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#include "vector3f.h"
#include <SDL2/SDL.h>
vec3_t vec3_add(const vec3_t* a, const vec3_t* b)
{
vec3_t c;
c.x = a->x + b->x;
c.y = a->y + b->y;
c.z = a->z + b->z;
return c;
}
vec3_t vec3_sub(const vec3_t* a, const vec3_t* b)
{
vec3_t c;
c.x = a->x - b->x;
c.y = a->y - b->y;
c.z = a->z - b->z;
return c;
}
vec3_t vec3_scalar_mul(const vec3_t* a, GLfloat scalar)
{
vec3_t c;
c.x = a->x * scalar;
c.y = a->y * scalar;
c.z = a->z * scalar;
return c;
}
GLfloat vec3_dot_mul(const vec3_t* a, const vec3_t* b)
{
return ( (a->x * b->x) + (a->y * b->y) + (a->z * b->z) );
}
vec3_t vec3_cross_mul(const vec3_t* a, const vec3_t* b)
{
vec3_t c;
c.x = (a->y * b->z) - (a->z * b->y);
c.y = (a->z * b->x) - (a->x * b->z);
c.z = (a->x * b->y) - (a->y * b->x);
return c;
}
GLfloat vec3_length(vec3_t* a)
{
return SDL_sqrtf(SDL_pow(a->x, 2.0f) + SDL_pow(a->y, 2.0f) + SDL_pow(a->z, 2.0f));
}
vec3_t vec3_normalize(vec3_t* a)
{
vec3_t b;
GLfloat length = vec3_length(a);
b.x = a->x / length;
b.y = a->y / length;
b.z = a->z / length;
return b;
}
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