4jcraft/Minecraft.World/Util/Vec3.cpp
2026-03-21 17:37:16 -05:00

253 lines
6.2 KiB
C++

#include "../Platform/stdafx.h"
#include "Vec3.h"
#include "AABB.h"
unsigned int Vec3::tlsIdx = 0;
Vec3::ThreadStorage* Vec3::tlsDefault = NULL;
Vec3::ThreadStorage::ThreadStorage() {
pool = new Vec3[POOL_SIZE];
poolPointer = 0;
}
Vec3::ThreadStorage::~ThreadStorage() { delete[] pool; }
void Vec3::CreateNewThreadStorage() {
ThreadStorage* tls = new ThreadStorage();
if (tlsDefault == NULL) {
tlsIdx = TlsAlloc();
tlsDefault = tls;
}
TlsSetValue(tlsIdx, tls);
}
void Vec3::UseDefaultThreadStorage() { TlsSetValue(tlsIdx, tlsDefault); }
void Vec3::ReleaseThreadStorage() {
ThreadStorage* tls = (ThreadStorage*)TlsGetValue(tlsIdx);
if (tls == tlsDefault) return;
delete tls;
}
Vec3* Vec3::newPermanent(double x, double y, double z) {
return new Vec3(x, y, z);
};
void Vec3::clearPool() {}
void Vec3::resetPool() {}
Vec3* Vec3::newTemp(double x, double y, double z) {
ThreadStorage* tls = (ThreadStorage*)TlsGetValue(tlsIdx);
Vec3* thisVec = &tls->pool[tls->poolPointer];
thisVec->set(x, y, z);
tls->poolPointer = (tls->poolPointer + 1) % ThreadStorage::POOL_SIZE;
return thisVec;
}
Vec3::Vec3(double x, double y, double z) {
if (x == -0.0) x = 0.0;
if (y == -0.0) y = 0.0;
if (z == -0.0) z = 0.0;
this->x = x;
this->y = y;
this->z = z;
}
Vec3* Vec3::set(double x, double y, double z) {
this->x = x;
this->y = y;
this->z = z;
return this;
}
Vec3* Vec3::interpolateTo(Vec3* t, double p) {
double xt = x + (t->x - x) * p;
double yt = y + (t->y - y) * p;
double zt = z + (t->z - z) * p;
return Vec3::newTemp(xt, yt, zt);
}
Vec3* Vec3::vectorTo(Vec3* p) {
return Vec3::newTemp(p->x - x, p->y - y, p->z - z);
}
Vec3* Vec3::normalize() {
double dist = (double)(sqrt(x * x + y * y + z * z));
if (dist < 0.0001) return Vec3::newTemp(0, 0, 0);
return Vec3::newTemp(x / dist, y / dist, z / dist);
}
double Vec3::dot(Vec3* p) { return x * p->x + y * p->y + z * p->z; }
Vec3* Vec3::cross(Vec3* p) {
return Vec3::newTemp(y * p->z - z * p->y, z * p->x - x * p->z,
x * p->y - y * p->x);
}
Vec3* Vec3::add(double x, double y, double z) {
return Vec3::newTemp(this->x + x, this->y + y, this->z + z);
}
double Vec3::distanceTo(Vec3* p) {
double xd = p->x - x;
double yd = p->y - y;
double zd = p->z - z;
return (double)sqrt(xd * xd + yd * yd + zd * zd);
}
double Vec3::distanceToSqr(Vec3* p) {
double xd = p->x - x;
double yd = p->y - y;
double zd = p->z - z;
return xd * xd + yd * yd + zd * zd;
}
double Vec3::distanceToSqr(double x2, double y2, double z2) {
double xd = x2 - x;
double yd = y2 - y;
double zd = z2 - z;
return xd * xd + yd * yd + zd * zd;
}
Vec3* Vec3::scale(double l) { return Vec3::newTemp(x * l, y * l, z * l); }
double Vec3::length() { return sqrt(x * x + y * y + z * z); }
Vec3* Vec3::clipX(Vec3* b, double xt) {
double xd = b->x - x;
