From b691c43c44ff180d10e7d4a9afc83b98551ff586 Mon Sep 17 00:00:00 2001 From: daoge_cmd <3523206925@qq.com> Date: Sun, 1 Mar 2026 12:16:08 +0800 Subject: Initial commit --- Minecraft.World/Vec3.cpp | 265 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 265 insertions(+) create mode 100644 Minecraft.World/Vec3.cpp (limited to 'Minecraft.World/Vec3.cpp') 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 -- cgit v1.2.3