74 lines
1.2 KiB
C
74 lines
1.2 KiB
C
#include <GearBox/Math.h>
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void GBMathCross3(GBVector3 r, GBVector3 v0, GBVector3 v1) {
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r[0] = v0[1] * v1[2] - v0[2] * v1[1];
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r[1] = v0[2] * v1[0] - v0[0] * v1[2];
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r[2] = v0[0] * v1[1] - v0[1] * v1[0];
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}
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void GBMathNormalize3(GBVector3 vec) {
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double l = 0;
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int i;
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for(i = 0; i < 3; i++) l += vec[i] * vec[i];
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l = sqrt(l);
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if(l > 0) {
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l = (double)1 / l;
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} else {
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l = 0;
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}
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vec[0] *= l;
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vec[1] *= l;
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vec[2] *= l;
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}
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void GBMathSubtract3(GBVector3 r, GBVector3 v0, GBVector3 v1) {
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int i;
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for(i = 0; i < 3; i++) r[i] = v0[i] - v1[i];
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}
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void GBMathAdd3(GBVector3 r, GBVector3 v0, GBVector3 v1) {
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int i;
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for(i = 0; i < 3; i++) r[i] = v0[i] + v1[i];
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}
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/*
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* v0-v2
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* | /
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* v1/
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*/
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void GBMathNormal3x3(GBVector3 r, GBVector3 v0, GBVector3 v1, GBVector3 v2) {
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GBVector3 t0, t1;
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GBMathSubtract3(t0, v1, v0);
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GBMathSubtract3(t0, v2, v0);
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GBMathCross3(r, t0, t1);
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GBMathNormalize3(r);
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}
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/*
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* v0-v3
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* | |
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* v1-v2
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*/
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void GBMathNormal3x4(GBVector3 r, GBVector3 v0, GBVector3 v1, GBVector3 v2, GBVector3 v3) {
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GBVector3 t0, t1;
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GBMathNormal3x3(t0, v0, v1, v3);
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GBMathNormal3x3(t1, v1, v2, v3);
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GBMathAdd3(r, t0, t1);
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GBMathNormalize3(r);
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}
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double GBMathCot(double x) {
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return (double)1 / tan(x);
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}
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