1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
|
package ihl.utils;
public class IHLMathUtils
{
private final static int accuracy_level=65536;
private final static float[] sin_table=new float[accuracy_level];
private final static float[] atan_table=new float[accuracy_level];
private final static float[] sqrt_table=new float[accuracy_level];
private final static float PI=(float)Math.PI;
public static float sin(float angle)
{
float angle1 = angle % (2*PI);
if(angle1<0)
{
angle1+=2*PI;
}
return sin_table[(int)(angle1*accuracy_level/2/PI)];
}
public static float sqrt(float value)
{
float value1 = value;
int multiplier = 2;
while(value1 >= 1.0f)
{
multiplier*=multiplier;
value1 /=multiplier*multiplier;
}
return ((multiplier>2)?multiplier:1)*sqrt_table[(int)(value1*accuracy_level)];
}
public static float atan(float tan_value)
{
if(tan_value<-32f)
{
return -1.54f;
}
else if(tan_value>32f)
{
return 1.54f;
}
else
{
return atan_table[(int)((tan_value+32f)*accuracy_level/64f)];
}
}
public static float[] vector_vector_multiply(float[] v1, float[] v2)
{
float c_x = v1[1]*v2[2] - v2[1]*v1[2];
float c_y = v2[0]*v1[2] - v1[0]*v2[2];
float c_z = v1[0]*v2[1] - v2[0]*v1[1];
return new float[] {c_x,c_y,c_z};
}
public static void normalize_vector(float[] v1)
{
float d = (float)Math.sqrt(v1[0]*v1[0]+v1[1]*v1[1]+v1[2]*v1[2]);
if(d == 0)
{ // Nothing can we do. Create new vector towards up direction.
v1[0]=0;
v1[1]=1;
v1[2]=0;
}
else
{
v1[0]/=d;
v1[1]/=d;
v1[2]/=d;
}
}
public static void scale_vector_to_value(float[] v1, float v2)
{
float d = (float)Math.sqrt(v1[0]*v1[0]+v1[1]*v1[1]+v1[2]*v1[2]);
if(d == 0)
{ // Nothing can we do. Create new vector towards up direction.
v1[0]=0;
v1[1]=v2;
v1[2]=0;
}
else
{
v1[0]=v1[0]*v2/d;
v1[1]=v1[1]*v2/d;
v1[2]=v1[2]*v2/d;
}
}
public static void vector_add(float[] fs, float x, float y, float z) {
fs[0]+=x;
fs[1]+=y;
fs[2]+=z;
}
static
{
for(int i=0;i<accuracy_level;i++)
{
sin_table[i]=(float) Math.sin(2d*Math.PI*i/accuracy_level);
}
for(int i=0;i<accuracy_level;i++)
{
atan_table[i]=(float) Math.atan(-32d+64d*i/accuracy_level);
}
for(int i=0;i<accuracy_level;i++)
{
sqrt_table[i]=(float) Math.sqrt((double)i/accuracy_level);
}
}
public static float[] vector_return_difference(double[] v1, double[] v2) {
return new float[] {
(float)(v1[0]-v2[0]),
(float)(v1[1]-v2[1]),
(float)(v1[2]-v2[2])};
}
public static float[] vector_return_difference(float[] v1, double[] v2) {
return new float[] {
(float)(v1[0]-v2[0]),
(float)(v1[1]-v2[1]),
(float)(v1[2]-v2[2])};
}
public static float[] vector_return_difference(int[] v1, double[] v2) {
return new float[] {
(float)(v1[0]-v2[0]),
(float)(v1[1]-v2[1]),
(float)(v1[2]-v2[2])};
}
public static void multiply_vector_to_value(float[] v1, float v2) {
v1[0]*=v2;
v1[1]*=v2;
v1[2]*=v2;
}
public static void vector_add(double[] v1, float[] v2) {
v1[0]+=v2[0];
v1[1]+=v2[1];
v1[2]+=v2[2];
}
public static float[] get_triangle_normal(double[][] triangle1) {
float[] v1 = vector_return_difference(triangle1[1],triangle1[0]);
float[] v2 = vector_return_difference(triangle1[2],triangle1[0]);
return vector_vector_multiply(v1,v2);
}
}
|