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Copy pathvec3.c
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68 lines (57 loc) · 1.31 KB
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#include "vec3.h"
#include <math.h>
/*
Vec3 vec3_add(Vec3 a, Vec3 b);
Vec3 vec3_sub(Vec3 a, Vec3 b);
Vec3 vec3_scale(Vec3 a, double t);
double vec3_dot(Vec3 a, Vec3 b);
double vec3_length(Vec3 a);
Vec3 vec3_normalize(Vec3 a);
Vec3 vec3_cross(Vec3 a, Vec3 b);
Vec3 vec3_negate(Vec3 a);
*/
Vec3 vec3_add(Vec3 a, Vec3 b){
Vec3 ret;
ret.x = a.x+b.x;
ret.y = a.y+b.y;
ret.z = a.z+b.z;
return ret;
}
Vec3 vec3_sub(Vec3 a, Vec3 b){
Vec3 ret;
ret.x = a.x-b.x;
ret.y = a.y-b.y;
ret.z = a.z-b.z;
return ret;
}
Vec3 vec3_scale(Vec3 a, double t){
Vec3 ret;
ret.x = (a.x)*t;
ret.y = (a.y)*t;
ret.z = (a.z)*t;
return ret;
}
//dot product, allignment betwenn tow vectors
double vec3_dot(Vec3 a, Vec3 b){return (double)(a.x*b.x+a.y*b.y+a.z*b.z);}
double vec3_length(Vec3 a){return (double)sqrt(a.x*a.x + a.y*a.y + a.z*a.z);}
Vec3 vec3_normalize(Vec3 a){return vec3_scale(a, 1/vec3_length(a));}
//return vector perpindicular to inputs
Vec3 vec3_cross(Vec3 a, Vec3 b){
Vec3 ret;
/*
(ay*bz - az*by,
az*bx - ax*bz,
ax*by - ay*bx)
*/
ret.x = a.y*b.z - a.z*b.y;
ret.y = a.z*b.x - a.x*b.z;
ret.z = a.x*b.y - a.y*b.x;
return ret;
}
Vec3 vec3_negate(Vec3 a){
Vec3 ret;
ret.x = a.x * -1;
ret.y = a.y * -1;
ret.z = a.z * -1;
return ret;
}