161 lines
3.1 KiB
C++
161 lines
3.1 KiB
C++
// mathlib.c -- math primitives
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#include "stdafx.h"
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#include "cmdlib.h"
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#include "mathlib.h"
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vec3_t vec3_origin = {0.0f,0.0f,0.0f};
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float VectorLength(vec3_t v)
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{
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int i;
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float length;
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length = 0.0f;
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for (i=0 ; i< 3 ; i++)
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length += v[i]*v[i];
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length = (float)sqrt (length);
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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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if (g_PrefsDlg.m_bNoClamp)
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return in;
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else
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return (float)floor (in + 0.5);
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}
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void VectorMA (vec3_t va, float 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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void CrossProduct (vec3_t v1, 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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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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vec_t VectorNormalize (vec3_t v)
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{
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int i;
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float length;
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length = 0.0f;
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for (i=0 ; i< 3 ; i++)
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length += v[i]*v[i];
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length = (float)sqrt (length);
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if (length == 0)
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return (vec_t)0;
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for (i=0 ; i< 3 ; i++)
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v[i] /= length;
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return length;
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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 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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void VectorRotate (vec3_t vIn, vec3_t vRotation, vec3_t out)
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{
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vec3_t vWork, va;
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VectorCopy(vIn, va);
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VectorCopy(va, vWork);
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int nIndex[3][2];
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nIndex[0][0] = 1; nIndex[0][1] = 2;
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nIndex[1][0] = 2; nIndex[1][1] = 0;
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nIndex[2][0] = 0; nIndex[2][1] = 1;
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for (int i = 0; i < 3; i++)
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{
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if (vRotation[i] != 0)
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{
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double dAngle = vRotation[i] / 180 * Q_PI;
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double c = cos(dAngle);
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double s = sin(dAngle);
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vWork[nIndex[i][0]] = va[nIndex[i][0]] * c - va[nIndex[i][1]] * s;
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vWork[nIndex[i][1]] = va[nIndex[i][0]] * s + va[nIndex[i][1]] * c;
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}
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VectorCopy(vWork, va);
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}
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VectorCopy(vWork, out);
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}
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void VectorRotate (vec3_t vIn, vec3_t vRotation, vec3_t vOrigin, vec3_t out)
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{
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vec3_t vTemp, vTemp2;
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VectorSubtract(vIn, vOrigin, vTemp);
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VectorRotate(vTemp, vRotation, vTemp2);
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VectorAdd(vTemp2, vOrigin, out);
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}
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void VectorPolar(vec3_t v, float radius, float theta, float phi)
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{
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v[0]=float(radius * cos(theta) * cos(phi));
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v[1]=float(radius * sin(theta) * cos(phi));
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v[2]=float(radius * sin(phi));
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}
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void VectorSnap(vec3_t v)
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{
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for (int i = 0; i < 3; i++)
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{
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v[i] = floor (v[i] + 0.5);
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}
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}
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