#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); }