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obs-studio/libobs/graphics/vec3.c
jp9000 f53df7da64 clang-format: Apply formatting
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2019-06-23 23:49:10 -07:00

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C

/******************************************************************************
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#include "vec3.h"
#include "vec4.h"
#include "quat.h"
#include "axisang.h"
#include "plane.h"
#include "matrix3.h"
#include "math-extra.h"
void vec3_from_vec4(struct vec3 *dst, const struct vec4 *v)
{
dst->m = v->m;
dst->w = 0.0f;
}
float vec3_plane_dist(const struct vec3 *v, const struct plane *p)
{
return vec3_dot(v, &p->dir) - p->dist;
}
void vec3_rotate(struct vec3 *dst, const struct vec3 *v,
const struct matrix3 *m)
{
struct vec3 temp;
vec3_copy(&temp, v);
dst->x = vec3_dot(&temp, &m->x);
dst->y = vec3_dot(&temp, &m->y);
dst->z = vec3_dot(&temp, &m->z);
dst->w = 0.0f;
}
void vec3_transform(struct vec3 *dst, const struct vec3 *v,
const struct matrix4 *m)
{
struct vec4 v4;
vec4_from_vec3(&v4, v);
vec4_transform(&v4, &v4, m);
vec3_from_vec4(dst, &v4);
}
void vec3_transform3x4(struct vec3 *dst, const struct vec3 *v,
const struct matrix3 *m)
{
struct vec3 temp;
vec3_sub(&temp, v, &m->t);
dst->x = vec3_dot(&temp, &m->x);
dst->y = vec3_dot(&temp, &m->y);
dst->z = vec3_dot(&temp, &m->z);
dst->w = 0.0f;
}
void vec3_mirror(struct vec3 *dst, const struct vec3 *v, const struct plane *p)
{
struct vec3 temp;
vec3_mulf(&temp, &p->dir, vec3_plane_dist(v, p) * 2.0f);
vec3_sub(dst, v, &temp);
}
void vec3_mirrorv(struct vec3 *dst, const struct vec3 *v,
const struct vec3 *vec)
{
struct vec3 temp;
vec3_mulf(&temp, vec, vec3_dot(v, vec) * 2.0f);
vec3_sub(dst, v, &temp);
}
void vec3_rand(struct vec3 *dst, int positive_only)
{
dst->x = rand_float(positive_only);
dst->y = rand_float(positive_only);
dst->z = rand_float(positive_only);
dst->w = 0.0f;
}