/* Copyright (C) 2010 Matthew Baranowski, Sander van Rossen & Raven software. 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 3 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 . */ #include "vect3.h" const Vect3 Vect3X(1.f,0.f,0.f); const Vect3 Vect3Y(0.f,1.f,0.f); const Vect3 Vect3Z(0.f,0.f,1.f); const Vect3 Vect3negX(-1.f,0.f,0.f); const Vect3 Vect3negY(0.f,-1.f,0.f); const Vect3 Vect3negZ(0.f,0.f,-1.f); const Vect3 Vect3Zero(0.f,0.f,0.f); const Vect3 &Vect3::operator/= (const float d) { float inv=1.f/d; return (*this)*=inv; } void Vect3::Cross(const Vect3& p) { Vect3 t=*this; v[0]=t.v[1]*p.v[2]-t.v[2]*p.v[1]; v[1]=t.v[2]*p.v[0]-t.v[0]*p.v[2]; v[2]=t.v[0]*p.v[1]-t.v[1]*p.v[0]; } void Vect3::NegCross(const Vect3& p) { Vect3 t=*this; v[0]=p.v[1]*t.v[2]-p.v[2]*t.v[1]; v[1]=p.v[2]*t.v[0]-p.v[0]*t.v[2]; v[2]=p.v[0]*t.v[1]-p.v[1]*t.v[0]; } float Vect3::Dist(const Vect3& p) const { Vect3 t=*this; t-=p; return t.Len(); } float Vect3::Dist2(const Vect3& p) const { Vect3 t=*this; t-=p; return t^t; } void Vect3::Perp() { float rlen,tlen; Vect3 r,t; r=*this; r.Cross(Vect3X); rlen=r.Len(); t=*this; t.Cross(Vect3Y); tlen=t.Len(); if (tlen>rlen) { r=t; rlen=tlen; } t=*this; t.Cross(Vect3Z); tlen=t.Len(); if (tlen>rlen) { r=t; rlen=tlen; } *this=r; } void Vect3::Min(const Vect3& p) { if (p.v[0]v[0]) v[0]=p.v[0]; if (p.v[1]>v[1]) v[1]=p.v[1]; if (p.v[2]>v[2]) v[2]=p.v[2]; } float Vect3::MaxElement() const { return v[MaxElementIndex()]; } int Vect3::MaxElementIndex() const { if (fabs(v[0])>fabs(v[1])&&fabs(v[0])>fabs(v[2])) return 0; if (fabs(v[1])>fabs(v[2])) return 1; return 2; }