fakk2-sdk/source/utils/common/mathlib.c
2000-09-17 00:00:00 +00:00

327 lines
6.6 KiB
C

// mathlib.c -- math primitives
#include "cmdlib.h"
#include "mathlib.h"
#ifdef _WIN32
//Improve floating-point consistency.
//without this option weird floating point issues occur
#pragma optimize( "p", on )
#endif
vec3_t vec3_origin = {0,0,0};
/*
** NormalToLatLong
**
** We use two byte encoded normals in some space critical applications.
** Lat = 0 at (1,0,0) to 360 (-1,0,0), encoded in 8-bit sine table format
** Lng = 0 at (0,0,1) to 180 (0,0,-1), encoded in 8-bit sine table format
**
*/
void NormalToLatLong( const vec3_t normal, byte bytes[2] ) {
// check for singularities
if ( normal[0] == 0 && normal[1] == 0 ) {
if ( normal[2] > 0 ) {
bytes[0] = 0;
bytes[1] = 0; // lat = 0, long = 0
} else {
bytes[0] = 128;
bytes[1] = 0; // lat = 0, long = 128
}
} else {
int a, b;
a = RAD2DEG( atan2( normal[1], normal[0] ) ) * (255.0f / 360.0f );
a &= 0xff;
b = RAD2DEG( acos( normal[2] ) ) * ( 255.0f / 360.0f );
b &= 0xff;
bytes[0] = b; // longitude
bytes[1] = a; // lattitude
}
}
/*
=====================
PlaneFromPoints
Returns false if the triangle is degenrate.
The normal will point out of the clock for clockwise ordered points
=====================
*/
qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c ) {
vec3_t d1, d2;
VectorSubtract( b, a, d1 );
VectorSubtract( c, a, d2 );
CrossProduct( d2, d1, plane );
if ( VectorNormalize( plane, plane ) == 0 ) {
return qfalse;
}
plane[3] = DotProduct( a, plane );
return qtrue;
}
/*
================
MakeNormalVectors
Given a normalized forward vector, create two
other perpendicular vectors
================
*/
void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up)
{
float d;
// this rotate and negate guarantees a vector
// not colinear with the original
right[1] = -forward[0];
right[2] = forward[1];
right[0] = forward[2];
d = DotProduct (right, forward);
VectorMA (right, -d, forward, right);
VectorNormalize (right, right);
CrossProduct (right, forward, up);
}
void Vec10Copy( vec_t *in, vec_t *out ) {
out[0] = in[0];
out[1] = in[1];
out[2] = in[2];
out[3] = in[3];
out[4] = in[4];
out[5] = in[5];
out[6] = in[6];
out[7] = in[7];
out[8] = in[8];
out[9] = in[9];
}
void VectorRotate3x3( vec3_t v, float r[3][3], vec3_t d )
{
d[0] = v[0] * r[0][0] + v[1] * r[1][0] + v[2] * r[2][0];
d[1] = v[0] * r[0][1] + v[1] * r[1][1] + v[2] * r[2][1];
d[2] = v[0] * r[0][2] + v[1] * r[1][2] + v[2] * r[2][2];
}
double VectorLength( const vec3_t v ) {
int i;
double length;
length = 0;
for (i=0 ; i< 3 ; i++)
length += v[i]*v[i];
length = sqrt (length); // FIXME
return length;
}
qboolean VectorCompare( const vec3_t v1, const vec3_t v2 ) {
int i;
for (i=0 ; i<3 ; i++)
if (fabs(v1[i]-v2[i]) > EQUAL_EPSILON)
return qfalse;
return qtrue;
}
vec_t Q_rint (vec_t in)
{
return floor (in + 0.5);
}
void VectorMA( const vec3_t va, double scale, const 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( const vec3_t v1, const 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];
}
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;
}
vec_t VectorNormalize( const vec3_t in, vec3_t out ) {
vec_t length, ilength;
length = sqrt (in[0]*in[0] + in[1]*in[1] + in[2]*in[2]);
if (length == 0)
{
VectorClear (out);
return 0;
}
ilength = 1.0/length;
out[0] = in[0]*ilength;
out[1] = in[1]*ilength;
out[2] = in[2]*ilength;
return length;
}
vec_t ColorNormalize( const vec3_t in, vec3_t out ) {
float max, scale;
max = in[0];
if (in[1] > max)
max = in[1];
if (in[2] > max)
max = in[2];
if (max == 0) {
out[0] = out[1] = out[2] = 1.0;
return 0;
}
scale = 1.0 / max;
VectorScale (in, scale, out);
return max;
}
void VectorInverse (vec3_t v)
{
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
}
#define BOUNDS_CLEAR_VALUE 99999
void ClearBounds( vec3_t mins, vec3_t maxs ) {
mins[0] = mins[1] = mins[2] = BOUNDS_CLEAR_VALUE;
maxs[0] = maxs[1] = maxs[2] = -BOUNDS_CLEAR_VALUE;
}
qboolean BoundsClear( vec3_t mins, vec3_t maxs )
{
if (
( mins[ 0 ] == BOUNDS_CLEAR_VALUE ) &&
( mins[ 1 ] == BOUNDS_CLEAR_VALUE ) &&
( mins[ 2 ] == BOUNDS_CLEAR_VALUE ) &&
( maxs[ 0 ] == -BOUNDS_CLEAR_VALUE ) &&
( maxs[ 1 ] == -BOUNDS_CLEAR_VALUE ) &&
( maxs[ 2 ] == -BOUNDS_CLEAR_VALUE )
)
{
return qtrue;
}
else
{
return qfalse;
}
}
void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs ) {
int i;
vec_t val;
for (i=0 ; i<3 ; i++)
{
val = v[i];
if (val < mins[i])
mins[i] = val;
if (val > maxs[i])
maxs[i] = val;
}
}
void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
{
float angle;
static float sr, sp, sy, cr, cp, cy;
// static to help MS compiler fp bugs
angle = angles[YAW] * (Q_PI*2 / 360);
sy = sin(angle);
cy = cos(angle);
angle = angles[PITCH] * (Q_PI*2 / 360);
sp = sin(angle);
cp = cos(angle);
angle = angles[ROLL] * (Q_PI*2 / 360);
sr = sin(angle);
cr = cos(angle);
if (forward)
{
forward[0] = cp*cy;
forward[1] = cp*sy;
forward[2] = -sp;
}
if (right)
{
right[0] = (-1*sr*sp*cy+-1*cr*-sy);
right[1] = (-1*sr*sp*sy+-1*cr*cy);
right[2] = -1*sr*cp;
}
if (up)
{
up[0] = (cr*sp*cy+-sr*-sy);
up[1] = (cr*sp*sy+-sr*cy);
up[2] = cr*cp;
}
}
/*
=================
PlaneTypeForNormal
=================
*/
int PlaneTypeForNormal (vec3_t normal) {
if (normal[0] == 1.0 || normal[0] == -1.0)
return PLANE_X;
if (normal[1] == 1.0 || normal[1] == -1.0)
return PLANE_Y;
if (normal[2] == 1.0 || normal[2] == -1.0)
return PLANE_Z;
return PLANE_NON_AXIAL;
}