* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
---------
Co-authored-by: Loki <lokirautio@gmail.com>
63 lines
1.7 KiB
C++
63 lines
1.7 KiB
C++
#pragma once
|
|
using namespace std;
|
|
|
|
class AABB;
|
|
|
|
class Vec3
|
|
{
|
|
// 4J added so we can have separate pools for different threads
|
|
class ThreadStorage
|
|
{
|
|
public:
|
|
static const int POOL_SIZE = 1024;
|
|
Vec3 *pool;
|
|
unsigned int poolPointer;
|
|
ThreadStorage();
|
|
~ThreadStorage();
|
|
};
|
|
static DWORD tlsIdx;
|
|
static ThreadStorage *tlsDefault;
|
|
public:
|
|
// Each new thread that needs to use Vec3 pools will need to call one of the following 2 functions, to either create its own
|
|
// local storage, or share the default storage already allocated by the main thread
|
|
static void CreateNewThreadStorage();
|
|
static void UseDefaultThreadStorage();
|
|
static void ReleaseThreadStorage();
|
|
|
|
static Vec3 *newPermanent(double x, double y, double z);
|
|
static void clearPool();
|
|
static void resetPool();
|
|
static Vec3 *newTemp(double x, double y, double z);
|
|
double x, y, z;
|
|
private:
|
|
Vec3() {}
|
|
Vec3(double x, double y, double z);
|
|
Vec3 *set(double x, double y, double z);
|
|
public:
|
|
Vec3 *interpolateTo(Vec3 *t, double p);
|
|
Vec3 *vectorTo(Vec3 *p);
|
|
Vec3 *normalize();
|
|
double dot(Vec3 *p);
|
|
Vec3 *cross(Vec3 *p);
|
|
Vec3 *add(double x, double y, double z);
|
|
double distanceTo(Vec3 *p);
|
|
double distanceToSqr(Vec3 *p);
|
|
double distanceToSqr(double x2, double y2, double z2);
|
|
Vec3 *scale(double l);
|
|
double length();
|
|
Vec3 *clipX(Vec3 *b, double xt);
|
|
Vec3 *clipY(Vec3 *b, double yt);
|
|
Vec3 *clipZ(Vec3 *b, double zt);
|
|
wstring toString();
|
|
Vec3 *lerp(Vec3 *v, double a);
|
|
void xRot(float degs);
|
|
void yRot(float degs);
|
|
void zRot(float degs);
|
|
|
|
// 4J Added
|
|
double distanceTo(AABB *box);
|
|
|
|
Vec3* closestPointOnLine(Vec3* p1, Vec3* p2);
|
|
double distanceFromLine(Vec3* p1, Vec3* p2);
|
|
|
|
}; |