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vec4x1.c
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vec4x1.c
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/*------------------------------------------------------------------
vec4x1.c:
XINVADERS 3D - 3d Shoot'em up
Copyright (C) 2000 Don Llopis
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, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
------------------------------------------------------------------*/
#include <stdio.h>
#include <stdlib.h>
#include <memory.h>
#include <math.h>
#include "vec4x1.h"
/*================================================================*/
void Vector_init ( VEC a )
{
a[0] = a[1] = a[2] = 0.0f;
a[3] = 1.0f;
}
/*================================================================*/
void Vector_set ( VEC a, float x, float y, float z )
{
a[0] = x;
a[1] = y;
a[2] = z;
a[3] = 1.0f;
}
/*================================================================*/
void Vector_copy ( VEC a, VEC b )
{
memcpy ( b, a, sizeof ( VEC ) );
}
/*================================================================*/
void Vector_print ( VEC a )
{
fprintf ( stderr, "%5.5f %5.5f %5.5f\n", a[0], a[1], a[2] );
}
/*================================================================*/
void Vector_negate ( VEC a )
{
a[0] *= -1.0f;
a[1] *= -1.0f;
a[2] *= -1.0f;
}
/*================================================================*/
void Vector_add ( VEC a, VEC b, VEC c )
{
c[0] = a[0] + b[0];
c[1] = a[1] + b[1];
c[2] = a[2] + b[2];
}
void Vector_addd ( VEC a, VEC b )
{
a[0] = a[0] + b[0];
a[1] = a[1] + b[1];
a[2] = a[2] + b[2];
}
/*================================================================*/
void Vector_sub ( VEC a, VEC b, VEC c )
{
c[0] = a[0] - b[0];
c[1] = a[1] - b[1];
c[2] = a[2] - b[2];
}
void Vector_subb ( VEC a, VEC b )
{
a[0] = a[0] - b[0];
a[1] = a[1] - b[1];
a[2] = a[2] - b[2];
}
/*================================================================*/
void Vector_cross ( VEC a, VEC b, VEC c )
{
c[0] = ( a[1] * b[2] ) - ( a[2] * b[1] );
c[1] = ( a[2] * b[0] ) - ( a[0] * b[2] );
c[2] = ( a[0] * b[1] ) - ( a[1] * b[0] );
}
/*================================================================*/
float Vector_mag ( VEC a )
{
return (float) sqrt ( ( a[0] * a[0] + a[1] * a[1] + a[2] * a[2] ) );
}
float Vector_mag_squared ( VEC a )
{
return ( a[0] * a[0] + a[1] * a[1] + a[2] * a[2] );
}
/*================================================================*/
float Vector_dist ( VEC a, VEC b )
{
float x, y, z;
x = b[0] - a[0];
y = b[1] - a[1];
z = b[2] - a[2];
return (float) sqrt ( (x*x) + (y*y) + (z*z) );
}
/*================================================================*/
float Vector_dist_squared ( VEC a, VEC b )
{
float x, y, z;
x = b[0] - a[0];
y = b[1] - a[1];
z = b[2] - a[2];
return ( (x*x) + (y*y) + (z*z) );
}
/*================================================================*/
float Vector_dot ( VEC a, VEC b )
{
return ( (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]) );
}
/*================================================================*/
void Vector_norm ( VEC a )
{
float len;
len = (float) sqrt ( (a[0] * a[0]) + (a[1] * a[1]) + (a[2] * a[2]) );
a[0] /= len;
a[1] /= len;
a[2] /= len;
}
/*================================================================*/