quake3/q3radiant/splines/math_vector.cpp
2005-08-19 00:00:00 +00:00

144 lines
3.1 KiB
C++
Executable file

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//#include "../game/q_shared.h"
#include "math_vector.h"
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include <ctype.h>
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#define LERP_DELTA 1e-6
idVec3_t vec_zero( 0.0f, 0.0f, 0.0f );
Bounds boundsZero;
float idVec3_t::toYaw( void ) {
float yaw;
if ( ( y == 0 ) && ( x == 0 ) ) {
yaw = 0;
} else {
yaw = atan2( y, x ) * 180 / M_PI;
if ( yaw < 0 ) {
yaw += 360;
}
}
return yaw;
}
float idVec3_t::toPitch( void ) {
float forward;
float pitch;
if ( ( x == 0 ) && ( y == 0 ) ) {
if ( z > 0 ) {
pitch = 90;
} else {
pitch = 270;
}
} else {
forward = ( float )idSqrt( x * x + y * y );
pitch = atan2( z, forward ) * 180 / M_PI;
if ( pitch < 0 ) {
pitch += 360;
}
}
return pitch;
}
/*
angles_t idVec3_t::toAngles( void ) {
float forward;
float yaw;
float pitch;
if ( ( x == 0 ) && ( y == 0 ) ) {
yaw = 0;
if ( z > 0 ) {
pitch = 90;
} else {
pitch = 270;
}
} else {
yaw = atan2( y, x ) * 180 / M_PI;
if ( yaw < 0 ) {
yaw += 360;
}
forward = ( float )idSqrt( x * x + y * y );
pitch = atan2( z, forward ) * 180 / M_PI;
if ( pitch < 0 ) {
pitch += 360;
}
}
return angles_t( -pitch, yaw, 0 );
}
*/
idVec3_t LerpVector( idVec3_t &w1, idVec3_t &w2, const float t ) {
float omega, cosom, sinom, scale0, scale1;
cosom = w1 * w2;
if ( ( 1.0 - cosom ) > LERP_DELTA ) {
omega = acos( cosom );
sinom = sin( omega );
scale0 = sin( ( 1.0 - t ) * omega ) / sinom;
scale1 = sin( t * omega ) / sinom;
} else {
scale0 = 1.0 - t;
scale1 = t;
}
return ( w1 * scale0 + w2 * scale1 );
}
/*
=============
idVec3_t::string
This is just a convenience function
for printing vectors
=============
*/
char *idVec3_t::string( void ) {
static int index = 0;
static char str[ 8 ][ 36 ];
char *s;
// use an array so that multiple toString's won't collide
s = str[ index ];
index = (index + 1)&7;
sprintf( s, "%.2f %.2f %.2f", x, y, z );
return s;
}