dhewm3/neo/idlib/math/Vector.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

400 lines
8.3 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 "sys/platform.h"
#include "idlib/math/Angles.h"
#include "idlib/math/Matrix.h"
#include "idlib/Str.h"
#include "idlib/math/Vector.h"
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 *) ( ( (intptr_t) idVecX::temp + 15 ) & ~15 );
int idVecX::tempIndex = 0;
/*
=============
idVecX::ToString
=============
*/
const char *idVecX::ToString( int precision ) const {
return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision );
}