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Add dot/cross
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16ecb29675
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1 changed files with 42 additions and 7 deletions
47
small3dlib.h
47
small3dlib.h
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@ -282,6 +282,8 @@ S3L_Unit S3L_vec3Length(S3L_Vec4 v);
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void S3L_normalizeVec3(S3L_Vec4 *v);
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void S3L_normalizeVec3(S3L_Vec4 *v);
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S3L_Unit S3L_vec2Length(S3L_Vec4 v);
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S3L_Unit S3L_vec2Length(S3L_Vec4 v);
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void S3L_normalizeVec2(S3L_Vec4 *v);
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void S3L_normalizeVec2(S3L_Vec4 *v);
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void S3L_crossProduct(S3L_Vec4 a, S3L_Vec4 b, S3L_Vec4 *result);
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static inline S3L_Unit S3L_dotProductVec3(S3L_Vec4 a, S3L_Vec4 b);
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#define S3L_logVec4(v)\
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#define S3L_logVec4(v)\
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printf("Vec4: %d %d %d %d\n",((v).x),((v).y),((v).z),((v).w))
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printf("Vec4: %d %d %d %d\n",((v).x),((v).y),((v).z),((v).w))
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@ -454,6 +456,10 @@ static inline S3L_Unit S3L_cos(S3L_Unit x);
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S3L_Unit S3L_vec3Length(S3L_Vec4 v);
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S3L_Unit S3L_vec3Length(S3L_Vec4 v);
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S3L_Unit S3L_sqrt(S3L_Unit value);
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S3L_Unit S3L_sqrt(S3L_Unit value);
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/** Computes a normalized normal of given triangle. */
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void S3L_triangleNormal(S3L_Vec4 t0, S3L_Vec4 t1, S3L_Vec4 t2,
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S3L_Vec4 *n);
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/** Interpolated between two values, v1 and v2, in the same ratio as t is to
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/** Interpolated between two values, v1 and v2, in the same ratio as t is to
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tMax. Does NOT prevent zero division. */
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tMax. Does NOT prevent zero division. */
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static inline S3L_Unit S3L_interpolate(
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static inline S3L_Unit S3L_interpolate(
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@ -753,6 +759,33 @@ void S3L_initMat4(S3L_Mat4 *m)
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#undef S
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#undef S
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}
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}
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S3L_Unit S3L_dotProductVec3(S3L_Vec4 a, S3L_Vec4 b)
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{
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return (a.x * b.x + a.y * b.y + a.z * b.z) / S3L_FRACTIONS_PER_UNIT;
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}
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void S3L_crossProduct(S3L_Vec4 a, S3L_Vec4 b, S3L_Vec4 *result)
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{
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result->x = a.y * b.z - a.z * b.y;
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result->y = a.z * b.x - a.x * b.z;
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result->z = a.x * b.y - a.y * b.x;
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}
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void S3L_triangleNormal(S3L_Vec4 t0, S3L_Vec4 t1, S3L_Vec4 t2,
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S3L_Vec4 *n)
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{
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t1.x = t1.x - t0.x;
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t1.y = t1.y - t0.y;
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t1.z = t1.z - t0.z;
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t2.x = t2.x - t0.x;
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t2.y = t2.y - t0.y;
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t2.z = t2.z - t0.z;
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S3L_crossProduct(t1,t2,n);
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S3L_normalizeVec3(n);
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}
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void S3L_vec4Xmat4(S3L_Vec4 *v, S3L_Mat4 *m)
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void S3L_vec4Xmat4(S3L_Vec4 *v, S3L_Mat4 *m)
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{
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{
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S3L_Vec4 vBackup;
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S3L_Vec4 vBackup;
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@ -765,10 +798,10 @@ void S3L_vec4Xmat4(S3L_Vec4 *v, S3L_Mat4 *m)
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// TODO: try alternative operation orders to optimize
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// TODO: try alternative operation orders to optimize
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#define dotCol(col)\
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#define dotCol(col)\
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(vBackup.x * (*m)[col][0]) / S3L_FRACTIONS_PER_UNIT +\
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((vBackup.x * (*m)[col][0]) +\
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(vBackup.y * (*m)[col][1]) / S3L_FRACTIONS_PER_UNIT +\
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(vBackup.y * (*m)[col][1]) +\
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(vBackup.z * (*m)[col][2]) / S3L_FRACTIONS_PER_UNIT +\
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(vBackup.z * (*m)[col][2]) +\
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(vBackup.w * (*m)[col][3]) / S3L_FRACTIONS_PER_UNIT
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(vBackup.w * (*m)[col][3])) / S3L_FRACTIONS_PER_UNIT
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v->x = dotCol(0);
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v->x = dotCol(0);
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v->y = dotCol(1);
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v->y = dotCol(1);
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@ -1099,7 +1132,7 @@ void S3L_lookAt(S3L_Vec4 pointFrom, S3L_Vec4 pointTo, S3L_Transform3D *t)
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S3L_Unit dx = v.x;
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S3L_Unit dx = v.x;
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S3L_Unit l = S3L_vec2Length(v);
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S3L_Unit l = S3L_vec2Length(v);
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dx = (v.x * S3L_FRACTIONS_PER_UNIT) / l; // normalize
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dx = (v.x * S3L_FRACTIONS_PER_UNIT) / S3L_nonZero(l); // normalize
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t->rotation.y = S3L_asin(dx);
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t->rotation.y = S3L_asin(dx);
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@ -1109,7 +1142,9 @@ void S3L_lookAt(S3L_Vec4 pointFrom, S3L_Vec4 pointTo, S3L_Transform3D *t)
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v.x = pointTo.y - pointFrom.y;
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v.x = pointTo.y - pointFrom.y;
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v.y = l;
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v.y = l;
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dx = (v.x * S3L_FRACTIONS_PER_UNIT) / S3L_vec2Length(v);
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l = S3L_vec2Length(v);
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dx = (v.x * S3L_FRACTIONS_PER_UNIT) / S3L_nonZero(l);
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t->rotation.x = S3L_asin(dx);
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t->rotation.x = S3L_asin(dx);
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}
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}
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