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@ -51,22 +51,22 @@ vector_3::vector_3() : x(0), y(0), z(0) { }
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vector_3::vector_3(float x_, float y_, float z_) : x(x_), y(y_), z(z_) { }
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vector_3 vector_3::cross(vector_3 left, vector_3 right) {
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vector_3 vector_3::cross(const vector_3 &left, const vector_3 &right) {
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return vector_3(left.y * right.z - left.z * right.y,
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left.z * right.x - left.x * right.z,
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left.x * right.y - left.y * right.x);
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}
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vector_3 vector_3::operator+(vector_3 v) { return vector_3((x + v.x), (y + v.y), (z + v.z)); }
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vector_3 vector_3::operator-(vector_3 v) { return vector_3((x - v.x), (y - v.y), (z - v.z)); }
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vector_3 vector_3::operator+(const vector_3 &v) { return vector_3((x + v.x), (y + v.y), (z + v.z)); }
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vector_3 vector_3::operator-(const vector_3 &v) { return vector_3((x - v.x), (y - v.y), (z - v.z)); }
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vector_3 vector_3::get_normal() {
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vector_3 vector_3::get_normal() const {
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vector_3 normalized = vector_3(x, y, z);
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normalized.normalize();
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return normalized;
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}
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float vector_3::get_length() { return SQRT(sq(x) + sq(y) + sq(z)); }
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float vector_3::get_length() const { return SQRT(sq(x) + sq(y) + sq(z)); }
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void vector_3::normalize() {
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const float inv_length = RSQRT(sq(x) + sq(y) + sq(z));
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@ -75,13 +75,11 @@ void vector_3::normalize() {
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z *= inv_length;
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}
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void vector_3::apply_rotation(matrix_3x3 matrix) {
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const float resultX = x * matrix.matrix[3 * 0 + 0] + y * matrix.matrix[3 * 1 + 0] + z * matrix.matrix[3 * 2 + 0],
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resultY = x * matrix.matrix[3 * 0 + 1] + y * matrix.matrix[3 * 1 + 1] + z * matrix.matrix[3 * 2 + 1],
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resultZ = x * matrix.matrix[3 * 0 + 2] + y * matrix.matrix[3 * 1 + 2] + z * matrix.matrix[3 * 2 + 2];
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x = resultX;
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y = resultY;
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z = resultZ;
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void vector_3::apply_rotation(const matrix_3x3 &matrix) {
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const float _x = x * matrix.matrix[3 * 0 + 0] + y * matrix.matrix[3 * 1 + 0] + z * matrix.matrix[3 * 2 + 0],
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_y = x * matrix.matrix[3 * 0 + 1] + y * matrix.matrix[3 * 1 + 1] + z * matrix.matrix[3 * 2 + 1],
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_z = x * matrix.matrix[3 * 0 + 2] + y * matrix.matrix[3 * 1 + 2] + z * matrix.matrix[3 * 2 + 2];
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x = _x; y = _y; z = _z;
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}
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void vector_3::debug(const char * const title) {
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@ -95,7 +93,7 @@ void vector_3::debug(const char * const title) {
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SERIAL_EOL();
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}
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void apply_rotation_xyz(matrix_3x3 matrix, float &x, float &y, float &z) {
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void apply_rotation_xyz(const matrix_3x3 &matrix, float &x, float &y, float &z) {
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vector_3 vector = vector_3(x, y, z);
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vector.apply_rotation(matrix);
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x = vector.x;
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@ -103,7 +101,7 @@ void apply_rotation_xyz(matrix_3x3 matrix, float &x, float &y, float &z) {
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z = vector.z;
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}
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matrix_3x3 matrix_3x3::create_from_rows(vector_3 row_0, vector_3 row_1, vector_3 row_2) {
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matrix_3x3 matrix_3x3::create_from_rows(const vector_3 &row_0, const vector_3 &row_1, const vector_3 &row_2) {
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//row_0.debug(PSTR("row_0"));
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//row_1.debug(PSTR("row_1"));
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//row_2.debug(PSTR("row_2"));
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@ -121,10 +119,10 @@ void matrix_3x3::set_to_identity() {
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matrix[6] = 0; matrix[7] = 0; matrix[8] = 1;
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}
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matrix_3x3 matrix_3x3::create_look_at(vector_3 target) {
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vector_3 z_row = target.get_normal();
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vector_3 x_row = vector_3(1, 0, -target.x / target.z).get_normal();
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vector_3 y_row = vector_3::cross(z_row, x_row).get_normal();
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matrix_3x3 matrix_3x3::create_look_at(const vector_3 &target) {
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vector_3 z_row = target.get_normal(),
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x_row = vector_3(1, 0, -target.x / target.z).get_normal(),
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y_row = vector_3::cross(z_row, x_row).get_normal();
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// x_row.debug(PSTR("x_row"));
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// y_row.debug(PSTR("y_row"));
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@ -137,7 +135,7 @@ matrix_3x3 matrix_3x3::create_look_at(vector_3 target) {
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return rot;
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}
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matrix_3x3 matrix_3x3::transpose(matrix_3x3 original) {
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matrix_3x3 matrix_3x3::transpose(const matrix_3x3 &original) {
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matrix_3x3 new_matrix;
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new_matrix.matrix[0] = original.matrix[0]; new_matrix.matrix[1] = original.matrix[3]; new_matrix.matrix[2] = original.matrix[6];
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new_matrix.matrix[3] = original.matrix[1]; new_matrix.matrix[4] = original.matrix[4]; new_matrix.matrix[5] = original.matrix[7];
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