the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#include "stdafx.h"
2#include "Vec3.h"
3#include "AABB.h"
4
5DWORD Vec3::tlsIdx = 0;
6Vec3::ThreadStorage *Vec3::tlsDefault = NULL;
7
8Vec3::ThreadStorage::ThreadStorage()
9{
10 pool = new Vec3[POOL_SIZE];
11 poolPointer = 0;
12}
13
14Vec3::ThreadStorage::~ThreadStorage()
15{
16 delete [] pool;
17}
18
19void Vec3::CreateNewThreadStorage()
20{
21 ThreadStorage *tls = new ThreadStorage();
22 if(tlsDefault == NULL )
23 {
24 tlsIdx = TlsAlloc();
25 tlsDefault = tls;
26 }
27 TlsSetValue(tlsIdx, tls);
28}
29
30void Vec3::UseDefaultThreadStorage()
31{
32 TlsSetValue(tlsIdx, tlsDefault);
33}
34
35void Vec3::ReleaseThreadStorage()
36{
37 ThreadStorage *tls = (ThreadStorage *)TlsGetValue(tlsIdx);
38 if( tls == tlsDefault ) return;
39
40 delete tls;
41}
42
43Vec3 *Vec3::newPermanent(double x, double y, double z)
44{
45 return new Vec3(x,y,z);
46};
47
48void Vec3::clearPool()
49{
50}
51
52void Vec3::resetPool()
53{
54}
55
56Vec3 *Vec3::newTemp(double x, double y, double z)
57{
58 ThreadStorage *tls = (ThreadStorage *)TlsGetValue(tlsIdx);
59 Vec3 *thisVec = &tls->pool[tls->poolPointer];
60 thisVec->set(x, y, z);
61 tls->poolPointer = ( tls->poolPointer + 1 ) % ThreadStorage::POOL_SIZE;
62 return thisVec;
63}
64
65Vec3::Vec3(double x, double y, double z)
66{
67 if (x == -0.0) x = 0.0;
68 if (y == -0.0) y = 0.0;
69 if (z == -0.0) z = 0.0;
70 this->x = x;
71 this->y = y;
72 this->z = z;
73}
74
75Vec3 *Vec3::set(double x, double y, double z)
76{
77 this->x = x;
78 this->y = y;
79 this->z = z;
80 return this;
81}
82
83
84Vec3 *Vec3::interpolateTo(Vec3 *t, double p)
85{
86 double xt = x + (t->x - x) * p;
87 double yt = y + (t->y - y) * p;
88 double zt = z + (t->z - z) * p;
89
90 return Vec3::newTemp(xt, yt, zt);
91}
92
93Vec3 *Vec3::vectorTo(Vec3 *p)
94{
95 return Vec3::newTemp(p->x - x, p->y - y, p->z - z);
96}
97
98Vec3 *Vec3::normalize()
99{
100 double dist = (double) (sqrt(x * x + y * y + z * z));
101 if (dist < 0.0001) return Vec3::newTemp(0, 0, 0);
102 return Vec3::newTemp(x / dist, y / dist, z / dist);
103}
104
105double Vec3::dot(Vec3 *p)
106{
107 return x * p->x + y * p->y + z * p->z;
108}
109
110Vec3 *Vec3::cross(Vec3 *p)
111{
112 return Vec3::newTemp(y * p->z - z * p->y, z * p->x - x * p->z, x * p->y - y * p->x);
113}
114
115Vec3 *Vec3::add(double x, double y, double z)
116{
117 return Vec3::newTemp(this->x + x, this->y + y, this->z + z);
118}
119
120double Vec3::distanceTo(Vec3 *p)
121{
122 double xd = p->x - x;
123 double yd = p->y - y;
124 double zd = p->z - z;
125 return (double) sqrt(xd * xd + yd * yd + zd * zd);
126}
127
128double Vec3::distanceToSqr(Vec3 *p)
129{
130 double xd = p->x - x;
131 double yd = p->y - y;
132 double zd = p->z - z;
133 return xd * xd + yd * yd + zd * zd;
134}
135
136double Vec3::distanceToSqr(double x2, double y2, double z2)
137{
138 double xd = x2 - x;
139 double yd = y2 - y;
140 double zd = z2 - z;
141 return xd * xd + yd * yd + zd * zd;
142}
143
144Vec3 *Vec3::scale(double l)
145{
146 return Vec3::newTemp(x * l, y * l, z * l);
147}
148
149double Vec3::length()
150{
151 return sqrt(x * x + y * y + z * z);
152}
153
154Vec3 *Vec3::clipX(Vec3 *b, double xt)
155{
156 double xd = b->x - x;
157 double yd = b->y - y;
