mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-24 21:11:49 +00:00
397 lines
8.2 KiB
C++
397 lines
8.2 KiB
C++
/*
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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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idVec2 vec2_origin( 0.0f, 0.0f );
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idVec3 vec3_origin( 0.0f, 0.0f, 0.0f );
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idVec4 vec4_origin( 0.0f, 0.0f, 0.0f, 0.0f );
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idVec5 vec5_origin( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f );
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idVec6 vec6_origin( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f );
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idVec6 vec6_infinity( idMath::INFINITY, idMath::INFINITY, idMath::INFINITY, idMath::INFINITY, idMath::INFINITY, idMath::INFINITY );
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//===============================================================
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//
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// idVec2
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//
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//===============================================================
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/*
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=============
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idVec2::ToString
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=============
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*/
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const char *idVec2::ToString( int precision ) const {
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return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
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}
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/*
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=============
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Lerp
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Linearly inperpolates one vector to another.
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=============
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*/
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void idVec2::Lerp( const idVec2 &v1, const idVec2 &v2, const float l ) {
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if ( l <= 0.0f ) {
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(*this) = v1;
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} else if ( l >= 1.0f ) {
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(*this) = v2;
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} else {
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(*this) = v1 + l * ( v2 - v1 );
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}
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}
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//===============================================================
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//
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// idVec3
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//
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//===============================================================
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/*
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=============
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idVec3::ToYaw
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=============
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*/
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float idVec3::ToYaw( void ) const {
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float yaw;
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if ( ( y == 0.0f ) && ( x == 0.0f ) ) {
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yaw = 0.0f;
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} else {
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yaw = RAD2DEG( atan2( y, x ) );
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if ( yaw < 0.0f ) {
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yaw += 360.0f;
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}
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}
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return yaw;
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}
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/*
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=============
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idVec3::ToPitch
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=============
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*/
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float idVec3::ToPitch( void ) const {
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float forward;
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float pitch;
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if ( ( x == 0.0f ) && ( y == 0.0f ) ) {
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if ( z > 0.0f ) {
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pitch = 90.0f;
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} else {
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pitch = 270.0f;
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}
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} else {
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forward = ( float )idMath::Sqrt( x * x + y * y );
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pitch = RAD2DEG( atan2( z, forward ) );
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if ( pitch < 0.0f ) {
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pitch += 360.0f;
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}
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}
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return pitch;
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}
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/*
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=============
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idVec3::ToAngles
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=============
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*/
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idAngles idVec3::ToAngles( void ) const {
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float forward;
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float yaw;
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float pitch;
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if ( ( x == 0.0f ) && ( y == 0.0f ) ) {
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yaw = 0.0f;
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if ( z > 0.0f ) {
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pitch = 90.0f;
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} else {
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pitch = 270.0f;
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}
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} else {
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yaw = RAD2DEG( atan2( y, x ) );
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if ( yaw < 0.0f ) {
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yaw += 360.0f;
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}
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forward = ( float )idMath::Sqrt( x * x + y * y );
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pitch = RAD2DEG( atan2( z, forward ) );
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if ( pitch < 0.0f ) {
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pitch += 360.0f;
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}
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}
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return idAngles( -pitch, yaw, 0.0f );
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}
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/*
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=============
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idVec3::ToPolar
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=============
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*/
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idPolar3 idVec3::ToPolar( void ) const {
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float forward;
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float yaw;
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float pitch;
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if ( ( x == 0.0f ) && ( y == 0.0f ) ) {
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yaw = 0.0f;
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if ( z > 0.0f ) {
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pitch = 90.0f;
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} else {
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pitch = 270.0f;
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}
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} else {
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yaw = RAD2DEG( atan2( y, x ) );
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if ( yaw < 0.0f ) {
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yaw += 360.0f;
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}
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forward = ( float )idMath::Sqrt( x * x + y * y );
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pitch = RAD2DEG( atan2( z, forward ) );
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if ( pitch < 0.0f ) {
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pitch += 360.0f;
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}
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}
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return idPolar3( idMath::Sqrt( x * x + y * y + z * z ), yaw, -pitch );
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}
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/*
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=============
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idVec3::ToMat3
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=============
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*/
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idMat3 idVec3::ToMat3( void ) const {
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idMat3 mat;
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float d;
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mat[0] = *this;
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d = x * x + y * y;
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if ( !d ) {
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mat[1][0] = 1.0f;
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mat[1][1] = 0.0f;
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mat[1][2] = 0.0f;
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} else {
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d = idMath::InvSqrt( d );
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mat[1][0] = -y * d;
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mat[1][1] = x * d;
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mat[1][2] = 0.0f;
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}
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mat[2] = Cross( mat[1] );
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return mat;
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}
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/*
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=============
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idVec3::ToString
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=============
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*/
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const char *idVec3::ToString( int precision ) const {
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return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
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}
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/*
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=============
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Lerp
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Linearly inperpolates one vector to another.
