aboutsummaryrefslogtreecommitdiff
path: root/Minecraft.World/Vec3.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'Minecraft.World/Vec3.cpp')
-rw-r--r--Minecraft.World/Vec3.cpp265
1 files changed, 265 insertions, 0 deletions
diff --git a/Minecraft.World/Vec3.cpp b/Minecraft.World/Vec3.cpp
new file mode 100644
index 00000000..b1f79043
--- /dev/null
+++ b/Minecraft.World/Vec3.cpp
@@ -0,0 +1,265 @@
+#include "stdafx.h"
+#include "Vec3.h"
+#include "AABB.h"
+
+DWORD 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);
+}
+
+wstring Vec3::toString()
+{
+ static wchar_t buf[128];
+ swprintf(buf, 128, L"(%f,%f,%f)",x,y,z);
+ return 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;
+
+ this->x = xx;
+ this->y = yy;
+ this->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;
+
+ this->x = xx;
+ this->y = yy;
+ this->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;
+
+ this->x = xx;
+ this->y = yy;
+ this->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);
+} \ No newline at end of file