Files
mcpe/source/client/common/Vec3.cpp
Brent a0f71c7b27 C++03 Support & Partial Xbox 360 Support (#37)
* WIP C++03 + Xbox 360 Support

* math.h & _USE_MATH_DEFINES on Level.hpp
Updated Xenon vcxproj file for new file structure.

* * Fix bad GUI scale setup.

* * Gui: Use ratios instead of hardcoded sub-1 floating point values, to make the mechanism more clear.

* Add Direct Connect Button and Screen (#30)

* Add Direct Connect Button and Screen

* Remove accidental extra build directories for wasm

* Add DirectConnectScreen.cpp to the CMake

* Use Hungarian coding style notation

* * Fix errors caused by #30

* * Improve the Chat Screen

* * Improve the DirectConnectScreen, among other things.

* * Update the game title once again.

* * Add build-wasm.bat.

* * Add info about compiling for wasm

* * Fix send to specific GUID actually broadcasting to everyone

* * Add command manager.

* * Add writeable configuration.

* * Allow dynamic screen size change on windows

* * Allow the same thing on the emscripten version.

* WIP C++03 + Xbox 360 Support

* Fixed a possible merging issue that broke RakNet?

* Additional Xbox 360 compatability fixes

---------

Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
Co-authored-by: ts <124226059+uniformization@users.noreply.github.com>
2023-08-07 15:48:52 +03:00

95 lines
1.9 KiB
C++

/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#include "Vec3.hpp"
Vec3::Vec3()
{
x = 0;
y = 0;
z = 0;
}
Vec3::Vec3(float x, float y, float z)
{
this->x = x;
this->y = y;
this->z = z;
}
Vec3 Vec3::normalize()
{
float dist = Mth::sqrt(x * x + y * y + z * z);
if (dist < 0.0001f)
return Vec3(0, 0, 0);
return Vec3(x / dist, y / dist, z / dist);
}
bool Vec3::clipX(const Vec3& a2, float a3, Vec3& a4) const
{
float crap = a2.x - this->x;
if (crap * crap < 0.000001f)
return false;
float crap2 = (a3 - this->x) / crap;
if (crap2 < 0.0f || crap2 > 1.0f)
return false;
a4.x = x + (a2.x - x) * crap2;
a4.y = y + (a2.y - y) * crap2;
a4.z = z + (a2.z - z) * crap2;
return true;
}
bool Vec3::clipY(const Vec3& a2, float a3, Vec3& a4) const
{
float crap = a2.y - this->y;
if (crap * crap < 0.000001f)
return false;
float crap2 = (a3 - this->y) / crap;
if (crap2 < 0.0f || crap2 > 1.0f)
return false;
a4.x = x + (a2.x - x) * crap2;
a4.y = y + (a2.y - y) * crap2;
a4.z = z + (a2.z - z) * crap2;
return true;
}
bool Vec3::clipZ(const Vec3& a2, float a3, Vec3& a4) const
{
float crap = a2.z - this->z;
if (crap * crap < 0.000001f)
return false;
float crap2 = (a3 - this->z) / crap;
if (crap2 < 0.0f || crap2 > 1.0f)
return false;
a4.x = x + (a2.x - x) * crap2;
a4.y = y + (a2.y - y) * crap2;
a4.z = z + (a2.z - z) * crap2;
return true;
}
float Vec3::distanceToSqr(const Vec3& b) const
{
float xd = (x-b.x);
float yd = (y-b.y);
float zd = (z-b.z);
return xd * xd + yd * yd + zd * zd;
}
float Vec3::distanceTo(const Vec3& b) const
{
return Mth::sqrt(distanceToSqr(b));
}