1 |
root |
1.1 |
#include <cmath> |
2 |
|
|
|
3 |
|
|
#include "util.h" |
4 |
|
|
|
5 |
|
|
const vec3 normalize (const vec3 &v) |
6 |
|
|
{ |
7 |
|
|
GLfloat s = 1. / sqrtf (v.x * v.x + v.y * v.y + v.z * v.z); |
8 |
|
|
|
9 |
|
|
return vec3 (v.x * s, v.y * s, v.z * s); |
10 |
|
|
} |
11 |
|
|
|
12 |
|
|
const vec3 cross (const vec3 &a, const vec3 &b) |
13 |
|
|
{ |
14 |
|
|
return vec3 ( |
15 |
|
|
a.y * b.z - a.z * b.y, |
16 |
|
|
a.z * b.x - a.x * b.z, |
17 |
|
|
a.x * b.y - a.y * b.x |
18 |
|
|
); |
19 |
|
|
} |
20 |
|
|
|
21 |
|
|
GLfloat dot (const vec3 &a, const vec3 &b) |
22 |
|
|
{ |
23 |
|
|
return a.x * b.x + a.y * b.y + a.z * b.z; |
24 |
|
|
} |
25 |
|
|
|
26 |
|
|
void box::add (const box &o) |
27 |
|
|
{ |
28 |
|
|
a.x = min (a.x, o.a.x); |
29 |
|
|
a.y = min (a.y, o.a.y); |
30 |
|
|
a.z = min (a.z, o.a.z); |
31 |
|
|
b.x = max (b.x, o.b.x); |
32 |
|
|
b.y = max (b.y, o.b.y); |
33 |
|
|
b.z = max (b.z, o.b.z); |
34 |
|
|
} |
35 |
|
|
|
36 |
|
|
void box::add (const point &p) |
37 |
|
|
{ |
38 |
|
|
a.x = min (a.x, p.x); |
39 |
|
|
a.y = min (a.y, p.y); |
40 |
|
|
a.z = min (a.z, p.z); |
41 |
|
|
b.x = max (b.x, p.x); |
42 |
|
|
b.y = max (b.y, p.y); |
43 |
|
|
b.z = max (b.z, p.z); |
44 |
|
|
} |
45 |
|
|
|