158 double zd = b->z - z;
159
160 if (xd * xd < 0.0000001f) return NULL;
161
162 double d = (xt - x) / xd;
163 if (d < 0 || d > 1) return NULL;
164 return Vec3::newTemp(x + xd * d, y + yd * d, z + zd * d);
165}
166
167Vec3 *Vec3::clipY(Vec3 *b, double yt)
168{
169 double xd = b->x - x;
170 double yd = b->y - y;
171 double zd = b->z - z;
172
173 if (yd * yd < 0.0000001f) return NULL;
174
175 double d = (yt - y) / yd;
176 if (d < 0 || d > 1) return NULL;
177 return Vec3::newTemp(x + xd * d, y + yd * d, z + zd * d);
178}
179
180Vec3 *Vec3::clipZ(Vec3 *b, double zt)
181{
182 double xd = b->x - x;
183 double yd = b->y - y;
184 double zd = b->z - z;
185
186 if (zd * zd < 0.0000001f) return NULL;
187
188 double d = (zt - z) / zd;
189 if (d < 0 || d > 1) return NULL;
190 return Vec3::newTemp(x + xd * d, y + yd * d, z + zd * d);
191}
192
193wstring Vec3::toString()
194{
195 static wchar_t buf[128];
196 swprintf(buf, 128, L"(%f,%f,%f)",x,y,z);
197 return wstring(buf);
198}
199
200Vec3 *Vec3::lerp(Vec3 *v, double a)
201{
202 return Vec3::newTemp(x + (v->x - x) * a, y + (v->y - y) * a, z + (v->z - z) * a);
203}
204
205void Vec3::xRot(float degs)
206{
207 double _cos = cos(degs); // 4J - cos/sin were floats but seems pointless wasting precision here
208 double _sin = sin(degs);
209
210 double xx = x;
211 double yy = y * _cos + z * _sin;
212 double zz = z * _cos - y * _sin;
213
214 x = xx;
215 y = yy;
216 z = zz;
217}
218
219void Vec3::yRot(float degs)
220{
221 double _cos = cos(degs); // 4J - cos/sin were floats but seems pointless wasting precision here
222 double _sin = sin(degs);
223
224 double xx = x * _cos + z * _sin;
225 double yy = y;
226 double zz = z * _cos - x * _sin;
227
228 x = xx;
229 y = yy;
230 z = zz;
231}
232
233void Vec3::zRot(float degs)
234{
235 double _cos = cos(degs); // 4J - cos/sin were floats but seems pointless wasting precision here
236 double _sin = sin(degs);
237
238 double xx = x * _cos + y * _sin;
239 double yy = y * _cos - x * _sin;
240 double zz = z;
241
242 x = xx;
243 y = yy;
244 z = zz;
245}
246
247// Returns 0 if this point is within the box
248// Otherwise returns the distance to the box
249double Vec3::distanceTo(AABB *box)
250{
251 if(box->contains(this)) return 0;
252
253 double xd = 0, yd = 0, zd = 0;
254
255 if(x < box->x0) xd = box->x0 - x;
256 else if( x > box->x1) xd = x - box->x1;
257
258 if(y < box->y0) yd = box->y0 - y;
259 else if( y > box->y1) yd = y - box->y1;
260
261 if(z < box->z0) zd = box->z0 - z;
262 else if( z > box->z1) zd = z - box->z1;
263
264 return sqrt(xd * xd + yd * yd + zd * zd);
265}
266
267
268
269Vec3* Vec3::closestPointOnLine(Vec3* p1, Vec3* p2)
270{
271 Vec3* diff = newTemp(x-p1->x, y-p1->y, z-p1->z);
272 Vec3* dir = newTemp(p2->x-p1->x, p2->y-p1->y, p2->z-p1->z);
273 float dot1 = diff->dot(dir);
274 if (dot1 <= 0.0f)
275 return p1;
276
277 float dot2 = dir->dot(dir);
278
279 if (dot2 <= dot1)
280 return p2;
281
282 float t=dot1/dot2;
283 return newTemp(p1->x + t * dir->x, p1->y + t * dir->y, p1->z + t * dir->z);
284}
285
286
287double Vec3::distanceFromLine(Vec3* p1, Vec3* p2)
288{
289 Vec3* closestPoint = closestPointOnLine(p1, p2);
290 Vec3* diff = newTemp(x-closestPoint->x, y-closestPoint->y, z-closestPoint->z);
291 return diff->length();
292}