//#include "../game/q_shared.h" #include "math_vector.h" #include #include #include #include #include #include #include #include #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; }