xenocara/app/xlockmore/modes/glx/i_threejetvec.cc

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#include "i_threejetvec.h"
ThreeJetVec operator+(ThreeJetVec v, ThreeJetVec w) {
ThreeJetVec result;
result.x = v.x + w.x;
result.y = v.y + w.y;
result.z = v.z + w.z;
return result;
}
ThreeJetVec operator*(ThreeJetVec v, ThreeJet a) {
ThreeJetVec result;
result.x = v.x*a;
result.y = v.y*a;
result.z = v.z*a;
return result;
}
ThreeJetVec operator*(ThreeJetVec v, double a) {
ThreeJetVec result;
result.x = v.x*a;
result.y = v.y*a;
result.z = v.z*a;
return result;
}
ThreeJetVec AnnihilateVec(ThreeJetVec v, int index) {
ThreeJetVec result;
result.x = Annihilate(v.x, index);
result.y = Annihilate(v.y, index);
result.z = Annihilate(v.z, index);
return result;
}
TwoJetVec D(ThreeJetVec x, int index) {
TwoJetVec result;
result.x = D(x.x, index);
result.y = D(x.y, index);
result.z = D(x.z, index);
return result;
}
ThreeJetVec Cross(ThreeJetVec v, ThreeJetVec w) {
ThreeJetVec result;
result.x = v.y*w.z + v.z*w.y*-1;
result.y = v.z*w.x + v.x*w.z*-1;
result.z = v.x*w.y + v.y*w.x*-1;
return result;
}
ThreeJet Dot(ThreeJetVec v, ThreeJetVec w) {
return v.x*w.x + v.y*w.y + v.z*w.z;
}
ThreeJetVec Normalize(ThreeJetVec v) {
ThreeJet a;
a = Dot(v,v);
if (a > 0)
a = a^-0.5;
else
a = ThreeJet(0, 0, 0);
return v*a;
}
ThreeJetVec RotateZ(ThreeJetVec v, ThreeJet angle) {
ThreeJetVec result;
ThreeJet s, c;
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s = Sin (angle);
c = Cos (angle);
result.x = v.x*c + v.y*s;
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result.y = v.x*s*-1 + v.y*c;
result.z = v.z;
return result;
}
ThreeJetVec RotateY(ThreeJetVec v, ThreeJet angle) {
ThreeJetVec result;
ThreeJet s, c;
s = Sin (angle);
c = Cos (angle);
result.x = v.x*c + v.z*s*-1;
result.y = v.y;
result.z = v.x*s + v.z*c;
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return result;
}
ThreeJetVec RotateX(ThreeJetVec v, ThreeJet angle) {
ThreeJetVec result;
ThreeJet s, c;
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s = Sin (angle);
c = Cos (angle);
result.x = v.x;
result.y = v.y*c + v.z*s;
result.z = v.y*s*-1 + v.z*c;
return result;
}
ThreeJetVec InterpolateVec(ThreeJetVec v1, ThreeJetVec v2, ThreeJet weight) {
return (v1) * (weight*-1 + 1) + v2*weight;
}
ThreeJet Length(ThreeJetVec v)
{
return (v.x * v.x + v.y * v.y) ^ (.5);
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}