mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-22 04:01:08 +00:00
158 lines
3.4 KiB
C++
158 lines
3.4 KiB
C++
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../precompiled.h"
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#pragma hdrstop
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/*
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============
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idRotation::ToAngles
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============
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*/
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idAngles idRotation::ToAngles( void ) const {
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return ToMat3().ToAngles();
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}
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/*
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============
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idRotation::ToQuat
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============
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*/
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idQuat idRotation::ToQuat( void ) const {
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float a, s, c;
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a = angle * ( idMath::M_DEG2RAD * 0.5f );
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idMath::SinCos( a, s, c );
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return idQuat( vec.x * s, vec.y * s, vec.z * s, c );
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}
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/*
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============
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idRotation::toMat3
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============
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*/
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const idMat3 &idRotation::ToMat3( void ) const {
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float wx, wy, wz;
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float xx, yy, yz;
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float xy, xz, zz;
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float x2, y2, z2;
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float a, c, s, x, y, z;
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if ( axisValid ) {
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return axis;
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}
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a = angle * ( idMath::M_DEG2RAD * 0.5f );
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idMath::SinCos( a, s, c );
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x = vec[0] * s;
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y = vec[1] * s;
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z = vec[2] * s;
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x2 = x + x;
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y2 = y + y;
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z2 = z + z;
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xx = x * x2;
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xy = x * y2;
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xz = x * z2;
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yy = y * y2;
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yz = y * z2;
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zz = z * z2;
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wx = c * x2;
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wy = c * y2;
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wz = c * z2;
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axis[ 0 ][ 0 ] = 1.0f - ( yy + zz );
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axis[ 0 ][ 1 ] = xy - wz;
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axis[ 0 ][ 2 ] = xz + wy;
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axis[ 1 ][ 0 ] = xy + wz;
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axis[ 1 ][ 1 ] = 1.0f - ( xx + zz );
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axis[ 1 ][ 2 ] = yz - wx;
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axis[ 2 ][ 0 ] = xz - wy;
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axis[ 2 ][ 1 ] = yz + wx;
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axis[ 2 ][ 2 ] = 1.0f - ( xx + yy );
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axisValid = true;
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return axis;
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}
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/*
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============
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idRotation::ToMat4
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============
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*/
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idMat4 idRotation::ToMat4( void ) const {
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return ToMat3().ToMat4();
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}
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/*
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============
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idRotation::ToAngularVelocity
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============
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*/
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idVec3 idRotation::ToAngularVelocity( void ) const {
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return vec * DEG2RAD( angle );
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}
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/*
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============
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idRotation::Normalize180
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============
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*/
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void idRotation::Normalize180( void ) {
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angle -= floor( angle / 360.0f ) * 360.0f;
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if ( angle > 180.0f ) {
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angle -= 360.0f;
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}
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else if ( angle < -180.0f ) {
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angle += 360.0f;
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}
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}
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/*
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============
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idRotation::Normalize360
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============
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*/
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void idRotation::Normalize360( void ) {
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angle -= floor( angle / 360.0f ) * 360.0f;
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if ( angle > 360.0f ) {
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angle -= 360.0f;
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}
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else if ( angle < 0.0f ) {
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angle += 360.0f;
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}
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}
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