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