X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;ds=sidebyside;f=Source%2FQuaternions.h;h=f090ef9f0b064d2a8fe471a268a2f6d92637770f;hb=4f4771bb67958d2e9180ba24d422141b9069e363;hp=cfa2bace88ab4ff0fb5c057400f6501c45898bf3;hpb=24004d6ab1e68faaf85ece11b566449997da5013;p=lugaru.git diff --git a/Source/Quaternions.h b/Source/Quaternions.h index cfa2bac..f090ef9 100644 --- a/Source/Quaternions.h +++ b/Source/Quaternions.h @@ -1,33 +1,27 @@ /* Copyright (C) 2003, 2010 - Wolfire Games +Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file) This file is part of Lugaru. -Lugaru is free software; 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 2 -of the License, or (at your option) any later version. +Lugaru is free software; 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 2 of the License, or +(at your option) any later version. -This program is distributed in the hope that it will be useful, +Lugaru is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - -See the GNU General Public License for more details. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. You should have received a copy of the GNU General Public License -along with this program; if not, write to the Free Software -Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +along with Lugaru. If not, see . */ #ifndef _QUATERNIONS_H_ #define _QUATERNIONS_H_ -#ifndef WIN32 -#pragma mark - -#endif - -//#include "Carbon.h" #include "math.h" #include "PhysicsMath.h" #include "gamegl.h" @@ -226,7 +220,8 @@ inline void XYZ::vec(Vector add) inline bool XYZ::operator==(XYZ add) { - if (x == add.x && y == add.y && z == add.z)return 1; + if (x == add.x && y == add.y && z == add.z) + return 1; return 0; } @@ -246,24 +241,7 @@ inline void CrossProduct(XYZ P, XYZ Q, XYZ *V) inline float fast_sqrt (register float arg) { -#if PLATFORM_MACOSX - // Can replace with slower return std::sqrt(arg); - register float result; - - if (arg == 0.0) return 0.0; - - asm { - frsqrte result, arg // Calculate Square root - } - - // Newton Rhapson iterations. - result = result + 0.5 * result * (1.0 - arg * result * result); - result = result + 0.5 * result * (1.0 - arg * result * result); - - return result * arg; -#else - return sqrtf( arg); -#endif + return sqrtf(arg); } inline float normaldotproduct(XYZ point1, XYZ point2) @@ -401,12 +379,12 @@ inline bool sphere_line_intersection ( //~ static float x , y , z; static float a, b, c, /*mu,*/ i ; - if (x1 > x3 + r && x2 > x3 + r)return(0); - if (x1 < x3 - r && x2 < x3 - r)return(0); - if (y1 > y3 + r && y2 > y3 + r)return(0); - if (y1 < y3 - r && y2 < y3 - r)return(0); - if (z1 > z3 + r && z2 > z3 + r)return(0); - if (z1 < z3 - r && z2 < z3 - r)return(0); + if (x1 > x3 + r && x2 > x3 + r) return(0); + if (x1 < x3 - r && x2 < x3 - r) return(0); + if (y1 > y3 + r && y2 > y3 + r) return(0); + if (y1 < y3 - r && y2 < y3 - r) return(0); + if (z1 > z3 + r && z2 > z3 + r) return(0); + if (z1 < z3 - r && z2 < z3 - r) return(0); a = square(x2 - x1) + square(y2 - y1) + square(z2 - z1); b = 2 * ( (x2 - x1) * (x1 - x3) + (y2 - y1) * (y1 - y3) @@ -439,12 +417,12 @@ inline bool sphere_line_intersection ( //~ static float x , y , z; static float a, b, c, /*mu,*/ i ; - if (p1->x > p3->x + *r && p2->x > p3->x + *r)return(0); - if (p1->x < p3->x - *r && p2->x < p3->x - *r)return(0); - if (p1->y > p3->y + *r && p2->y > p3->y + *r)return(0); - if (p1->y < p3->y - *r && p2->y < p3->y - *r)return(0); - if (p1->z > p3->z + *r && p2->z > p3->z + *r)return(0); - if (p1->z < p3->z - *r && p2->z < p3->z - *r)return(0); + if (p1->x > p3->x + *r && p2->x > p3->x + *r) return(0); + if (p1->x < p3->x - *r && p2->x < p3->x - *r) return(0); + if (p1->y > p3->y + *r && p2->y > p3->y + *r) return(0); + if (p1->y < p3->y - *r && p2->y < p3->y - *r) return(0); + if (p1->z > p3->z + *r && p2->z > p3->z + *r) return(0); + if (p1->z < p3->z - *r && p2->z < p3->z - *r) return(0); a = square(p2->x - p1->x) + square(p2->y - p1->y) + square(p2->z - p1->z); b = 2 * ( (p2->x - p1->x) * (p1->x - p3->x) + (p2->y - p1->y) * (p1->y - p3->y)