.0, 0.0,
- 0.0, 0.0, 0.0, 0.0,
- 0.0, 0.0, 0.0, 0.0
- };
- short i, j, k;
-
- for(i = 0; i < 4; i++)
- for(j = 0; j < 4; j++)
- for(k = 0; k < 4; k++)
- m.m[i][j] += m1.m[i][k] * m2.m[k][j];
-
- return m;
-}
-
-MATRIX VectorMatrix(VERTEX p1, VECTOR v1, VERTEX p2, VECTOR v2) {
- MATRIX translate;
- MATRIX rotate;
- VECTOR axis;
- float s, c;
-
- axis = VectorCross(v1, v2);
- s = VectorLength(axis);
- c = VectorDot(v1, v2);
- if(s) axis = VectorMul(axis, 1/s);
-
- rotate.m[0][0] = (axis.x * axis.x) * (1.0 - c) + c;
- rotate.m[0][1] = (axis.x * axis.y) * (1.0 - c) - (axis.z * s);
- rotate.m[0][2] = (axis.x * axis.z) * (1.0 - c) + (axis.y * s);
- rotate.m[0][3] = 0.0;
-
- rotate.m[1][0] = (axis.y * axis.x) * (1.0 - c) + (axis.z * s);
- rotate.m[1][1] = (axis.y * axis.y) * (1.0 - c) + c;
- rotate.m[1][2] = (axis.y * axis.z) * (1.0 - c) - (axis.x * s);
- rotate.m[1][3] = 0.0;
-
- rotate.m[2][0] = (axis.z * axis.x) * (1.0 - c) - (axis.y * s);
- rotate.m[2][1] = (axis.z * axis.y) * (1.0 - c) + (axis.x * s);
- rotate.m[2][2] = (axis.z * axis.z) * (1.0 - c) + c;
- rotate.m[2][3] = 0.0;
-
- rotate.m[3][0] = 0.0;
- rotate.m[3][1] = 0.0;
- rotate.m[3][2] = 0.0;
- rotate.m[3][3] = 1.0;
-
- translate = MatrixIdentity();
-
- translate.m[3][0] = p1.x;
- translate.m[3][1] = p1.y;
- translate.m[3][2] = p1.z;
-
- rotate = MatrixMul(rotate, translate);
-
- translate.m[3][0] = -p2.x;
- translate.m[3][1] = -p2.y;
- translate.m[3][2] = -p2.z;
-
- return MatrixMul(translate, rotate);
-}
-
-VECTOR VectorMatrixMul(VECTOR v, MATRIX m) {
- VECTOR r;
- float w;
-
- r.x = v.x*m.m[0][0] + v.y*m.m[1][0] + v.z*m.m[2][0] + m.m[3][0];
- r.y = v.x*m.m[0][1] + v.y*m.m[1][1] + v.z*m.m[2][1] + m.m[3][1];
- r.z = v.x*m.m[0][2] + v.y*m.m[1][2] + v.z*m.m[2][2] + m.m[3][2];
- w = v.x*m.m[0][3] + v.y*m.m[1][3] + v.z*m.m[2][3] + m.m[3][3];
-
- r.x /= w;
- r.y /= w;
- r.z /= w;
-
- return r;
-}