mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-24 21:11:49 +00:00
398 lines
8.2 KiB
C++
398 lines
8.2 KiB
C++
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
Doom 3 GPL Source Code
|
||
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
||
|
|
||
|
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
||
|
|
||
|
Doom 3 Source Code is free software: you can redistribute it and/or modify
|
||
|
it under the terms of the GNU General Public License as published by
|
||
|
the Free Software Foundation, either version 3 of the License, or
|
||
|
(at your option) any later version.
|
||
|
|
||
|
Doom 3 Source Code is distributed in the hope that it will be useful,
|
||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
GNU General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
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.
|
||
|
|
||
|
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.
|
||
|
|
||
|
===========================================================================
|
||
|
*/
|
||
|
|
||
|
#include "../precompiled.h"
|
||
|
#pragma hdrstop
|
||
|
|
||
|
idVec2 vec2_origin( 0.0f, 0.0f );
|
||
|
idVec3 vec3_origin( 0.0f, 0.0f, 0.0f );
|
||
|
idVec4 vec4_origin( 0.0f, 0.0f, 0.0f, 0.0f );
|
||
|
idVec5 vec5_origin( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f );
|
||
|
idVec6 vec6_origin( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f );
|
||
|
idVec6 vec6_infinity( idMath::INFINITY, idMath::INFINITY, idMath::INFINITY, idMath::INFINITY, idMath::INFINITY, idMath::INFINITY );
|
||
|
|
||
|
|
||
|
//===============================================================
|
||
|
//
|
||
|
// idVec2
|
||
|
//
|
||
|
//===============================================================
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idVec2::ToString
|
||
|
=============
|
||
|
*/
|
||
|
const char *idVec2::ToString( int precision ) const {
|
||
|
return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Lerp
|
||
|
|
||
|
Linearly inperpolates one vector to another.
|
||
|
=============
|
||
|
*/
|
||
|
void idVec2::Lerp( const idVec2 &v1, const idVec2 &v2, const float l ) {
|
||
|
if ( l <= 0.0f ) {
|
||
|
(*this) = v1;
|
||
|
} else if ( l >= 1.0f ) {
|
||
|
(*this) = v2;
|
||
|
} else {
|
||
|
(*this) = v1 + l * ( v2 - v1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//===============================================================
|
||
|
//
|
||
|
// idVec3
|
||
|
//
|
||
|
//===============================================================
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idVec3::ToYaw
|
||
|
=============
|
||
|
*/
|
||
|
float idVec3::ToYaw( void ) const {
|
||
|
float yaw;
|
||
|
|
||
|
if ( ( y == 0.0f ) && ( x == 0.0f ) ) {
|
||
|
yaw = 0.0f;
|
||
|
} else {
|
||
|
yaw = RAD2DEG( atan2( y, x ) );
|
||
|
if ( yaw < 0.0f ) {
|
||
|
yaw += 360.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return yaw;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idVec3::ToPitch
|
||
|
=============
|
||
|
*/
|
||
|
float idVec3::ToPitch( void ) const {
|
||
|
float forward;
|
||
|
float pitch;
|
