108 lines
3 KiB
C
108 lines
3 KiB
C
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#include <stdio.h>
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#include <math.h>
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#include <assert.h>
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#include "vector.h"
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float sqr(float a) {return a*a;}
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// vector (floating point) implementation
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float magnitude(Vector v) {
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return float(sqrt(sqr(v.x) + sqr( v.y)+ sqr(v.z)));
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}
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Vector normalize(Vector v) {
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float d=magnitude(v);
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if (d==0) {
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printf("Cant normalize ZERO vector\n");
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assert(0);
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d=0.1f;
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}
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v.x/=d;
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v.y/=d;
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v.z/=d;
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return v;
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}
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Vector operator+(Vector v1,Vector v2) {return Vector(v1.x+v2.x,v1.y+v2.y,v1.z+v2.z);}
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Vector operator-(Vector v1,Vector v2) {return Vector(v1.x-v2.x,v1.y-v2.y,v1.z-v2.z);}
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Vector operator-(Vector v) {return Vector(-v.x,-v.y,-v.z);}
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Vector operator*(Vector v1,float s) {return Vector(v1.x*s,v1.y*s,v1.z*s);}
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Vector operator*(float s, Vector v1) {return Vector(v1.x*s,v1.y*s,v1.z*s);}
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Vector operator/(Vector v1,float s) {return v1*(1.0f/s);}
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float operator^(Vector v1,Vector v2) {return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;}
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Vector operator*(Vector v1,Vector v2) {
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return Vector(
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v1.y * v2.z - v1.z*v2.y,
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v1.z * v2.x - v1.x*v2.z,
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v1.x * v2.y - v1.y*v2.x);
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}
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Vector planelineintersection(Vector n,float d,Vector p1,Vector p2){
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// returns the point where the line p1-p2 intersects the plane n&d
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Vector dif = p2-p1;
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float dn= n^dif;
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float t = -(d+(n^p1) )/dn;
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return p1 + (dif*t);
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}
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int concurrent(Vector a,Vector b) {
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return(a.x==b.x && a.y==b.y && a.z==b.z);
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}
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// Matrix Implementation
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matrix transpose(matrix m) {
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return matrix( Vector(m.x.x,m.y.x,m.z.x),
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Vector(m.x.y,m.y.y,m.z.y),
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Vector(m.x.z,m.y.z,m.z.z));
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}
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Vector operator*(matrix m,Vector v){
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m=transpose(m); // since column ordered
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return Vector(m.x^v,m.y^v,m.z^v);
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}
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matrix operator*(matrix m1,matrix m2){
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m1=transpose(m1);
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return matrix(m1*m2.x,m1*m2.y,m1*m2.z);
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}
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//Quaternion Implementation
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Quaternion operator*(Quaternion a,Quaternion b) {
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Quaternion c;
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c.r = a.r*b.r - a.x*b.x - a.y*b.y - a.z*b.z;
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c.x = a.r*b.x + a.x*b.r + a.y*b.z - a.z*b.y;
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c.y = a.r*b.y - a.x*b.z + a.y*b.r + a.z*b.x;
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c.z = a.r*b.z + a.x*b.y - a.y*b.x + a.z*b.r;
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return c;
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}
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Quaternion operator-(Quaternion q) {
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return Quaternion(q.r*-1,q.x,q.y,q.z);
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}
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Quaternion operator*(Quaternion a,float b) {
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return Quaternion(a.r*b, a.x*b, a.y*b, a.z*b);
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}
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Vector operator*(Quaternion q,Vector v) {
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return q.getmatrix() * v;
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}
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Vector operator*(Vector v,Quaternion q){
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assert(0); // must multiply with the quat on the left
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return Vector(0.0f,0.0f,0.0f);
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}
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Quaternion operator+(Quaternion a,Quaternion b) {
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return Quaternion(a.r+b.r, a.x+b.x, a.y+b.y, a.z+b.z);
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}
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float operator^(Quaternion a,Quaternion b) {
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return (a.r*b.r + a.x*b.x + a.y*b.y + a.z*b.z);
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}
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Quaternion slerp(Quaternion a,Quaternion b,float interp){
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if((a^b) <0.0) {
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a.r=-a.r;
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a.x=-a.x;
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a.y=-a.y;
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a.z=-a.z;
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}
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float theta = float(acos(a^b));
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if(theta==0.0f) { return(a);}
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return a*float(sin(theta-interp*theta)/sin(theta)) + b*float(sin(interp*theta)/sin(theta));
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}
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