double yd = b->y - y;
double zd = b->z - z;
if (xd * xd < 0.0000001f) return NULL;
double d = (xt - x) / xd;
if (d < 0 || d > 1) return NULL;
return Vec3::newTemp(x + xd * d, y + yd * d, z + zd * d);
}
Vec3* Vec3::clipY(Vec3* b, double yt) {
double xd = b->x - x;
double yd = b->y - y;
double zd = b->z - z;
if (yd * yd < 0.0000001f) return NULL;
double d = (yt - y) / yd;
if (d < 0 || d > 1) return NULL;
return Vec3::newTemp(x + xd * d, y + yd * d, z + zd * d);
}
Vec3* Vec3::clipZ(Vec3* b, double zt) {
double xd = b->x - x;
double yd = b->y - y;
double zd = b->z - z;
if (zd * zd < 0.0000001f) return NULL;
double d = (zt - z) / zd;
if (d < 0 || d > 1) return NULL;
return Vec3::newTemp(x + xd * d, y + yd * d, z + zd * d);
}
std::wstring Vec3::toString() {
static wchar_t buf[128];
swprintf(buf, 128, L"(%f,%f,%f)", x, y, z);
return std::wstring(buf);
}
Vec3* Vec3::lerp(Vec3* v, double a) {
return Vec3::newTemp(x + (v->x - x) * a, y + (v->y - y) * a,
z + (v->z - z) * a);
}
void Vec3::xRot(float degs) {
double _cos = cos(degs); // 4J - cos/sin were floats but seems pointless
// wasting precision here
double _sin = sin(degs);
double xx = x;
double yy = y * _cos + z * _sin;
double zz = z * _cos - y * _sin;
x = xx;
y = yy;
z = zz;
}
void Vec3::yRot(float degs) {
double _cos = cos(degs); // 4J - cos/sin were floats but seems pointless
// wasting precision here
double _sin = sin(degs);
double xx = x * _cos + z * _sin;
double yy = y;
double zz = z * _cos - x * _sin;
x = xx;
y = yy;
z = zz;
}
void Vec3::zRot(float degs) {
double _cos = cos(degs); // 4J - cos/sin were floats but seems pointless
// wasting precision here
double _sin = sin(degs);
double xx = x * _cos + y * _sin;
double yy = y * _cos - x * _sin;
double zz = z;
x = xx;
y = yy;
z = zz;
}
// Returns 0 if this point is within the box
// Otherwise returns the distance to the box
double Vec3::distanceTo(AABB* box) {
if (box->contains(this)) return 0;
double xd = 0, yd = 0, zd = 0;
if (x < box->x0)
xd = box->x0 - x;
else if (x > box->x1)
xd = x - box->x1;
if (y < box->y0)
yd = box->y0 - y;
else if (y > box->y1)
yd = y - box->y1;
if (z < box->z0)
zd = box->z0 - z;
else if (z > box->z1)
zd = z - box->z1;
return sqrt(xd * xd + yd * yd + zd * zd);
}
Vec3* Vec3::closestPointOnLine(Vec3* p1, Vec3* p2) {
Vec3* diff = newTemp(x - p1->x, y - p1->y, z - p1->z);
Vec3* dir = newTemp(p2->x - p1->x, p2->y - p1->y, p2->z - p1->z);
float dot1 = diff->dot(dir);
if (dot1 <= 0.0f) return p1;
float dot2 = dir->dot(dir);
if (dot2 <= dot1) return p2;
float t = dot1 / dot2;
return newTemp(p1->x + t * dir->x, p1->y + t * dir->y, p1->z + t * dir->z);
}
double Vec3::distanceFromLine(Vec3* p1, Vec3* p2) {
Vec3* closestPoint = closestPointOnLine(p1, p2);
Vec3* diff =
newTemp(x - closestPoint->x, y - closestPoint->y, z - closestPoint->z);
return diff->length();
}