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							- /******************************************************************************
 
-     Copyright (C) 2013 by Hugh Bailey <[email protected]>
 
-     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 <http://www.gnu.org/licenses/>.
 
- ******************************************************************************/
 
- #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;
 
- }
 
 
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