You're breathtaking!

This commit is contained in:
Wojtek Figat
2020-12-07 23:40:54 +01:00
commit 6fb9eee74c
5143 changed files with 1153594 additions and 0 deletions

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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#include "Math.h"
#include "Vector3.h"
Vector3 Math::RotateAboutAxis(const Vector3& normalizedRotationAxis, float angle, const Vector3& positionOnAxis, const Vector3& position)
{
// Project position onto the rotation axis and find the closest point on the axis to Position
const Vector3 closestPointOnAxis = positionOnAxis + normalizedRotationAxis * Vector3::Dot(normalizedRotationAxis, position - positionOnAxis);
// Construct orthogonal axes in the plane of the rotation
const Vector3 axisU = position - closestPointOnAxis;
const Vector3 axisV = Vector3::Cross(normalizedRotationAxis, axisU);
float cosAngle, sinAngle;
Math::SinCos(angle, sinAngle, cosAngle);
// Rotate using the orthogonal axes
const Vector3 rotation = axisU * cosAngle + axisV * sinAngle;
// Reconstruct the rotated world space position
const Vector3 rotatedPosition = closestPointOnAxis + rotation;
// Convert from position to a position offset
return rotatedPosition - position;
}
Vector3 Math::ExtractLargestComponent(const Vector3& v)
{
const Vector3 a = v.GetAbsolute();
if (a.X > a.Y)
{
if (a.X > a.Z)
{
return Vector3(v.X > 0.0f ? 1.0f : -1.0f, 0.0f, 0.0f);
}
}
else
{
if (a.Y > a.Z)
{
return Vector3(0.0f, v.Y > 0.0f ? 1.0f : -1.0f, 0.0f);
}
}
return Vector3(0.0f, 0.0f, v.Z > 0 ? 1.0f : -1.0f);
}