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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 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 General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- #ifndef CVEC_H
- #define CVEC_H
- typedef float Vector[3];
- #define FABS(f) (float(fabs(f)))
- //---------------------------------------------------------------------------
- inline void Add (const Vector u, const Vector v, Vector sum)
- {
- sum[0] = u[0] + v[0];
- sum[1] = u[1] + v[1];
- sum[2] = u[2] + v[2];
- }
- //---------------------------------------------------------------------------
- inline void Sub (const Vector u, const Vector v, Vector diff)
- {
- diff[0] = u[0] - v[0];
- diff[1] = u[1] - v[1];
- diff[2] = u[2] - v[2];
- }
- //---------------------------------------------------------------------------
- inline float Dot (const Vector u, const Vector v)
- {
- return u[0]*v[0] + u[1]*v[1] + u[2]*v[2];
- }
- //---------------------------------------------------------------------------
- inline void ScalarMult (const float scalar, const Vector u, Vector product)
- {
- product[0] = scalar*u[0];
- product[1] = scalar*u[1];
- product[2] = scalar*u[2];
- }
- //---------------------------------------------------------------------------
- inline int Invert3x3 (const float a[3][3], float ainv[3][3])
- {
- // Invert a 3x3 using cofactors. This is about 8 times faster than
- // the Numerical Recipes code which uses Gaussian elimination.
- ainv[0][0] = a[1][1]*a[2][2]-a[1][2]*a[2][1];
- ainv[0][1] = a[0][2]*a[2][1]-a[0][1]*a[2][2];
- ainv[0][2] = a[0][1]*a[1][2]-a[0][2]*a[1][1];
- ainv[1][0] = a[1][2]*a[2][0]-a[1][0]*a[2][2];
- ainv[1][1] = a[0][0]*a[2][2]-a[0][2]*a[2][0];
- ainv[1][2] = a[0][2]*a[1][0]-a[0][0]*a[1][2];
- ainv[2][0] = a[1][0]*a[2][1]-a[1][1]*a[2][0];
- ainv[2][1] = a[0][1]*a[2][0]-a[0][0]*a[2][1];
- ainv[2][2] = a[0][0]*a[1][1]-a[0][1]*a[1][0];
- float det = a[0][0]*ainv[0][0]+a[0][1]*ainv[1][0]+a[0][2]*ainv[2][0];
- if (FABS(det) <= 1e-06f )
- return 0;
- float invdet = 1.0f/det;
- for (int row = 0; row < 3; row++)
- for (int col = 0; col < 3; col++)
- ainv[row][col] *= invdet;
- return 1;
- }
- //---------------------------------------------------------------------------
- inline void MultiplyVM (Vector input, float m[3][3], Vector output)
- {
- output[0] = input[0]*m[0][0] + input[1]*m[1][0] + input[2]*m[2][0];
- output[1] = input[0]*m[0][1] + input[1]*m[1][1] + input[2]*m[2][1];
- output[2] = input[0]*m[0][2] + input[1]*m[1][2] + input[2]*m[2][2];
- }
- //---------------------------------------------------------------------------
- inline void MultiplyMM (const float A[3][3], const float B[3][3], float AB[3][3])
- {
- for (int row = 0; row < 3; row++)
- {
- for (int col = 0; col < 3; col++)
- {
- AB[row][col] = 0.0f;
- for (int mid = 0; mid < 3; mid++)
- AB[row][col] += A[row][mid]*B[mid][col];
- }
- }
- }
- #endif
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