+++ /dev/null
-/*
- * The 3D Studio File Format Library
- * Copyright (C) 1996-2001 by J.E. Hoffmann <je-h@gmx.net>
- * All rights reserved.
- *
- * This program is free software; you can redistribute it and/or modify it
- * under the terms of the GNU Lesser General Public License as published by
- * the Free Software Foundation; either version 2.1 of the License, or (at
- * your option) any later version.
- *
- * This program is distributed in the hope that it will be useful, but
- * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
- * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public
- * License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
- *
- * $Id: vector.c,v 1.9 2004/11/16 07:41:44 efalk Exp $
- */
-#define LIB3DS_EXPORT
-#include <lib3ds/vector.h>
-#include <math.h>
-
-
-/*!
- * \defgroup vector Vector Mathematics
- *
- * \author J.E. Hoffmann <je-h@gmx.net>
- */
-/*!
- * \typedef Lib3dsVector
- * \ingroup vector
- */
-
-
-/*!
- * Clear a vector to zero.
- *
- * \param c Vector to clear.
- *
- * \ingroup vector
- */
-void
-lib3ds_vector_zero(Lib3dsVector c)
-{
- int i;
- for (i=0; i<3; ++i) {
- c[i]=0.0f;
- }
-}
-
-
-/*!
- * Copy a vector.
- *
- * \param dest Destination vector.
- * \param src Source vector.
- *
- * \ingroup vector
- */
-void
-lib3ds_vector_copy(Lib3dsVector dest, Lib3dsVector src)
-{
- int i;
- for (i=0; i<3; ++i) {
- dest[i]=src[i];
- }
-}
-
-
-/*!
- * Negate a vector.
- *
- * \param c Vector to negate.
- *
- * \ingroup vector
- */
-void
-lib3ds_vector_neg(Lib3dsVector c)
-{
- int i;
- for (i=0; i<3; ++i) {
- c[i]=-c[i];
- }
-}
-
-
-/*!
- * Add two vectors.
- *
- * \param c Result.
- * \param a First addend.
- * \param b Second addend.
- *
- * \ingroup vector
- */
-void
-lib3ds_vector_add(Lib3dsVector c, Lib3dsVector a, Lib3dsVector b)
-{
- int i;
- for (i=0; i<3; ++i) {
- c[i]=a[i]+b[i];
- }
-}
-
-
-/*!
- * Subtract two vectors.
- *
- * \param c Result.
- * \param a Addend.
- * \param b Minuend.
- *
- * \ingroup vector
- */
-void
-lib3ds_vector_sub(Lib3dsVector c, Lib3dsVector a, Lib3dsVector b)
-{
- int i;
- for (i=0; i<3; ++i) {
- c[i]=a[i]-b[i];
- }
-}
-
-
-/*!
- * Multiply a vector by a scalar.
- *
- * \param c Vector to be multiplied.
- * \param k Scalar.
- *
- * \ingroup vector
- */
-void
-lib3ds_vector_scalar(Lib3dsVector c, Lib3dsFloat k)
-{
- int i;
- for (i=0; i<3; ++i) {
- c[i]*=k;
- }
-}
-
-
-/*!
- * Compute cross product.
- *
- * \param c Result.
- * \param a First vector.
- * \param b Second vector.
- *
- * \ingroup vector
- */
-void
-lib3ds_vector_cross(Lib3dsVector c, Lib3dsVector a, Lib3dsVector b)
-{
- c[0]=a[1]*b[2] - a[2]*b[1];
- c[1]=a[2]*b[0] - a[0]*b[2];
- c[2]=a[0]*b[1] - a[1]*b[0];
-}
-
-
-/*!
- * Compute dot product.
- *
- * \param a First vector.
- * \param b Second vector.
- *
- * \return Dot product.
- *
- * \ingroup vector
- */
-Lib3dsFloat
-lib3ds_vector_dot(Lib3dsVector a, Lib3dsVector b)
-{
- return(a[0]*b[0] + a[1]*b[1] + a[2]*b[2]);
-}
-
-
-/*!
- * Compute square of vector.
- *
- * Computes x*x + y*y + z*z.
- *
- * \param c Vector to square.
- *
- * \return Square of vector.
- *
- * \ingroup vector
- */
-Lib3dsFloat
-lib3ds_vector_squared(Lib3dsVector c)
-{
- return(c[0]*c[0] + c[1]*c[1] + c[2]*c[2]);
-}
-
-
-/*!
- * Compute length of vector.
- *
- * Computes |c| = sqrt(x*x + y*y + z*z)
- *
- * \param c Vector to compute.
- *
- * \return Length of vector.
- *
- * \ingroup vector
- */
-Lib3dsFloat
-lib3ds_vector_length(Lib3dsVector c)
-{
- return((Lib3dsFloat)sqrt(c[0]*c[0] + c[1]*c[1] + c[2]*c[2]));
-}
-
-
-/*!
