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-rw-r--r--src/math/vec3.c120
1 files changed, 120 insertions, 0 deletions
diff --git a/src/math/vec3.c b/src/math/vec3.c
new file mode 100644
index 0000000..4d77b96
--- /dev/null
+++ b/src/math/vec3.c
@@ -0,0 +1,120 @@
+#include <math.h>
+
+#include "math.h"
+#include "../util/assert.h"
+#include "../core/mem.h"
+
+Vec3 vec3forward = {0,0,1};
+Vec3 vec3up = {0, 1, 0};
+Vec3 vec3left = {1, 0, 0};
+
+void vec3_cross(Vec3* v1, Vec3* v2, Vec3* out) {
+ ssr_assert(v1 && v2 && out);
+ out->x = v1->y*v2->z - v1->z*v2->y;
+ out->y = v1->z*v2->x - v1->x*v2->z;
+ out->z = v1->x*v2->y - v1->y*v2->x;
+}
+
+void vec3_scale(Vec3* v, float k, Vec3* out) {
+ ssr_assert(v && out);
+ out->x = v->x * k;
+ out->y = v->y * k;
+ out->z = v->z * k;
+}
+
+void vec3_plus(Vec3* v1, Vec3* v2, Vec3* out) {
+ ssr_assert(v1 && v2 && out);
+ out->x = v1->x + v2->x;
+ out->y = v1->y + v2->y;
+ out->z = v1->z + v2->z;
+}
+
+void vec3_offset(Vec3* v, float offset, Vec3* out) {
+ ssr_assert(v && out);
+ out->x = v->x + offset;
+ out->y = v->y + offset;
+ out->z = v->z + offset;
+}
+
+float vec3_magnitude(Vec3* v) {
+ ssr_assert(v);
+ float l2 = vec3_magnitude2(v);
+ return sqrt(l2);
+}
+
+float vec3_magnitude2(Vec3* v) {
+ ssr_assert(v);
+ return v->x*v->x + v->y*v->y + v->z*v->z;
+}
+
+void vec3_lerp(Vec3* v1, Vec3* v2, float t, Vec3* out) {
+ ssr_assert(v1 && v2 && out);
+ float t2 = 1 - t;
+ out->x = v1->x * t2 + v2->x * t;
+ out->y = v1->y * t2 + v2->y * t;
+ out->z = v1->z * t2 + v2->z * t;
+}
+
+void vec3_slerp(Vec3* v1, Vec3* v2, float t, Vec3* out) {
+ ssr_assert(v1 && v2 && out);
+ float mag1 = vec3_magnitude(v1);
+ float mag2 = vec3_magnitude(v2);
+ if (mag1 < EPSILON || mag2 < EPSILON) {
+ vec3_lerp(v1, v2, t, out);
+ return;
+ }
+ float lerplen = lerp(mag1, mag2, t);
+ /*分为长度上的lerp和角度上的slerp*/
+ float dot = vec3_dot(v1, v2) / (mag1 * mag2);
+ if (dot > 1.f - EPSILON) { /*几乎是同向*/
+ vec3_lerp(v1, v2, t, out);
+ return;
+ } else if (dot < -1 + EPSILON) { /*几乎是反向*/
+
+ } else {
+ Vec3 axis; vec3_cross(v1, v2, &axis); vec3_normalize(&axis, &axis);
+ Vec3 v1n; vec3_normalize(v1, &v1n);
+ float angle = acos(dot) * t;
+ //Mat4 m; mat4_setaxisangle(&axis, angle, &m);
+ //mat4_applytovec4(&m, &v1n, &v1n);
+ Quat q; quat_fromaxisangle(&axis, angle, &q);
+ quat_applytovec3(&q, &v1n, &v1n);
+ vec3_scale(&v1n, lerplen, out);
+ }
+}
+
+float vec3_dot(Vec3* v1, Vec3* v2) {
+ ssr_assert(v1 && v2);
+ return v1->x * v2->x + v1->y * v2->y + v1->z * v2->z;
+}
+
+void vec3_multiply(Vec3* v1, Vec3* v2, Quat* out) {
+ ssr_assert(v1 && v2 && out);
+ vec3_cross(v1, v2, out);
+ out->w = -vec3_dot(v1, v2);
+}
+
+void vec3_normalize(Vec3* v, Vec3* out) {
+ ssr_assert(v && out);
+ //float mag = rsqrt(v->x * v->x + v->y * v->y + v->z * v->z);
+ float mag = 1.f / vec3_magnitude(v);
+ out->x = v->x * mag;
+ out->y = v->y * mag;
+ out->z = v->z * mag;
+}
+
+void vec3_tostring(Vec3* v, char buf[]) {
+ sprintf(buf, "%8.3f %8.3f %8.3f", v->x, v->y, v->z);
+}
+
+void vec3_print(Vec3* v) {
+ vec3_tostring(v, printbuffer);
+ printf("\n%s\n", printbuffer);
+}
+
+void vec3_minus(Vec3* v1, Vec3* v2, Vec3* out) {
+ ssr_assert(v1 && v2 && out);
+ out->x = v1->x - v2->x;
+ out->y = v1->y - v2->y;
+ out->z = v1->z - v2->z;
+} \ No newline at end of file