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=============
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*/
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void idVec3::Lerp( const idVec3 &v1, const idVec3 &v2, const float l ) {
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if ( l <= 0.0f ) {
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(*this) = v1;
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} else if ( l >= 1.0f ) {
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(*this) = v2;
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} else {
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(*this) = v1 + l * ( v2 - v1 );
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}
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}
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/*
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=============
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SLerp
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Spherical linear interpolation from v1 to v2.
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Vectors are expected to be normalized.
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=============
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*/
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#define LERP_DELTA 1e-6
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void idVec3::SLerp( const idVec3 &v1, const idVec3 &v2, const float t ) {
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float omega, cosom, sinom, scale0, scale1;
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if ( t <= 0.0f ) {
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(*this) = v1;
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return;
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} else if ( t >= 1.0f ) {
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(*this) = v2;
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return;
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}
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cosom = v1 * v2;
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if ( ( 1.0f - cosom ) > LERP_DELTA ) {
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omega = acos( cosom );
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sinom = sin( omega );
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scale0 = sin( ( 1.0f - t ) * omega ) / sinom;
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scale1 = sin( t * omega ) / sinom;
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} else {
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scale0 = 1.0f - t;
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scale1 = t;
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}
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(*this) = ( v1 * scale0 + v2 * scale1 );
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}
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/*
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=============
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ProjectSelfOntoSphere
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Projects the z component onto a sphere.
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=============
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*/
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void idVec3::ProjectSelfOntoSphere( const float radius ) {
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float rsqr = radius * radius;
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float len = Length();
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if ( len < rsqr * 0.5f ) {
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z = sqrt( rsqr - len );
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} else {
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z = rsqr / ( 2.0f * sqrt( len ) );
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}
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}
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//===============================================================
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//
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// idVec4
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//
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//===============================================================
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/*
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=============
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idVec4::ToString
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=============
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*/
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const char *idVec4::ToString( int precision ) const {
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return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
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}
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/*
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=============
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Lerp
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Linearly inperpolates one vector to another.
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=============
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*/
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void idVec4::Lerp( const idVec4 &v1, const idVec4 &v2, const float l ) {
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if ( l <= 0.0f ) {
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(*this) = v1;
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} else if ( l >= 1.0f ) {
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(*this) = v2;
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} else {
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(*this) = v1 + l * ( v2 - v1 );
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}
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}
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//===============================================================
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//
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// idVec5
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//
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//===============================================================
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/*
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=============
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idVec5::ToString
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=============
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*/
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const char *idVec5::ToString( int precision ) const {
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return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
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}
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/*
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=============
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idVec5::Lerp
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=============
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*/
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void idVec5::Lerp( const idVec5 &v1, const idVec5 &v2, const float l ) {
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if ( l <= 0.0f ) {
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(*this) = v1;
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} else if ( l >= 1.0f ) {
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(*this) = v2;
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} else {
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x = v1.x + l * ( v2.x - v1.x );
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y = v1.y + l * ( v2.y - v1.y );
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z = v1.z + l * ( v2.z - v1.z );
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s = v1.s + l * ( v2.s - v1.s );
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t = v1.t + l * ( v2.t - v1.t );
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}
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}
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//===============================================================
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//
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// idVec6
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//
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//===============================================================
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/*
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=============
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idVec6::ToString
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=============
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*/
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const char *idVec6::ToString( int precision ) const {
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return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
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}
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//===============================================================
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//
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// idVecX
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//
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//===============================================================
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float idVecX::temp[VECX_MAX_TEMP+4];
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float * idVecX::tempPtr = (float *) ( ( (int) idVecX::temp + 15 ) & ~15 );
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int idVecX::tempIndex = 0;
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/*
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=============
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idVecX::ToString
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=============
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*/
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const char *idVecX::ToString( int precision ) const {
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return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
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}
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