xolatilization/xector.h
Ognjen Milan Robovic 9fe3178974 Whatever...
Please Emil for the love of Gott...
2025-04-18 15:16:15 +00:00

389 lines
11 KiB
C

/// _
/// __ _____ ___| |_ ___ _ __
/// \ \/ / _ \/ __| __/ _ \| '__|
/// > < __/ (__| || (_) | |
/// /_/\_\___|\___|\__\___/|_|
///
/// Copyright (c) 1997 - Ognjen 'xolatile' Milan Robovic
///
/// xolatile@chud.cyou - xector - Very slow and dumb vector library, mathematical vector, not that C++ cancer by the way...
///
/// This program is free software, free as in freedom and as in free beer, 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 3 of the License, or any later version if you wish...
///
/// This program is distributed in the hope that it will be useful, but it is probably not, and without any warranty, without even the implied
/// warranty of merchantability or fitness for a particular purpose, because it is pointless. Please see the GNU (Geenoo) General Public License
/// for more details, if you dare, it is a lot of text that nobody wants to read...
typedef struct {
real x, y;
} vector_2;
typedef struct {
real x, y, z;
} vector_3;
typedef struct {
real x, y, z, w;
} vector_4;
static vector_2 * vector_2_assign (vector_2 * destination, real x, real y) {
destination->x = x;
destination->y = y;
return (destination);
}
static vector_3 * vector_3_assign (vector_3 * destination, real x, real y, real z) {
destination->x = x;
destination->y = y;
destination->z = z;
return (destination);
}
static vector_4 * vector_4_assign (vector_4 * destination, real x, real y, real z, real w) {
destination->x = x;
destination->y = y;
destination->z = z;
destination->w = w;
return (destination);
}
static vector_2 * vector_2_nullify (vector_2 * destination) {
destination->x = destination->y = 0.0f;
return (destination);
}
static vector_3 * vector_3_nullify (vector_3 * destination) {
destination->x = destination->y = destination->z = 0.0f;
return (destination);
}
static vector_4 * vector_4_nullify (vector_4 * destination) {
destination->x = destination->y = destination->z = destination->w = 0.0f;
return (destination);
}
static real vector_2_length (vector_2 * vector) {
real x = vector->x;
real y = vector->y;
return (square_root (x * x + y * y));
}
static real vector_3_length (vector_3 * vector) {
real x = vector->x;
real y = vector->y;
real z = vector->z;
return (square_root (x * x + y * y + z * z));
}
static real vector_4_length (vector_4 * vector) {
real x = vector->x;
real y = vector->y;
real z = vector->z;
real w = vector->w;
return (square_root (x * x + y * y + z * z + w * w));
}
static vector_2 * vector_2_normalize (vector_2 * destination) {
real length = vector_2_length (destination);
destination->x /= length;
destination->y /= length;
return (destination);
}
static vector_3 * vector_3_normalize (vector_3 * destination) {
real length = vector_3_length (destination);
destination->x /= length;
destination->y /= length;
destination->z /= length;
return (destination);
}
static vector_4 * vector_4_normalize (vector_4 * destination) {
real length = vector_4_length (destination);
destination->x /= length;
destination->y /= length;
destination->z /= length;
destination->w /= length;
return (destination);
}
static vector_2 * vector_2_normalize_to (vector_2 * destination, vector_2 * source) {
real length = vector_2_length (source);
destination->x = source->x / length;
destination->y = source->y / length;
return (destination);
}
static vector_3 * vector_3_normalize_to (vector_3 * destination, vector_3 * source) {
real length = vector_3_length (source);
destination->x = source->x / length;
destination->y = source->y / length;
destination->z = source->z / length;
return (destination);
}
static vector_4 * vector_4_normalize_to (vector_4 * destination, vector_4 * source) {
real length = vector_4_length (source);
destination->x = source->x / length;
destination->y = source->y / length;
destination->z = source->z / length;
destination->w = source->w / length;
return (destination);
}
static vector_2 * vector_2_copy (vector_2 * destination, vector_2 * source) {
destination->x = source->x;
destination->y = source->y;
return (destination);
}
static vector_3 * vector_3_copy (vector_3 * destination, vector_3 * source) {
destination->x = source->x;
destination->y = source->y;
destination->z = source->z;
return (destination);
}
static vector_4 * vector_4_copy (vector_4 * destination, vector_4 * source) {
destination->x = source->x;
destination->y = source->y;
destination->z = source->z;
destination->w = source->w;
return (destination);
}
static procedure vector_2_exchange (vector_2 * vector_a, vector_2 * vector_b) {
exchange_real (& vector_a->x, & vector_b->x);
exchange_real (& vector_a->y, & vector_b->y);
}
static procedure vector_3_exchange (vector_3 * vector_a, vector_3 * vector_b) {
exchange_real (& vector_a->x, & vector_b->x);
exchange_real (& vector_a->y, & vector_b->y);
exchange_real (& vector_a->z, & vector_b->z);
}
static procedure vector_4_exchange (vector_4 * vector_a, vector_4 * vector_b) {
exchange_real (& vector_a->x, & vector_b->x);
exchange_real (& vector_a->y, & vector_b->y);
exchange_real (& vector_a->z, & vector_b->z);
exchange_real (& vector_a->w, & vector_b->w);
}
static vector_2 * vector_2_scale (vector_2 * destination, real scale) {
destination->x *= scale;
destination->y *= scale;
return (destination);
}
