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| author | victorfisac <[email protected]> | 2017-03-06 09:40:04 +0100 |
|---|---|---|
| committer | victorfisac <[email protected]> | 2017-03-06 09:40:04 +0100 |
| commit | 9261c3b8dc03d093bff5246a18ad9310ae8eaeb3 (patch) | |
| tree | af87165723ac563ee1a7e1c605c7a4df821d74ea /src/raymath.h | |
| parent | e8630c78d069a1cba50b1a78108663ebc19e5b9b (diff) | |
| parent | b734802743f2089c8d649b27aea48ab71fa653b3 (diff) | |
| download | raylib-9261c3b8dc03d093bff5246a18ad9310ae8eaeb3.tar.gz raylib-9261c3b8dc03d093bff5246a18ad9310ae8eaeb3.zip | |
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'src/raymath.h')
| -rw-r--r-- | src/raymath.h | 68 |
1 files changed, 48 insertions, 20 deletions
diff --git a/src/raymath.h b/src/raymath.h index 10eabb6b..a2263f19 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -1,22 +1,23 @@ /********************************************************************************************** * -* raymath (header only file) +* raymath v1.0 - Some useful functions to work with Vector3, Matrix and Quaternions * -* Some useful functions to work with Vector3, Matrix and Quaternions +* CONFIGURATION: * -* You must: -* #define RAYMATH_IMPLEMENTATION -* before you include this file in *only one* C or C++ file to create the implementation. +* #define RAYMATH_IMPLEMENTATION +* Generates the implementation of the library into the included file. +* If not defined, the library is in header only mode and can be included in other headers +* or source files without problems. But only ONE file should hold the implementation. * -* Example: -* #define RAYMATH_IMPLEMENTATION -* #include "raymath.h" +* #define RAYMATH_EXTERN_INLINE +* Inlines all functions code, so it runs faster. This requires lots of memory on system. +* +* #define RAYMATH_STANDALONE +* Avoid raylib.h header inclusion in this file. +* Vector3 and Matrix data types are defined internally in raymath module. * -* You can also use: -* #define RAYMATH_EXTERN_INLINE // Inlines all functions code, so it runs faster. -* // This requires lots of memory on system. -* #define RAYMATH_STANDALONE // Not dependent on raylib.h structs: Vector3, Matrix. * +* LICENSE: zlib/libpng * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * @@ -130,6 +131,7 @@ RMDEF void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Ve RMDEF Vector3 VectorZero(void); // Return a Vector3 init to zero RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components +RMDEF Vector3 Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycenter coords for p in triangle abc //------------------------------------------------------------------------------------ // Functions Declaration to work with Matrix @@ -222,16 +224,16 @@ RMDEF Vector3 VectorPerpendicular(Vector3 v) { Vector3 result; - float min = fabs(v.x); + float min = fabsf(v.x); Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f}; - if (fabs(v.y) < min) + if (fabsf(v.y) < min) { - min = fabs(v.y); + min = fabsf(v.y); cardinalAxis = (Vector3){0.0f, 1.0f, 0.0f}; } - if(fabs(v.z) < min) + if(fabsf(v.z) < min) { cardinalAxis = (Vector3){0.0f, 0.0f, 1.0f}; } @@ -256,7 +258,7 @@ RMDEF float VectorLength(const Vector3 v) { float length; - length = sqrt(v.x*v.x + v.y*v.y + v.z*v.z); + length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); return length; } @@ -284,7 +286,7 @@ RMDEF void VectorNormalize(Vector3 *v) length = VectorLength(*v); - if (length == 0) length = 1.0f; + if (length == 0.0f) length = 1.0f; ilength = 1.0f/length; @@ -302,7 +304,7 @@ RMDEF float VectorDistance(Vector3 v1, Vector3 v2) float dy = v2.y - v1.y; float dz = v2.z - v1.z; - result = sqrt(dx*dx + dy*dy + dz*dz); + result = sqrtf(dx*dx + dy*dy + dz*dz); return result; } @@ -382,6 +384,32 @@ RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2) return result; } +// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) +// NOTE: Assumes P is on the plane of the triangle +RMDEF Vector3 Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c) +{ + //Vector v0 = b - a, v1 = c - a, v2 = p - a; + + Vector3 v0 = VectorSubtract(b, a); + Vector3 v1 = VectorSubtract(c, a); + Vector3 v2 = VectorSubtract(p, a); + float d00 = VectorDotProduct(v0, v0); + float d01 = VectorDotProduct(v0, v1); + float d11 = VectorDotProduct(v1, v1); + float d20 = VectorDotProduct(v2, v0); + float d21 = VectorDotProduct(v2, v1); + + float denom = d00*d11 - d01*d01; + + Vector3 result; + + result.y = (d11*d20 - d01*d21)/denom; + result.z = (d00*d21 - d01*d20)/denom; + result.x = 1.0f - (result.z + result.y); + + return result; +} + //---------------------------------------------------------------------------------- // Module Functions Definition - Matrix math //---------------------------------------------------------------------------------- @@ -590,7 +618,7 @@ RMDEF Matrix MatrixRotate(Vector3 axis, float angle) float x = axis.x, y = axis.y, z = axis.z; - float length = sqrt(x*x + y*y + z*z); + float length = sqrtf(x*x + y*y + z*z); if ((length != 1.0f) && (length != 0.0f)) { |