||
|
|
||
|
if ( ( x == 0.0f ) && ( y == 0.0f ) ) {
|
||
|
if ( z > 0.0f ) {
|
||
|
pitch = 90.0f;
|
||
|
} else {
|
||
|
pitch = 270.0f;
|
||
|
}
|
||
|
} else {
|
||
|
forward = ( float )idMath::Sqrt( x * x + y * y );
|
||
|
pitch = RAD2DEG( atan2( z, forward ) );
|
||
|
if ( pitch < 0.0f ) {
|
||
|
pitch += 360.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return pitch;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idVec3::ToAngles
|
||
|
=============
|
||
|
*/
|
||
|
idAngles idVec3::ToAngles( void ) const {
|
||
|
float forward;
|
||
|
float yaw;
|
||
|
float pitch;
|
||
|
|
||
|
if ( ( x == 0.0f ) && ( y == 0.0f ) ) {
|
||
|
yaw = 0.0f;
|
||
|
if ( z > 0.0f ) {
|
||
|
pitch = 90.0f;
|
||
|
} else {
|
||
|
pitch = 270.0f;
|
||
|
}
|
||
|
} else {
|
||
|
yaw = RAD2DEG( atan2( y, x ) );
|
||
|
if ( yaw < 0.0f ) {
|
||
|
yaw += 360.0f;
|
||
|
}
|
||
|
|
||
|
forward = ( float )idMath::Sqrt( x * x + y * y );
|
||
|
pitch = RAD2DEG( atan2( z, forward ) );
|
||
|
if ( pitch < 0.0f ) {
|
||
|
pitch += 360.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return idAngles( -pitch, yaw, 0.0f );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idVec3::ToPolar
|
||
|
=============
|
||
|
*/
|
||
|
idPolar3 idVec3::ToPolar( void ) const {
|
||
|
float forward;
|
||
|
float yaw;
|
||
|
float pitch;
|
||
|
|
||
|
if ( ( x == 0.0f ) && ( y == 0.0f ) ) {
|
||
|
yaw = 0.0f;
|
||
|
if ( z > 0.0f ) {
|
||
|
pitch = 90.0f;
|
||
|
} else {
|
||
|
pitch = 270.0f;
|
||
|
}
|
||
|
} else {
|
||
|
yaw = RAD2DEG( atan2( y, x ) );
|
||
|
if ( yaw < 0.0f ) {
|
||
|
yaw += 360.0f;
|
||
|
}
|
||
|
|
||
|
forward = ( float )idMath::Sqrt( x * x + y * y );
|
||
|
pitch = RAD2DEG( atan2( z, forward ) );
|
||
|
if ( pitch < 0.0f ) {
|
||
|
pitch += 360.0f;
|
||
|
}
|
||
|
}
|
||
|
return idPolar3( idMath::Sqrt( x * x + y * y + z * z ), yaw, -pitch );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idVec3::ToMat3
|
||
|
=============
|
||
|
*/
|
||
|
idMat3 idVec3::ToMat3( void ) const {
|
||
|
idMat3 mat;
|
||
|
float d;
|
||
|
|
||
|
mat[0] = *this;
|
||
|
d = x * x + y * y;
|
||
|
if ( !d ) {
|
||
|
mat[1][0] = 1.0f;
|
||
|
mat[1][1] = 0.0f;
|
||
|
mat[1][2] = 0.0f;
|
||
|
} else {
|
||
|
d = idMath::InvSqrt( d );
|
||
|
mat[1][0] = -y * d;
|
||
|
mat[1][1] = x * d;
|
||
|
mat[1][2] = 0.0f;
|
||
|
}
|
||
|
mat[2] = Cross( mat[1] );
|
||
|
|
||
|
return mat;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idVec3::ToString
|
||
|
=============
|
||
|
*/
|
||
|
const char *idVec3::ToString( int precision ) const {
|
||
|
return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Lerp
|
||
|
|
||
|
Linearly inperpolates one vector to another.
|
||
|
=============
|
||
|
*/
|
||
|
void idVec3::Lerp( const idVec3 &v1, const idVec3 &v2, const float l ) {
|
||
|
if ( l <= 0.0f ) {
|
||
|
(*this) = v1;
|
||
|
} else if ( l >= 1.0f ) {
|
||
|
(*this) = v2;
|
||
|
} else {
|
||
|
(*this) = v1 + l * ( v2 - v1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
SLerp
|
||
|
|
||
|
Spherical linear interpolation from v1 to v2.
|
||
|
Vectors are expected to be normalized.