- * Normalize a vector.
- *
- * Scales a vector so that its length is 1.0.
- *
- * \param c Vector to normalize.
- *
- * \ingroup vector
- */
-void
-lib3ds_vector_normalize(Lib3dsVector c)
-{
- Lib3dsFloat l,m;
-
- l=(Lib3dsFloat)sqrt(c[0]*c[0] + c[1]*c[1] + c[2]*c[2]);
- if (fabs(l)<LIB3DS_EPSILON) {
- if ((c[0]>=c[1]) && (c[0]>=c[2])) {
- c[0]=1.0f;
- c[1]=c[2]=0.0f;
- }
- else
- if (c[1]>=c[2]) {
- c[1]=1.0f;
- c[0]=c[2]=0.0f;
- }
- else {
- c[2]=1.0f;
- c[0]=c[1]=0.0f;
- }
- }
- else {
- m=1.0f/l;
- c[0]*=m;
- c[1]*=m;
- c[2]*=m;
- }
-}
-
-
-/*!
- * Compute a vector normal to two line segments.
- *
- * Computes the normal vector to the lines b-a and b-c.
- *
- * \param n Returned normal vector.
- * \param a Endpoint of first line.
- * \param b Base point of both lines.
- * \param c Endpoint of second line.
- *
- * \ingroup vector
- */
-void
-lib3ds_vector_normal(Lib3dsVector n, Lib3dsVector a, Lib3dsVector b, Lib3dsVector c)
-{
- Lib3dsVector p,q;
-
- lib3ds_vector_sub(p,c,b);
- lib3ds_vector_sub(q,a,b);
- lib3ds_vector_cross(n,p,q);
- lib3ds_vector_normalize(n);
-}
-
-
-/*!
- * Multiply a point by a transformation matrix.
- *
- * Applies the given transformation matrix to the given point. With some
- * transformation matrices, a vector may also be transformed.
- *
- * \param c Result.
- * \param m Transformation matrix.
- * \param a Input point.
- *
- * \ingroup vector
- */
-void
-lib3ds_vector_transform(Lib3dsVector c, Lib3dsMatrix m, Lib3dsVector a)
-{
- c[0]= m[0][0]*a[0] + m[1][0]*a[1] + m[2][0]*a[2] + m[3][0];
- c[1]= m[0][1]*a[0] + m[1][1]*a[1] + m[2][1]*a[2] + m[3][1];
- c[2]= m[0][2]*a[0] + m[1][2]*a[1] + m[2][2]*a[2] + m[3][2];
-}
-
-
-/*!
- * Compute a point on a cubic spline.
- *
- * Computes a point on a parametric Bezier spline.
- *
- * \param c Result.
- * \param a First endpoint of the spline.
- * \param p First tangent vector of the spline.
- * \param q Second tangent vector of the spline.
- * \param b Second endpoint of the spline.
- * \param t Spline parameter [0. 1.]
- *
- * \ingroup vector
- */
-void
-lib3ds_vector_cubic(Lib3dsVector c, Lib3dsVector a, Lib3dsVector p, Lib3dsVector q,
- Lib3dsVector b, Lib3dsFloat t)
-{
- Lib3dsDouble x,y,z,w;
-
- x=2*t*t*t - 3*t*t + 1;
- y=-2*t*t*t + 3*t*t;
- z=t*t*t - 2*t*t + t;
- w=t*t*t - t*t;
- c[0]=(Lib3dsFloat)(x*a[0] + y*b[0] + z*p[0] + w*q[0]);
- c[1]=(Lib3dsFloat)(x*a[1] + y*b[1] + z*p[1] + w*q[1]);
- c[2]=(Lib3dsFloat)(x*a[2] + y*b[2] + z*p[2] + w*q[2]);
-}
-
-
-/*!
- * c[i] = min(c[i], a[i]);
- *
- * Computes minimum values of x,y,z independently.
- *
- * \ingroup vector
- */
-void
-lib3ds_vector_min(Lib3dsVector c, Lib3dsVector a)
-{
- int i;
- for (i=0; i<3; ++i) {
- if (a[i]<c[i]) {
- c[i] = a[i];
- }
- }
-}
-
-
-/*!
- * c[i] = max(c[i], a[i]);
- *
- * Computes maximum values of x,y,z independently.
- *
- * \ingroup vector
- */
-void
-lib3ds_vector_max(Lib3dsVector c, Lib3dsVector a)
-{
- int i;
- for (i=0; i<3; ++i) {
- if (a[i]>c[i]) {
- c[i] = a[i];
- }
- }
-}
-
-
-/*!
- * \ingroup vector
- */
-void
-lib3ds_vector_dump(Lib3dsVector c)
-{
- fprintf(stderr, "%f %f %f\n", c[0], c[1], c[2]);
-}
-