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Diffstat (limited to 'Minecraft.World/Vec3.cpp')
-rw-r--r--Minecraft.World/Vec3.cpp175
1 files changed, 101 insertions, 74 deletions
diff --git a/Minecraft.World/Vec3.cpp b/Minecraft.World/Vec3.cpp
index b1f79043..1fc26fd5 100644
--- a/Minecraft.World/Vec3.cpp
+++ b/Minecraft.World/Vec3.cpp
@@ -59,35 +59,35 @@ Vec3 *Vec3::newTemp(double x, double y, double z)
Vec3 *thisVec = &tls->pool[tls->poolPointer];
thisVec->set(x, y, z);
tls->poolPointer = ( tls->poolPointer + 1 ) % ThreadStorage::POOL_SIZE;
- return thisVec;
+ 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;
+ 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;
+ 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;
+ 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);
+ return Vec3::newTemp(xt, yt, zt);
}
Vec3 *Vec3::vectorTo(Vec3 *p)
@@ -97,9 +97,9 @@ Vec3 *Vec3::vectorTo(Vec3 *p)
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 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)
@@ -119,26 +119,26 @@ Vec3 *Vec3::add(double x, double y, double 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 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 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;
+ double xd = x2 - x;
+ double yd = y2 - y;
+ double zd = z2 - z;
+ return xd * xd + yd * yd + zd * zd;
}
Vec3 *Vec3::scale(double l)
@@ -153,41 +153,41 @@ double Vec3::length()
Vec3 *Vec3::clipX(Vec3 *b, double xt)
{
- double xd = b->x - x;
- double yd = b->y - y;
- double zd = b->z - z;
+ double xd = b->x - x;
+ double yd = b->y - y;
+ double zd = b->z - z;
- if (xd * xd < 0.0000001f) return NULL;
+ 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);
+ 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;
+ double xd = b->x - x;
+ double yd = b->y - y;
+ double zd = b->z - z;
- if (yd * yd < 0.0000001f) return NULL;
+ 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);
+ 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;
+ double xd = b->x - x;
+ double yd = b->y - y;
+ double zd = b->z - z;
- if (zd * zd < 0.0000001f) return NULL;
+ 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);
+ double d = (zt - z) / zd;
+ if (d < 0 || d > 1) return NULL;
+ return Vec3::newTemp(x + xd * d, y + yd * d, z + zd * d);
}
wstring Vec3::toString()
@@ -204,44 +204,44 @@ Vec3 *Vec3::lerp(Vec3 *v, double 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 _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;
+ double xx = x;
+ double yy = y * _cos + z * _sin;
+ double zz = z * _cos - y * _sin;
- this->x = xx;
- this->y = yy;
- this->z = zz;
+ 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 _sin = sin(degs);
- double xx = x * _cos + z * _sin;
- double yy = y;
- double zz = z * _cos - x * _sin;
+ double xx = x * _cos + z * _sin;
+ double yy = y;
+ double zz = z * _cos - x * _sin;
- this->x = xx;
- this->y = yy;
- this->z = zz;
+ 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 _sin = sin(degs);
- double xx = x * _cos + y * _sin;
- double yy = y * _cos - x * _sin;
- double zz = z;
+ double xx = x * _cos + y * _sin;
+ double yy = y * _cos - x * _sin;
+ double zz = z;
- this->x = xx;
- this->y = yy;
- this->z = zz;
+ x = xx;
+ y = yy;
+ z = zz;
}
// Returns 0 if this point is within the box
@@ -262,4 +262,31 @@ double Vec3::distanceTo(AABB *box)
else if( z > box->z1) zd = z - box->z1;
return sqrt(xd * xd + yd * yd + zd * zd);
-} \ No newline at end of file
+}
+
+
+
+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();
+}