|
||
|
=============
|
||
|
*/
|
||
|
#define LERP_DELTA 1e-6
|
||
|
|
||
|
void idVec3::SLerp( const idVec3 &v1, const idVec3 &v2, const float t ) {
|
||
|
float omega, cosom, sinom, scale0, scale1;
|
||
|
|
||
|
if ( t <= 0.0f ) {
|
||
|
(*this) = v1;
|
||
|
return;
|
||
|
} else if ( t >= 1.0f ) {
|
||
|
(*this) = v2;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
cosom = v1 * v2;
|
||
|
if ( ( 1.0f - cosom ) > LERP_DELTA ) {
|
||
|
omega = acos( cosom );
|
||
|
sinom = sin( omega );
|
||
|
scale0 = sin( ( 1.0f - t ) * omega ) / sinom;
|
||
|
scale1 = sin( t * omega ) / sinom;
|
||
|
} else {
|
||
|
scale0 = 1.0f - t;
|
||
|
scale1 = t;
|
||
|
}
|
||
|
|
||
|
(*this) = ( v1 * scale0 + v2 * scale1 );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
ProjectSelfOntoSphere
|
||
|
|
||
|
Projects the z component onto a sphere.
|
||
|
=============
|
||
|
*/
|
||
|
void idVec3::ProjectSelfOntoSphere( const float radius ) {
|
||
|
float rsqr = radius * radius;
|
||
|
float len = Length();
|
||
|
if ( len < rsqr * 0.5f ) {
|
||
|
z = sqrt( rsqr - len );
|
||
|
} else {
|
||
|
z = rsqr / ( 2.0f * sqrt( len ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//===============================================================
|
||
|
//
|
||
|
// idVec4
|
||
|
//
|
||
|
//===============================================================
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idVec4::ToString
|
||
|
=============
|
||
|
*/
|
||
|
const char *idVec4::ToString( int precision ) const {
|
||
|
return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
Lerp
|
||
|
|
||
|
Linearly inperpolates one vector to another.
|
||
|
=============
|
||
|
*/
|
||
|
void idVec4::Lerp( const idVec4 &v1, const idVec4 &v2, const float l ) {
|
||
|
if ( l <= 0.0f ) {
|
||
|
(*this) = v1;
|
||
|
} else if ( l >= 1.0f ) {
|
||
|
(*this) = v2;
|
||
|
} else {
|
||
|
(*this) = v1 + l * ( v2 - v1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//===============================================================
|
||
|
//
|
||
|
// idVec5
|
||
|
//
|
||
|
//===============================================================
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idVec5::ToString
|
||
|
=============
|
||
|
*/
|
||
|
const char *idVec5::ToString( int precision ) const {
|
||
|
return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idVec5::Lerp
|
||
|
=============
|
||
|
*/
|
||
|
void idVec5::Lerp( const idVec5 &v1, const idVec5 &v2, const float l ) {
|
||
|
if ( l <= 0.0f ) {
|
||
|
(*this) = v1;
|
||
|
} else if ( l >= 1.0f ) {
|
||
|
(*this) = v2;
|
||
|
} else {
|
||
|
x = v1.x + l * ( v2.x - v1.x );
|
||
|
y = v1.y + l * ( v2.y - v1.y );
|
||
|
z = v1.z + l * ( v2.z - v1.z );
|
||
|
s = v1.s + l * ( v2.s - v1.s );
|
||
|
t = v1.t + l * ( v2.t - v1.t );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//===============================================================
|
||
|
//
|
||
|
// idVec6
|
||
|
//
|
||
|
//===============================================================
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idVec6::ToString
|
||
|
=============
|
||
|
*/
|
||
|
const char *idVec6::ToString( int precision ) const {
|
||
|
return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
|
||
|
}
|
||
|
|
||
|
|
||
|
//===============================================================
|
||
|
//
|
||
|
// idVecX
|
||
|
//
|
||
|
//===============================================================
|
||
|
|
||
|
float idVecX::temp[VECX_MAX_TEMP+4];
|
||
|
float * idVecX::tempPtr = (float *) ( ( (int) idVecX::temp + 15 ) & ~15 );
|
||
|
int idVecX::tempIndex = 0;
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
idVecX::ToString
|
||
|
=============
|
||
|
*/
|
||
|
const char *idVecX::ToString( int precision ) const {
|
||
|
return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
|
||
|
}
|