static vector_3 * vector_3_scale (vector_3 * destination, real scale) {
destination->x *= scale;
destination->y *= scale;
destination->z *= scale;
return (destination);
}
static vector_4 * vector_4_scale (vector_4 * destination, real scale) {
destination->x *= scale;
destination->y *= scale;
destination->z *= scale;
destination->w *= scale;
return (destination);
}
static vector_2 * vector_2_scale_to (vector_2 * destination, vector_2 * source, real scale) {
destination->x = source->x * scale;
destination->y = source->y * scale;
return (destination);
}
static vector_3 * vector_3_scale_to (vector_3 * destination, vector_3 * source, real scale) {
destination->x = source->x * scale;
destination->y = source->y * scale;
destination->z = source->z * scale;
return (destination);
}
static vector_4 * vector_4_scale_to (vector_4 * destination, vector_4 * source, real scale) {
destination->x = source->x * scale;
destination->y = source->y * scale;
destination->z = source->z * scale;
destination->w = source->w * scale;
return (destination);
}
static vector_2 * vector_2_add (vector_2 * destination, vector_2 * source) {
destination->x += source->x;
destination->y += source->y;
return (destination);
}
static vector_3 * vector_3_add (vector_3 * destination, vector_3 * source) {
destination->x += source->x;
destination->y += source->y;
destination->z += source->z;
return (destination);
}
static vector_4 * vector_4_add (vector_4 * destination, vector_4 * source) {
destination->x += source->x;
destination->y += source->y;
destination->z += source->z;
destination->w += source->w;
return (destination);
}
static vector_2 * vector_2_add_to (vector_2 * destination, vector_2 * vector_a, vector_2 * vector_b) {
destination->x = vector_a->x + vector_b->x;
destination->y = vector_a->y + vector_b->y;
return (destination);
}
static vector_3 * vector_3_add_to (vector_3 * destination, vector_3 * vector_a, vector_3 * vector_b) {
destination->x = vector_a->x + vector_b->x;
destination->y = vector_a->y + vector_b->y;
destination->z = vector_a->z + vector_b->z;
return (destination);
}
static vector_4 * vector_4_add_to (vector_4 * destination, vector_4 * vector_a, vector_4 * vector_b) {
destination->x = vector_a->x + vector_b->x;
destination->y = vector_a->y + vector_b->y;
destination->z = vector_a->z + vector_b->z;
destination->w = vector_a->w + vector_b->w;
return (destination);
}
static vector_2 * vector_2_subtract (vector_2 * destination, vector_2 * source) {
destination->x -= source->x;
destination->y -= source->y;
return (destination);
}
static vector_3 * vector_3_subtract (vector_3 * destination, vector_3 * source) {
destination->x -= source->x;
destination->y -= source->y;
destination->z -= source->z;
return (destination);
}
static vector_4 * vector_4_subtract (vector_4 * destination, vector_4 * source) {
destination->x -= source->x;
destination->y -= source->y;
destination->z -= source->z;
destination->w -= source->w;
return (destination);
}
static vector_2 * vector_2_subtract_to (vector_2 * destination, vector_2 * vector_a, vector_2 * vector_b) {
destination->x = vector_a->x - vector_b->x;
destination->y = vector_a->y - vector_b->y;
return (destination);
}
static vector_3 * vector_3_subtract_to (vector_3 * destination, vector_3 * vector_a, vector_3 * vector_b) {
destination->x = vector_a->x - vector_b->x;
destination->y = vector_a->y - vector_b->y;
destination->z = vector_a->z - vector_b->z;
return (destination);
}
static vector_4 * vector_4_subtract_to (vector_4 * destination, vector_4 * vector_a, vector_4 * vector_b) {
destination->x = vector_a->x - vector_b->x;
destination->y = vector_a->y - vector_b->y;
destination->z = vector_a->z - vector_b->z;
destination->w = vector_a->w - vector_b->w;
return (destination);
}
static boolean vector_2_compare (vector_2 * vector_a, vector_2 * vector_b) {
if ((vector_a->x == vector_b->x) && (vector_a->y == vector_b->y)) {
return (true);
} else {
return (false);
}
}
static boolean vector_3_compare (vector_3 * vector_a, vector_3 * vector_b) {
if ((vector_a->x == vector_b->x) && (vector_a->y == vector_b->y) && (vector_a->z == vector_b->z)) {
return (true);
} else {
return (false);
}
}
static boolean vector_4_compare (vector_4 * vector_a, vector_4 * vector_b) {
if ((vector_a->x == vector_b->x) && (vector_a->y == vector_b->y) && (vector_a->z == vector_b->z) && (vector_a->w == vector_b->w)) {
return (true);
} else {
return (false);
}
}
static real vector_2_dot_product (vector_2 * vector_a, vector_2 * vector_b) {
return (vector_a->x * vector_b->x + vector_a->y * vector_b->y);
}
static real vector_3_dot_product (vector_3 * vector_a, vector_3 * vector_b) {
return (vector_a->x * vector_b->x + vector_a->y * vector_b->y + vector_a->z * vector_b->z);
}
static real vector_4_dot_product (vector_4 * vector_a, vector_4 * vector_b) {
return (vector_a->x * vector_b->x + vector_a->y * vector_b->y + vector_a->z * vector_b->z + vector_a->w * vector_b->w);
}
static real vector_2_cross_product (vector_2 * vector_a, vector_2 * vector_b) {
return (vector_a->x * vector_b->y - vector_a->y * vector_b->x);
}
static vector_3 * vector_3_cross_product (vector_3 * destination, vector_3 * source) {
destination->x = destination->y * source->z - destination->z * source->y;
destination->y = destination->z * source->x - destination->x * source->z;
destination->z = destination->x * source->y - destination->y * source->x;
return (destination);
}