mirror of
https://github.com/UberGames/MD3View.git
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126 lines
2.4 KiB
C++
126 lines
2.4 KiB
C++
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/*
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Copyright (C) 2010 Matthew Baranowski, Sander van Rossen & Raven software.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "vect3.h"
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const Vect3 Vect3X(1.f,0.f,0.f);
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const Vect3 Vect3Y(0.f,1.f,0.f);
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const Vect3 Vect3Z(0.f,0.f,1.f);
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const Vect3 Vect3negX(-1.f,0.f,0.f);
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const Vect3 Vect3negY(0.f,-1.f,0.f);
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const Vect3 Vect3negZ(0.f,0.f,-1.f);
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const Vect3 Vect3Zero(0.f,0.f,0.f);
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const Vect3 &Vect3::operator/= (const float d)
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{
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float inv=1.f/d;
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return (*this)*=inv;
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}
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void Vect3::Cross(const Vect3& p)
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{
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Vect3 t=*this;
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v[0]=t.v[1]*p.v[2]-t.v[2]*p.v[1];
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v[1]=t.v[2]*p.v[0]-t.v[0]*p.v[2];
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v[2]=t.v[0]*p.v[1]-t.v[1]*p.v[0];
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}
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void Vect3::NegCross(const Vect3& p)
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{
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Vect3 t=*this;
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v[0]=p.v[1]*t.v[2]-p.v[2]*t.v[1];
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v[1]=p.v[2]*t.v[0]-p.v[0]*t.v[2];
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v[2]=p.v[0]*t.v[1]-p.v[1]*t.v[0];
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}
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float Vect3::Dist(const Vect3& p) const
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{
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Vect3 t=*this;
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t-=p;
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return t.Len();
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}
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float Vect3::Dist2(const Vect3& p) const
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{
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Vect3 t=*this;
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t-=p;
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return t^t;
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}
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void Vect3::Perp()
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{
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float rlen,tlen;
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Vect3 r,t;
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r=*this;
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r.Cross(Vect3X);
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rlen=r.Len();
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t=*this;
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t.Cross(Vect3Y);
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tlen=t.Len();
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if (tlen>rlen)
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{
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r=t;
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rlen=tlen;
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}
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t=*this;
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t.Cross(Vect3Z);
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tlen=t.Len();
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if (tlen>rlen)
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{
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r=t;
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rlen=tlen;
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}
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*this=r;
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}
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void Vect3::Min(const Vect3& p)
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{
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if (p.v[0]<v[0])
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v[0]=p.v[0];
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if (p.v[1]<v[1])
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v[1]=p.v[1];
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if (p.v[2]<v[2])
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v[2]=p.v[2];
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}
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void Vect3::Max(const Vect3& p)
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{
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if (p.v[0]>v[0])
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v[0]=p.v[0];
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if (p.v[1]>v[1])
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v[1]=p.v[1];
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if (p.v[2]>v[2])
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v[2]=p.v[2];
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}
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float Vect3::MaxElement() const
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{
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return v[MaxElementIndex()];
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}
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int Vect3::MaxElementIndex() const
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{
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if (fabs(v[0])>fabs(v[1])&&fabs(v[0])>fabs(v[2]))
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return 0;
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if (fabs(v[1])>fabs(v[2]))
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return 1;
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return 2;
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}
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