jedioutcast/utils/Radiant/mathlib.cpp

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2013-04-04 18:02:27 +00:00
// mathlib.c -- math primitives
#include "stdafx.h"
#include "cmdlib.h"
#include "mathlib.h"
vec3_t vec3_origin = {0.0f,0.0f,0.0f};
float VectorLength(vec3_t v)
{
int i;
float length;
length = 0.0f;
for (i=0 ; i< 3 ; i++)
length += v[i]*v[i];
length = (float)sqrt (length);
return length;
}
qboolean VectorCompare (vec3_t v1, vec3_t v2)
{
int i;
for (i=0 ; i<3 ; i++)
if (fabs(v1[i]-v2[i]) > EQUAL_EPSILON)
return false;
return true;
}
vec_t Q_rint (vec_t in)
{
if (g_PrefsDlg.m_bNoClamp)
return in;
else
return (float)floor (in + 0.5);
}
void VectorMA (vec3_t va, float scale, vec3_t vb, vec3_t vc)
{
vc[0] = va[0] + scale*vb[0];
vc[1] = va[1] + scale*vb[1];
vc[2] = va[2] + scale*vb[2];
}
void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross)
{
cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
}
vec_t _DotProduct (vec3_t v1, vec3_t v2)
{
return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
}
void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out)
{
out[0] = va[0]-vb[0];
out[1] = va[1]-vb[1];
out[2] = va[2]-vb[2];
}
void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out)
{
out[0] = va[0]+vb[0];
out[1] = va[1]+vb[1];
out[2] = va[2]+vb[2];
}
void _VectorCopy (vec3_t in, vec3_t out)
{
out[0] = in[0];
out[1] = in[1];
out[2] = in[2];
}
vec_t VectorNormalize (vec3_t v)
{
int i;
float length;
length = 0.0f;
for (i=0 ; i< 3 ; i++)
length += v[i]*v[i];
length = (float)sqrt (length);
if (length == 0)
return (vec_t)0;
for (i=0 ; i< 3 ; i++)
v[i] /= length;
return length;
}
void VectorInverse (vec3_t v)
{
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
}
void VectorScale (vec3_t v, vec_t scale, vec3_t out)
{
out[0] = v[0] * scale;
out[1] = v[1] * scale;
out[2] = v[2] * scale;
}
void VectorRotate (vec3_t vIn, vec3_t vRotation, vec3_t out)
{
vec3_t vWork, va;
VectorCopy(vIn, va);
VectorCopy(va, vWork);
int nIndex[3][2];
nIndex[0][0] = 1; nIndex[0][1] = 2;
nIndex[1][0] = 2; nIndex[1][1] = 0;
nIndex[2][0] = 0; nIndex[2][1] = 1;
for (int i = 0; i < 3; i++)
{
if (vRotation[i] != 0)
{
double dAngle = vRotation[i] / 180 * Q_PI;
double c = cos(dAngle);
double s = sin(dAngle);
vWork[nIndex[i][0]] = va[nIndex[i][0]] * c - va[nIndex[i][1]] * s;
vWork[nIndex[i][1]] = va[nIndex[i][0]] * s + va[nIndex[i][1]] * c;
}
VectorCopy(vWork, va);
}
VectorCopy(vWork, out);
}
void VectorRotate (vec3_t vIn, vec3_t vRotation, vec3_t vOrigin, vec3_t out)
{
vec3_t vTemp, vTemp2;
VectorSubtract(vIn, vOrigin, vTemp);
VectorRotate(vTemp, vRotation, vTemp2);
VectorAdd(vTemp2, vOrigin, out);
}
void VectorPolar(vec3_t v, float radius, float theta, float phi)
{
v[0]=float(radius * cos(theta) * cos(phi));
v[1]=float(radius * sin(theta) * cos(phi));
v[2]=float(radius * sin(phi));
}
void VectorSnap(vec3_t v)
{
for (int i = 0; i < 3; i++)
{
v[i] = floor (v[i] + 0.5);
}
}