diff options
author | Sergeanur <s.anureev@yandex.ua> | 2020-09-14 20:48:49 +0300 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2020-09-14 21:07:31 +0300 |
commit | 38ec1bd50de234faf476daa15ea41778a860ca0b (patch) | |
tree | fedfb6fcbdd34f2dd576e6e6b1e6b2a76871b5a1 /src/math/Vector.cpp | |
parent | 93d77f340df1305fd8a802034b878f69f2cb1285 (diff) |
Move a bunch of math to cpp files + small fixes
Diffstat (limited to 'src/math/Vector.cpp')
-rw-r--r-- | src/math/Vector.cpp | 46 |
1 files changed, 46 insertions, 0 deletions
diff --git a/src/math/Vector.cpp b/src/math/Vector.cpp new file mode 100644 index 00000000..42e1828e --- /dev/null +++ b/src/math/Vector.cpp @@ -0,0 +1,46 @@ +#include "common.h" + +void +CVector::Normalise(void) +{ + float sq = MagnitudeSqr(); + if (sq > 0.0f) { + float invsqrt = RecipSqrt(sq); + x *= invsqrt; + y *= invsqrt; + z *= invsqrt; + } else + x = 1.0f; +} + +CVector +CrossProduct(const CVector &v1, const CVector &v2) +{ + return CVector(v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x); +} + +CVector +Multiply3x3(const CMatrix &mat, const CVector &vec) +{ + // TODO: VU0 code + return CVector(mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z, + mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z, + mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z); +} + +CVector +Multiply3x3(const CVector &vec, const CMatrix &mat) +{ + return CVector(mat.m_matrix.right.x * vec.x + mat.m_matrix.right.y * vec.y + mat.m_matrix.right.z * vec.z, + mat.m_matrix.up.x * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.up.z * vec.z, + mat.m_matrix.at.x * vec.x + mat.m_matrix.at.y * vec.y + mat.m_matrix.at.z * vec.z); +} + +CVector +operator*(const CMatrix &mat, const CVector &vec) +{ + // TODO: VU0 code + return CVector(mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z + mat.m_matrix.pos.x, + mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z + mat.m_matrix.pos.y, + mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z + mat.m_matrix.pos.z); +} |