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authorMikhail Romanko <me@blankhex.com>2025-02-28 10:08:05 +0300
committerMikhail Romanko <me@blankhex.com>2025-02-28 10:08:05 +0300
commitb0fbfcd69eee59aa2d2428ddd88be158089bf481 (patch)
treeb975c7bb671834bbfe749b3d715678a4ce671b70 /src/Math/Vec3f.c
parent54e1c88f1f9ab89b1c5ca3fda878fd92c1d77191 (diff)
downloadbhlib-b0fbfcd69eee59aa2d2428ddd88be158089bf481.tar.gz
Split Math.c into smaller files
Friend said that Math.c was too big and complicated.
Diffstat (limited to 'src/Math/Vec3f.c')
-rw-r--r--src/Math/Vec3f.c168
1 files changed, 168 insertions, 0 deletions
diff --git a/src/Math/Vec3f.c b/src/Math/Vec3f.c
new file mode 100644
index 0000000..50a268d
--- /dev/null
+++ b/src/Math/Vec3f.c
@@ -0,0 +1,168 @@
+#include <BH/Math.h>
+#include <string.h>
+#include <math.h>
+
+
+void BH_Vec3fAdd(const float *a,
+ const float *b,
+ float *out)
+{
+ out[0] = a[0] + b[0];
+ out[1] = a[1] + b[1];
+ out[2] = a[2] + b[2];
+}
+
+
+void BH_Vec3fSub(const float *a,
+ const float *b,
+ float *out)
+{
+ out[0] = a[0] - b[0];
+ out[1] = a[1] - b[1];
+ out[2] = a[2] - b[2];
+}
+
+
+void BH_Vec3fMul(const float *a,
+ const float *b,
+ float *out)
+{
+ out[0] = a[0] * b[0];
+ out[1] = a[1] * b[1];
+ out[2] = a[2] * b[2];
+}
+
+
+void BH_Vec3fScale(const float *a,
+ const float b,
+ float *out)
+{
+ out[0] = a[0] * b;
+ out[1] = a[1] * b;
+ out[2] = a[2] * b;
+}
+
+
+void BH_Vec3fMulAdd(const float *a,
+ const float *b,
+ const float *c,
+ float *out)
+{
+ out[0] = a[0] * b[0] + c[0];
+ out[1] = a[1] * b[1] + c[1];
+ out[2] = a[2] * b[2] + c[2];
+}
+
+
+void BH_Vec3fNegate(const float *in,
+ float *out)
+{
+ out[0] = -in[0];
+ out[1] = -in[1];
+ out[2] = -in[2];
+}
+
+
+float BH_Vec3fDot(const float *a,
+ const float *b)
+{
+ return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
+}
+
+
+void BH_Vec3fCross(const float *a,
+ const float *b,
+ float *out)
+{
+ float tmp[3];
+
+ tmp[0] = a[1] * b[2] - a[2] * b[1];
+ tmp[1] = a[2] * b[0] - a[0] * b[2];
+ tmp[2] = a[0] * b[1] - a[1] * b[0];
+ memcpy(out, tmp, sizeof(tmp));
+}
+
+
+float BH_Vec3fLength(const float *in)
+{
+ return sqrtf(BH_Vec3fDot(in, in));
+}
+
+
+void BH_Vec3fNormal(const float *in,
+ float *out)
+{
+ BH_Vec3fScale(in, 1.0f / BH_Vec3fLength(in), out);
+}
+
+
+float BH_Vec3fNormalEx(const float *in,
+ float *out)
+{
+ float length;
+
+ length = BH_Vec3fLength(in);
+ BH_Vec3fScale(in, 1.0f / length, out);
+ return length;
+}
+
+
+void BH_Vec3fMin(const float *a,
+ const float *b,
+ float *out)
+{
+ if (a[0] < b[0]) out[0] = a[0]; else out[0] = b[0];
+ if (a[1] < b[1]) out[1] = a[1]; else out[1] = b[1];
+ if (a[2] < b[2]) out[2] = a[2]; else out[2] = b[2];
+}
+
+
+void BH_Vec3fMax(const float *a,
+ const float *b,
+ float *out)
+{
+ if (a[0] > b[0]) out[0] = a[0]; else out[0] = b[0];
+ if (a[1] > b[1]) out[1] = a[1]; else out[1] = b[1];
+ if (a[2] > b[2]) out[2] = a[2]; else out[2] = b[2];
+}
+
+
+void BH_Vec3fLerp(const float *a,
+ const float *b,
+ float t,
+ float *out)
+{
+ float tmp[3];
+
+ BH_Vec3fSub(b, a, tmp);
+ BH_Vec3fScale(tmp, t, tmp);
+ BH_Vec3fAdd(a, tmp, out);
+}
+
+
+void BH_Vec3fProject(const float *a,
+ const float *b,
+ float *out)
+{
+ float amount;
+
+ amount = BH_Vec3fDot(a, b) / BH_Vec3fDot(b, b);
+ BH_Vec3fScale(b, amount, out);
+}
+
+
+void BH_Vec3fBarycentric(const float *a,
+ const float *b,
+ const float *c,
+ float v,
+ float w,
+ float *out)
+{
+ float tmp1[3], tmp2[3];
+ float u;
+
+ u = 1.0f - v - w;
+ tmp1[0] = tmp1[1] = tmp1[2] = u; BH_Vec3fMul(a, tmp1, tmp2);
+ tmp1[0] = tmp1[1] = tmp1[2] = v; BH_Vec3fMulAdd(b, tmp1, tmp2, tmp2);
+ tmp1[0] = tmp1[1] = tmp1[2] = w; BH_Vec3fMulAdd(c, tmp1, tmp2, out);
+}