mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-25 21:41:42 +00:00
308 lines
6.3 KiB
C++
308 lines
6.3 KiB
C++
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition 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 BFG Edition 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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#pragma hdrstop
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#include "../precompiled.h"
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/*
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=====================
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idQuat::ToAngles
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=====================
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*/
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idAngles idQuat::ToAngles() const {
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return ToMat3().ToAngles();
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}
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/*
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=====================
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idQuat::ToRotation
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=====================
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*/
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idRotation idQuat::ToRotation() const {
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idVec3 vec;
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float angle;
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vec.x = x;
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vec.y = y;
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vec.z = z;
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angle = idMath::ACos( w );
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if ( angle == 0.0f ) {
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vec.Set( 0.0f, 0.0f, 1.0f );
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} else {
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//vec *= (1.0f / sin( angle ));
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vec.Normalize();
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vec.FixDegenerateNormal();
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angle *= 2.0f * idMath::M_RAD2DEG;
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}
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return idRotation( vec3_origin, vec, angle );
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}
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/*
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=====================
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idQuat::ToMat3
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=====================
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*/
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idMat3 idQuat::ToMat3() const {
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idMat3 mat;
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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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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 = w * x2;
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wy = w * y2;
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wz = w * z2;
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mat[ 0 ][ 0 ] = 1.0f - ( yy + zz );
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mat[ 0 ][ 1 ] = xy - wz;
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mat[ 0 ][ 2 ] = xz + wy;
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mat[ 1 ][ 0 ] = xy + wz;
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mat[ 1 ][ 1 ] = 1.0f - ( xx + zz );
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mat[ 1 ][ 2 ] = yz - wx;
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mat[ 2 ][ 0 ] = xz - wy;
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mat[ 2 ][ 1 ] = yz + wx;
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mat[ 2 ][ 2 ] = 1.0f - ( xx + yy );
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return mat;
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}
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/*
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=====================
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idQuat::ToMat4
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=====================
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*/
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idMat4 idQuat::ToMat4() const {
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return ToMat3().ToMat4();
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}
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/*
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=====================
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idQuat::ToCQuat
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=====================
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*/
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idCQuat idQuat::ToCQuat() const {
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if ( w < 0.0f ) {
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return idCQuat( -x, -y, -z );
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}
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return idCQuat( x, y, z );
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}
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/*
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============
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idQuat::ToAngularVelocity
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============
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*/
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idVec3 idQuat::ToAngularVelocity() const {
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idVec3 vec;
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vec.x = x;
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vec.y = y;
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vec.z = z;
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vec.Normalize();
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return vec * idMath::ACos( w );
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}
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/*
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=============
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idQuat::ToString
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=============
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*/
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const char *idQuat::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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idQuat::Slerp
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Spherical linear interpolation between two quaternions.
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=====================
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*/
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idQuat &idQuat::Slerp( const idQuat &from, const idQuat &to, float t ) {
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idQuat temp;
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float omega, cosom, sinom, scale0, scale1;
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if ( t <= 0.0f ) {
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*this = from;
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return *this;
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}
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if ( t >= 1.0f ) {
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*this = to;
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return *this;
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}
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if ( from == to ) {
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*this = to;
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return *this;
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}
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cosom = from.x * to.x + from.y * to.y + from.z * to.z + from.w * to.w;
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if ( cosom < 0.0f ) {
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temp = -to;
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cosom = -cosom;
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} else {
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temp = to;
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}
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if ( ( 1.0f - cosom ) > 1e-6f ) {
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#if 0
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omega = acos( cosom );
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sinom = 1.0f / 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 - cosom * cosom;
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sinom = idMath::InvSqrt( scale0 );
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omega = idMath::ATan16( scale0 * sinom, cosom );
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scale0 = idMath::Sin16( ( 1.0f - t ) * omega ) * sinom;
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scale1 = idMath::Sin16( t * omega ) * sinom;
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#endif
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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 = ( scale0 * from ) + ( scale1 * temp );
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return *this;
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}
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/*
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========================
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idQuat::Lerp
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Approximation of spherical linear interpolation between two quaternions. The interpolation
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traces out the exact same curve as Slerp but does not maintain a constant speed across the arc.
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========================
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*/
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idQuat &idQuat::Lerp( const idQuat &from, const idQuat &to, const float t ) {
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if ( t <= 0.0f ) {
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*this = from;
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return *this;
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}
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if ( t >= 1.0f ) {
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*this = to;
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return *this;
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}
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if ( from == to ) {
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*this = to;
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return *this;
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}
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float cosom = from.x * to.x + from.y * to.y + from.z * to.z + from.w * to.w;
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float scale0 = 1.0f - t;
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float scale1 = ( cosom >= 0.0f ) ? t : -t;
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x = scale0 * from.x + scale1 * to.x;
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y = scale0 * from.y + scale1 * to.y;
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z = scale0 * from.z + scale1 * to.z;
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w = scale0 * from.w + scale1 * to.w;
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float s = idMath::InvSqrt( x * x + y * y + z * z + w * w );
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x *= s;
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y *= s;
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z *= s;
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w *= s;
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return *this;
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}
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/*
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=============
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idCQuat::ToAngles
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=============
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*/
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idAngles idCQuat::ToAngles() const {
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return ToQuat().ToAngles();
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}
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/*
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=============
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idCQuat::ToRotation
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=============
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*/
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idRotation idCQuat::ToRotation() const {
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return ToQuat().ToRotation();
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}
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/*
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=============
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idCQuat::ToMat3
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=============
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*/
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idMat3 idCQuat::ToMat3() const {
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return ToQuat().ToMat3();
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}
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/*
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=============
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idCQuat::ToMat4
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=============
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*/
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idMat4 idCQuat::ToMat4() const {
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return ToQuat().ToMat4();
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}
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/*
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=============
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idCQuat::ToString
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=============
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*/
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const char *idCQuat::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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Slerp
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Spherical linear interpolation between two quaternions.
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=====================
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*/
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idQuat Slerp( const idQuat & from, const idQuat & to, const float t ) {
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return idQuat().Slerp( from, to, t );
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}
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