#include #include #include /* 2D */ Point2 Pt2(double x, double y, double w) { return (Point2){x, y, w}; } Point2 Vec2(double x, double y) { return (Point2){x, y, 0}; } Point2 addpt2(Point2 a, Point2 b) { return Pt2(a.x+b.x, a.y+b.y, a.w+b.w); } Point2 subpt2(Point2 a, Point2 b) { return Pt2(a.x-b.x, a.y-b.y, a.w-b.w); } Point2 mulpt2(Point2 p, double s) { return Pt2(p.x*s, p.y*s, p.w*s); } Point2 divpt2(Point2 p, double s) { return Pt2(p.x/s, p.y/s, p.w/s); } Point2 lerp2(Point2 a, Point2 b, double t) { if(t < 0) t = 0; if(t > 1) t = 1; return Pt2( flerp(a.x, b.x, t), flerp(a.y, b.y, t), flerp(a.w, b.w, t) ); } double dotvec2(Point2 a, Point2 b) { return a.x*b.x + a.y*b.y; } double vec2len(Point2 v) { return sqrt(dotvec2(v, v)); } Point2 normvec2(Point2 v) { double len; len = vec2len(v); if(len == 0) return Pt2(0,0,0); return Pt2(v.x/len, v.y/len, 0); } /* 3D */ Point3 Pt3(double x, double y, double z, double w) { return (Point3){x, y, z, w}; } Point3 Vec3(double x, double y, double z) { return (Point3){x, y, z, 0}; } Point3 addpt3(Point3 a, Point3 b) { return Pt3(a.x+b.x, a.y+b.y, a.z+b.z, a.w+b.w); } Point3 subpt3(Point3 a, Point3 b) { return Pt3(a.x-b.x, a.y-b.y, a.z-b.z, a.w-b.w); } Point3 mulpt3(Point3 p, double s) { return Pt3(p.x*s, p.y*s, p.z*s, p.w*s); } Point3 divpt3(Point3 p, double s) { return Pt3(p.x/s, p.y/s, p.z/s, p.w/s); } Point3 lerp3(Point3 a, Point3 b, double t) { if(t < 0) t = 0; if(t > 1) t = 1; return Pt3( flerp(a.x, b.x, t), flerp(a.y, b.y, t), flerp(a.z, b.z, t), flerp(a.w, b.w, t) ); } double dotvec3(Point3 a, Point3 b) { return a.x*b.x + a.y*b.y + a.z*b.z; } Point3 crossvec3(Point3 a, Point3 b) { return Pt3( a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x, 0 ); } double vec3len(Point3 v) { return sqrt(dotvec3(v, v)); } Point3 normvec3(Point3 v) { double len; len = vec3len(v); if(len == 0) return Pt3(0,0,0,0); return Pt3(v.x/len, v.y/len, v.z/len, 0); }