mirror of
https://github.com/ioquake/ioq3.git
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289 lines
5.7 KiB
C
289 lines
5.7 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// mathlib.c -- math primitives
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#include "l_cmd.h"
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#include "l_math.h"
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vec3_t vec3_origin = {0,0,0};
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void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
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{
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float angle;
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static float sr, sp, sy, cr, cp, cy;
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// static to help MS compiler fp bugs
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angle = angles[YAW] * (M_PI*2 / 360);
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sy = sin(angle);
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cy = cos(angle);
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angle = angles[PITCH] * (M_PI*2 / 360);
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sp = sin(angle);
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cp = cos(angle);
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angle = angles[ROLL] * (M_PI*2 / 360);
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sr = sin(angle);
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cr = cos(angle);
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if (forward)
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{
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forward[0] = cp*cy;
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forward[1] = cp*sy;
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forward[2] = -sp;
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}
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if (right)
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{
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right[0] = (-1*sr*sp*cy+-1*cr*-sy);
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right[1] = (-1*sr*sp*sy+-1*cr*cy);
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right[2] = -1*sr*cp;
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}
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if (up)
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{
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up[0] = (cr*sp*cy+-sr*-sy);
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up[1] = (cr*sp*sy+-sr*cy);
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up[2] = cr*cp;
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}
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}
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/*
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=================
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RadiusFromBounds
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=================
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*/
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float RadiusFromBounds( const vec3_t mins, const vec3_t maxs ) {
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int i;
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vec3_t corner;
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float a, b;
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for (i=0 ; i<3 ; i++) {
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a = fabs( mins[i] );
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b = fabs( maxs[i] );
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corner[i] = a > b ? a : b;
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}
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return VectorLength (corner);
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}
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/*
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================
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R_ConcatRotations
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================
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*/
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void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3])
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{
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out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
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in1[0][2] * in2[2][0];
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out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
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in1[0][2] * in2[2][1];
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out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
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in1[0][2] * in2[2][2];
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out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
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in1[1][2] * in2[2][0];
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out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
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in1[1][2] * in2[2][1];
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out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
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in1[1][2] * in2[2][2];
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out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
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in1[2][2] * in2[2][0];
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out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
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in1[2][2] * in2[2][1];
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out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
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in1[2][2] * in2[2][2];
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}
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void AxisClear( vec3_t axis[3] ) {
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axis[0][0] = 1;
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axis[0][1] = 0;
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axis[0][2] = 0;
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axis[1][0] = 0;
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axis[1][1] = 1;
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axis[1][2] = 0;
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axis[2][0] = 0;
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axis[2][1] = 0;
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axis[2][2] = 1;
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}
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float VectorLengthSquared(vec3_t v) {
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return DotProduct(v, v);
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}
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double VectorLength(vec3_t v)
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{
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int i;
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double length;
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length = 0;
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for (i=0 ; i< 3 ; i++)
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length += v[i]*v[i];
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length = sqrt (length); // FIXME
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return length;
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}
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qboolean VectorCompare (vec3_t v1, vec3_t v2)
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{
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int i;
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for (i=0 ; i<3 ; i++)
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if (fabs(v1[i]-v2[i]) > EQUAL_EPSILON)
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return false;
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return true;
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}
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vec_t Q_rint (vec_t in)
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{
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return floor(in + 0.5);
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}
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void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross)
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{
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cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
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cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
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cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
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}
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void _VectorMA (vec3_t va, double scale, vec3_t vb, vec3_t vc)
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{
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vc[0] = va[0] + scale*vb[0];
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vc[1] = va[1] + scale*vb[1];
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vc[2] = va[2] + scale*vb[2];
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}
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vec_t _DotProduct (vec3_t v1, vec3_t v2)
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{
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return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
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}
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void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out)
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{
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out[0] = va[0]-vb[0];
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out[1] = va[1]-vb[1];
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out[2] = va[2]-vb[2];
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}
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void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out)
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{
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out[0] = va[0]+vb[0];
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out[1] = va[1]+vb[1];
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out[2] = va[2]+vb[2];
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}
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void _VectorCopy (vec3_t in, vec3_t out)
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{
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out[0] = in[0];
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out[1] = in[1];
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out[2] = in[2];
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}
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void _VectorScale (vec3_t v, vec_t scale, vec3_t out)
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{
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out[0] = v[0] * scale;
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out[1] = v[1] * scale;
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out[2] = v[2] * scale;
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}
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vec_t VectorNormalize(vec3_t inout)
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{
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vec_t length, ilength;
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length = sqrt (inout[0]*inout[0] + inout[1]*inout[1] + inout[2]*inout[2]);
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if (length == 0)
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{
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VectorClear (inout);
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return 0;
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}
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ilength = 1.0/length;
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inout[0] = inout[0]*ilength;
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inout[1] = inout[1]*ilength;
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inout[2] = inout[2]*ilength;
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return length;
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}
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vec_t VectorNormalize2(const vec3_t in, vec3_t out)
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{
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vec_t length, ilength;
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length = sqrt (in[0]*in[0] + in[1]*in[1] + in[2]*in[2]);
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if (length == 0)
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{
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VectorClear (out);
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return 0;
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}
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ilength = 1.0/length;
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out[0] = in[0]*ilength;
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out[1] = in[1]*ilength;
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out[2] = in[2]*ilength;
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return length;
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}
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vec_t ColorNormalize (vec3_t in, vec3_t out)
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{
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float max, scale;
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max = in[0];
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if (in[1] > max)
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max = in[1];
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if (in[2] > max)
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max = in[2];
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if (max == 0)
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return 0;
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scale = 1.0 / max;
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VectorScale (in, scale, out);
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return max;
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}
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void VectorInverse (vec3_t v)
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{
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v[0] = -v[0];
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v[1] = -v[1];
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v[2] = -v[2];
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}
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void ClearBounds(vec3_t mins, vec3_t maxs)
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{
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mins[0] = mins[1] = mins[2] = 99999;
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maxs[0] = maxs[1] = maxs[2] = -99999;
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}
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void AddPointToBounds(const vec3_t v, vec3_t mins, vec3_t maxs)
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{
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int i;
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vec_t val;
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for (i=0 ; i<3 ; i++)
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{
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val = v[i];
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if (val < mins[i])
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mins[i] = val;
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if (val > maxs[i])
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maxs[i] = val;
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}
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}
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