| 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 |
|
|
|