1/*---------------------------------------------------------------------------* 2 Project: Horizon 3 File: math_Vector3.ipp 4 5 Copyright (C)2009-2010 Nintendo Co., Ltd. All rights reserved. 6 7 These coded instructions, statements, and computer programs contain 8 proprietary information of Nintendo of America Inc. and/or Nintendo 9 Company Ltd., and are protected by Federal copyright law. They may 10 not be disclosed to third parties or copied or duplicated in any form, 11 in whole or in part, without the prior written consent of Nintendo. 12 13 $Revision: 45840 $ 14 *---------------------------------------------------------------------------*/ 15 16#include <cmath> 17 18namespace nn { 19namespace math { 20 21/* ------------------------------------------------------------------------ 22 VEC3 23 ------------------------------------------------------------------------ */ 24 25NN_MATH_INLINE VEC3* 26VEC3Cross(VEC3* pOut, const VEC3* p1, const VEC3* p2) 27{ 28 NN_NULL_ASSERT(pOut); 29 NN_NULL_ASSERT(p1); 30 NN_NULL_ASSERT(p2); 31 32 VEC3 tmpVec; 33 34 tmpVec.x = ( p1->y * p2->z ) - ( p1->z * p2->y ); 35 tmpVec.y = ( p1->z * p2->x ) - ( p1->x * p2->z ); 36 tmpVec.z = ( p1->x * p2->y ) - ( p1->y * p2->x ); 37 38 pOut->x = tmpVec.x; 39 pOut->y = tmpVec.y; 40 pOut->z = tmpVec.z; 41 42 return pOut; 43} 44 45NN_MATH_INLINE bool 46VEC3IsZero(const VEC3* p) 47{ 48 return p->x == 0.f && p->y == 0.f && p->z == 0.f; 49} 50 51NN_MATH_INLINE VEC3* 52VEC3Maximize(VEC3* pOut, const VEC3* p1, const VEC3* p2) 53{ 54 pOut->x = (p1->x > p2->x) ? p1->x : p2->x; 55 pOut->y = (p1->y > p2->y) ? p1->y : p2->y; 56 pOut->z = (p1->z > p2->z) ? p1->z : p2->z; 57 58 return pOut; 59} 60 61NN_MATH_INLINE VEC3* 62VEC3Minimize(VEC3* pOut, const VEC3* p1, const VEC3* p2) 63{ 64 pOut->x = (p1->x < p2->x) ? p1->x : p2->x; 65 pOut->y = (p1->y < p2->y) ? p1->y : p2->y; 66 pOut->z = (p1->z < p2->z) ? p1->z : p2->z; 67 68 return pOut; 69} 70 71NN_MATH_INLINE VEC3* 72VEC3SafeNormalize(VEC3* pOut, const VEC3* p, const VEC3& alt) 73{ 74 NN_NULL_ASSERT(pOut); 75 NN_NULL_ASSERT(p); 76 77 register f32 x, y, z, mag; 78 79 x = p->x; 80 y = p->y; 81 z = p->z; 82 83 mag = (x * x) + (y * y) + (z * z); 84 85 if (mag == 0) 86 { 87 *pOut = alt; 88 89 return pOut; 90 } 91 92 mag = 1.0f / ::std::sqrtf(mag); 93 94 x *= mag; 95 y *= mag; 96 z *= mag; 97 98 pOut->x = x; 99 pOut->y = y; 100 pOut->z = z; 101 102 return pOut; 103} 104 105NN_MATH_INLINE f32 106VEC3SquareDist(const VEC3* p1, const VEC3* p2) 107{ 108 NN_NULL_ASSERT( p1 ); 109 NN_NULL_ASSERT( p2 ); 110 111 VEC3 diff; 112 113 diff.x = p1->x - p2->x; 114 diff.y = p1->y - p2->y; 115 diff.z = p1->z - p2->z; 116 117 return (diff.x * diff.x) + (diff.y * diff.y) + (diff.z * diff.z); 118} 119 120} // namespace math 121} // namespace nn 122