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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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5.7 kB · 292 lines
C++
at master
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DWORD Vec3::tlsIdx = 0;Vec3::ThreadStorage *Vec3::tlsDefault = NULL;
Vec3::ThreadStorage::ThreadStorage(){ pool = new Vec3[POOL_SIZE]; poolPointer = 0;}
Vec3::ThreadStorage::~ThreadStorage(){ delete [] pool;}
void Vec3::CreateNewThreadStorage(){ ThreadStorage *tls = new ThreadStorage(); if(tlsDefault == NULL ) { tlsIdx = TlsAlloc(); tlsDefault = tls; } TlsSetValue(tlsIdx, tls);}
void Vec3::UseDefaultThreadStorage(){ TlsSetValue(tlsIdx, tlsDefault);}
void Vec3::ReleaseThreadStorage(){ ThreadStorage *tls = (ThreadStorage *)TlsGetValue(tlsIdx); if( tls == tlsDefault ) return;
delete tls;}
Vec3 *Vec3::newPermanent(double x, double y, double z){ return new Vec3(x,y,z);};
void Vec3::clearPool(){}
void Vec3::resetPool(){}
Vec3 *Vec3::newTemp(double x, double y, double z){ ThreadStorage *tls = (ThreadStorage *)TlsGetValue(tlsIdx); Vec3 *thisVec = &tls->pool[tls->poolPointer]; thisVec->set(x, y, z); tls->poolPointer = ( tls->poolPointer + 1 ) % ThreadStorage::POOL_SIZE; return thisVec;}
Vec3::Vec3(double x, double y, double z){ if (x == -0.0) x = 0.0; if (y == -0.0) y = 0.0; if (z == -0.0) z = 0.0; this->x = x; this->y = y; this->z = z;}
Vec3 *Vec3::set(double x, double y, double z){ this->x = x; this->y = y; this->z = z; return this;}
Vec3 *Vec3::interpolateTo(Vec3 *t, double p){ double xt = x + (t->x - x) * p; double yt = y + (t->y - y) * p; double zt = z + (t->z - z) * p;
return Vec3::newTemp(xt, yt, zt);}
Vec3 *Vec3::vectorTo(Vec3 *p){ return Vec3::newTemp(p->x - x, p->y - y, p->z - z);}
Vec3 *Vec3::normalize(){ double dist = (double) (sqrt(x * x + y * y + z * z)); if (dist < 0.0001) return Vec3::newTemp(0, 0, 0); return Vec3::newTemp(x / dist, y / dist, z / dist);}
double Vec3::dot(Vec3 *p){ return x * p->x + y * p->y + z * p->z;}
Vec3 *Vec3::cross(Vec3 *p){ return Vec3::newTemp(y * p->z - z * p->y, z * p->x - x * p->z, x * p->y - y * p->x);}
Vec3 *Vec3::add(double x, double y, double z){ return Vec3::newTemp(this->x + x, this->y + y, this->z + z);}
double Vec3::distanceTo(Vec3 *p){ double xd = p->x - x; double yd = p->y - y; double zd = p->z - z; return (double) sqrt(xd * xd + yd * yd + zd * zd);}
double Vec3::distanceToSqr(Vec3 *p){ double xd = p->x - x; double yd = p->y - y; double zd = p->z - z; return xd * xd + yd * yd + zd * zd;}
double Vec3::distanceToSqr(double x2, double y2, double z2){ double xd = x2 - x; double yd = y2 - y; double zd = z2 - z; return xd * xd + yd * yd + zd * zd;}
Vec3 *Vec3::scale(double l){ return Vec3::newTemp(x * l, y * l, z * l);}
double Vec3::length(){ return sqrt(x * x + y * y + z * z);}
Vec3 *Vec3::clipX(Vec3 *b, double xt){ double xd = b->x - x; double yd = b->y - y; double zd = b->z - z;
if (xd * xd < 0.0000001f) return NULL;
double d = (xt - x) / xd; if (d < 0 || d > 1) return NULL; return Vec3::newTemp(x + xd * d, y + yd * d, z + zd * d);}
Vec3 *Vec3::clipY(Vec3 *b, double yt){ double xd = b->x - x; double yd = b->y - y; double zd = b->z - z;
if (yd * yd < 0.0000001f) return NULL;
double d = (yt - y) / yd; if (d < 0 || d > 1) return NULL; return Vec3::newTemp(x + xd * d, y + yd * d, z + zd * d);}
Vec3 *Vec3::clipZ(Vec3 *b, double zt){ double xd = b->x - x; double yd = b->y - y; double zd = b->z - z;
if (zd * zd < 0.0000001f) return NULL;
double d = (zt - z) / zd; if (d < 0 || d > 1) return NULL; return Vec3::newTemp(x + xd * d, y + yd * d, z + zd * d);}
wstring Vec3::toString(){ static wchar_t buf[128]; swprintf(buf, 128, L"(%f,%f,%f)",x,y,z); return wstring(buf);}
Vec3 *Vec3::lerp(Vec3 *v, double a){ return Vec3::newTemp(x + (v->x - x) * a, y + (v->y - y) * a, z + (v->z - z) * a);}
void Vec3::xRot(float degs){ double _cos = cos(degs); // 4J - cos/sin were floats but seems pointless wasting precision here double _sin = sin(degs);
double xx = x; double yy = y * _cos + z * _sin; double zz = z * _cos - y * _sin;
x = xx; y = yy; z = zz;}
void Vec3::yRot(float degs){ double _cos = cos(degs); // 4J - cos/sin were floats but seems pointless wasting precision here double _sin = sin(degs);
double xx = x * _cos + z * _sin; double yy = y; double zz = z * _cos - x * _sin;
x = xx; y = yy; z = zz;}
void Vec3::zRot(float degs){ double _cos = cos(degs); // 4J - cos/sin were floats but seems pointless wasting precision here double _sin = sin(degs);
double xx = x * _cos + y * _sin; double yy = y * _cos - x * _sin; double zz = z;
x = xx; y = yy; z = zz;}
// Returns 0 if this point is within the box// Otherwise returns the distance to the boxdouble Vec3::distanceTo(AABB *box){ if(box->contains(this)) return 0;
double xd = 0, yd = 0, zd = 0;
if(x < box->x0) xd = box->x0 - x; else if( x > box->x1) xd = x - box->x1;
if(y < box->y0) yd = box->y0 - y; else if( y > box->y1) yd = y - box->y1;
if(z < box->z0) zd = box->z0 - z; else if( z > box->z1) zd = z - box->z1;
return sqrt(xd * xd + yd * yd + zd * zd);}
Vec3* Vec3::closestPointOnLine(Vec3* p1, Vec3* p2){ Vec3* diff = newTemp(x-p1->x, y-p1->y, z-p1->z); Vec3* dir = newTemp(p2->x-p1->x, p2->y-p1->y, p2->z-p1->z); float dot1 = diff->dot(dir); if (dot1 <= 0.0f) return p1;
float dot2 = dir->dot(dir);
if (dot2 <= dot1) return p2;
float t=dot1/dot2; return newTemp(p1->x + t * dir->x, p1->y + t * dir->y, p1->z + t * dir->z);}
double Vec3::distanceFromLine(Vec3* p1, Vec3* p2){ Vec3* closestPoint = closestPointOnLine(p1, p2); Vec3* diff = newTemp(x-closestPoint->x, y-closestPoint->y, z-closestPoint->z); return diff->length();}