quadrilateralcowboy/idlib/math/Vector.cpp
2020-06-12 14:06:25 -07:00

397 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 );
}