mirror of
https://git.coom.tech/drummyfish/small3dlib.git
synced 2024-11-23 20:59:58 +01:00
Fix normalization
This commit is contained in:
parent
4d5902990c
commit
f42a7b1a3a
1 changed files with 23 additions and 15 deletions
38
small3dlib.h
38
small3dlib.h
|
@ -320,13 +320,17 @@ static inline void S3L_vec3Add(S3L_Vec4 *result, S3L_Vec4 added);
|
|||
static inline void S3L_vec3Sub(S3L_Vec4 *result, S3L_Vec4 substracted);
|
||||
S3L_Unit S3L_vec3Length(S3L_Vec4 v);
|
||||
|
||||
/** Normalizes Vec3. Note that this function tries to normalize correctly rather
|
||||
than quickly! If you need to normalize quickly, do it yourself in a way that
|
||||
best fits your case. */
|
||||
/** Normalizes Vec3. Note that this function tries to normalize correctly
|
||||
rather than quickly! If you need to normalize quickly, do it yourself in a
|
||||
way that best fits your case. */
|
||||
void S3L_normalizeVec3(S3L_Vec4 *v);
|
||||
|
||||
/** Like S3L_normalizeVec3, but doesn't perform any checks on the input vector,
|
||||
which is faster, but can be very innacurate or overflowing. You are supposed
|
||||
to provide a "nice" vector (not too big or small). */
|
||||
static inline void S3L_normalizeVec3Fast(S3L_Vec4 *v);
|
||||
|
||||
S3L_Unit S3L_vec2Length(S3L_Vec4 v);
|
||||
void S3L_normalizeVec2(S3L_Vec4 *v);
|
||||
void S3L_crossProduct(S3L_Vec4 a, S3L_Vec4 b, S3L_Vec4 *result);
|
||||
static inline S3L_Unit S3L_dotProductVec3(S3L_Vec4 a, S3L_Vec4 b);
|
||||
|
||||
|
@ -961,17 +965,17 @@ void S3L_crossProduct(S3L_Vec4 a, S3L_Vec4 b, S3L_Vec4 *result)
|
|||
|
||||
void S3L_triangleNormal(S3L_Vec4 t0, S3L_Vec4 t1, S3L_Vec4 t2, S3L_Vec4 *n)
|
||||
{
|
||||
#define antiOverflow 32
|
||||
#define ANTI_OVERFLOW 32
|
||||
|
||||
t1.x = (t1.x - t0.x) / antiOverflow;
|
||||
t1.y = (t1.y - t0.y) / antiOverflow;
|
||||
t1.z = (t1.z - t0.z) / antiOverflow;
|
||||
t1.x = (t1.x - t0.x) / ANTI_OVERFLOW;
|
||||
t1.y = (t1.y - t0.y) / ANTI_OVERFLOW;
|
||||
t1.z = (t1.z - t0.z) / ANTI_OVERFLOW;
|
||||
|
||||
t2.x = (t2.x - t0.x) / antiOverflow;
|
||||
t2.y = (t2.y - t0.y) / antiOverflow;
|
||||
t2.z = (t2.z - t0.z) / antiOverflow;
|
||||
t2.x = (t2.x - t0.x) / ANTI_OVERFLOW;
|
||||
t2.y = (t2.y - t0.y) / ANTI_OVERFLOW;
|
||||
t2.z = (t2.z - t0.z) / ANTI_OVERFLOW;
|
||||
|
||||
#undef antiOverflow
|
||||
#undef ANTI_OVERFLOW
|
||||
|
||||
S3L_crossProduct(t1,t2,n);
|
||||
|
||||
|
@ -1461,7 +1465,10 @@ void S3L_normalizeVec3(S3L_Vec4 *v)
|
|||
it up. We can't scale up everything as big vectors overflow in length
|
||||
calculations. */
|
||||
|
||||
if (S3L_abs(v->x + v->y + v->z) < LIMIT)
|
||||
if (
|
||||
S3L_abs(v->x) <= LIMIT &&
|
||||
S3L_abs(v->y) <= LIMIT &&
|
||||
S3L_abs(v->z) <= LIMIT)
|
||||
{
|
||||
v->x *= SCALE;
|
||||
v->y *= SCALE;
|
||||
|
@ -1481,15 +1488,16 @@ void S3L_normalizeVec3(S3L_Vec4 *v)
|
|||
v->z = (v->z * S3L_FRACTIONS_PER_UNIT) / l;
|
||||
}
|
||||
|
||||
void S3L_normalizeVec2(S3L_Vec4 *v)
|
||||
void S3L_normalizeVec3Fast(S3L_Vec4 *v)
|
||||
{
|
||||
S3L_Unit l = S3L_vec2Length(*v);
|
||||
S3L_Unit l = S3L_vec3Length(*v);
|
||||
|
||||
if (l == 0)
|
||||
return;
|
||||
|
||||
v->x = (v->x * S3L_FRACTIONS_PER_UNIT) / l;
|
||||
v->y = (v->y * S3L_FRACTIONS_PER_UNIT) / l;
|
||||
v->z = (v->z * S3L_FRACTIONS_PER_UNIT) / l;
|
||||
}
|
||||
|
||||
void S3L_initTransoform3D(S3L_Transform3D *t)
|
||||
|
|
Loading…
Reference in a new issue