db8ca37fa3
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@2 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
311 lines
6.4 KiB
C++
311 lines
6.4 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 "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] * Q_PI / 180.0;
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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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void _Vector5Add (vec5_t va, vec5_t vb, vec5_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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out[3] = va[3]+vb[3];
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out[4] = va[4]+vb[4];
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}
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void _Vector5Scale (vec5_t v, vec_t scale, vec5_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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out[3] = v[3] * scale;
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out[4] = v[4] * scale;
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}
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void _Vector53Copy (vec5_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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// NOTE: added these from Ritual's Q3Radiant
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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 (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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#define PITCH 0 // up / down
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#define YAW 1 // left / right
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#define ROLL 2 // fall over
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#ifndef M_PI
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#endif
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void AngleVectors (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] = -sr*sp*cy+cr*sy;
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right[1] = -sr*sp*sy-cr*cy;
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right[2] = -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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void VectorToAngles( vec3_t vec, vec3_t angles )
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{
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float forward;
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float yaw, pitch;
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if ( ( vec[ 0 ] == 0 ) && ( vec[ 1 ] == 0 ) )
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{
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yaw = 0;
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if ( vec[ 2 ] > 0 )
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{
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pitch = 90;
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}
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else
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{
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pitch = 270;
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}
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}
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else
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{
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yaw = atan2( vec[ 1 ], vec[ 0 ] ) * 180 / M_PI;
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if ( yaw < 0 )
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{
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yaw += 360;
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}
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forward = ( float )sqrt( vec[ 0 ] * vec[ 0 ] + vec[ 1 ] * vec[ 1 ] );
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pitch = atan2( vec[ 2 ], forward ) * 180 / M_PI;
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if ( pitch < 0 )
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{
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pitch += 360;
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}
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}
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angles[ 0 ] = pitch;
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angles[ 1 ] = yaw;
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angles[ 2 ] = 0;
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}
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