2005-08-26 17:39:27 +00:00
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/*
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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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//#include "../game/q_shared.h"
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#include "math_vector.h"
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#include <assert.h>
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#include <math.h>
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#include <stdio.h>
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#include <stdarg.h>
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#include <string.h>
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#include <stdlib.h>
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#include <time.h>
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#include <ctype.h>
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#define LERP_DELTA 1e-6
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idVec3_t vec_zero( 0.0f, 0.0f, 0.0f );
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Bounds boundsZero;
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float idVec3_t::toYaw( void ) {
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float yaw;
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if ( ( y == 0 ) && ( x == 0 ) ) {
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yaw = 0;
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} else {
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yaw = atan2( y, x ) * 180 / M_PI;
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if ( yaw < 0 ) {
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yaw += 360;
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}
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}
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return yaw;
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}
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float idVec3_t::toPitch( void ) {
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float forward;
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float pitch;
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if ( ( x == 0 ) && ( y == 0 ) ) {
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if ( z > 0 ) {
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pitch = 90;
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} else {
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pitch = 270;
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}
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} else {
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forward = ( float )idSqrt( x * x + y * y );
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pitch = atan2( z, forward ) * 180 / M_PI;
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if ( pitch < 0 ) {
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pitch += 360;
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}
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}
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return pitch;
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}
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/*
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angles_t idVec3_t::toAngles( void ) {
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float forward;
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float yaw;
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float pitch;
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if ( ( x == 0 ) && ( y == 0 ) ) {
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yaw = 0;
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if ( z > 0 ) {
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pitch = 90;
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} else {
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pitch = 270;
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}
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} else {
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yaw = atan2( y, x ) * 180 / M_PI;
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if ( yaw < 0 ) {
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yaw += 360;
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}
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forward = ( float )idSqrt( x * x + y * y );
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pitch = atan2( z, forward ) * 180 / M_PI;
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if ( pitch < 0 ) {
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pitch += 360;
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}
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}
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return angles_t( -pitch, yaw, 0 );
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}
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*/
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idVec3_t LerpVector( idVec3_t &w1, idVec3_t &w2, const float t ) {
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float omega, cosom, sinom, scale0, scale1;
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cosom = w1 * w2;
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if ( ( 1.0 - cosom ) > LERP_DELTA ) {
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omega = acos( cosom );
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sinom = sin( omega );
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scale0 = sin( ( 1.0 - t ) * omega ) / sinom;
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scale1 = sin( t * omega ) / sinom;
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} else {
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scale0 = 1.0 - t;
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scale1 = t;
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}
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return ( w1 * scale0 + w2 * scale1 );
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}
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/*
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=============
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idVec3_t::string
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This is just a convenience function
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for printing vectors
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=============
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*/
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char *idVec3_t::string( void ) {
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static int index = 0;
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static char str[ 8 ][ 36 ];
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char *s;
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// use an array so that multiple toString's won't collide
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s = str[ index ];
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index = (index + 1)&7;
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sprintf( s, "%.2f %.2f %.2f", x, y, z );
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return s;
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}
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