#include "vector3f.h" #include vec3_t vec3_add(const vec3_t* a, const vec3_t* b) { vec3_t c; c.x = a->x + b->x; c.y = a->y + b->y; c.z = a->z + b->z; return c; } vec3_t vec3_sub(const vec3_t* a, const vec3_t* b) { vec3_t c; c.x = a->x - b->x; c.y = a->y - b->y; c.z = a->z - b->z; return c; } vec3_t vec3_scalar_mul(const vec3_t* a, GLfloat scalar) { vec3_t c; c.x = a->x * scalar; c.y = a->y * scalar; c.z = a->z * scalar; return c; } GLfloat vec3_dot_mul(const vec3_t* a, const vec3_t* b) { return ( (a->x * b->x) + (a->y * b->y) + (a->z * b->z) ); } vec3_t vec3_cross_mul(const vec3_t* a, const vec3_t* b) { vec3_t c; c.x = (a->y * b->z) - (a->z * b->y); c.y = (a->z * b->x) - (a->x * b->z); c.z = (a->x * b->y) - (a->y * b->x); return c; } GLfloat vec3_length(vec3_t* a) { return SDL_sqrtf(SDL_pow(a->x, 2.0f) + SDL_pow(a->y, 2.0f) + SDL_pow(a->z, 2.0f)); } vec3_t vec3_normalize(vec3_t* a) { vec3_t b; GLfloat length = vec3_length(a); b.x = a->x / length; b.y = a->y / length; b.z = a->z / length; return b; }