/*** * * Copyright (c) 1998, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * ****/ // mathlib.c -- math primitives #pragma warning( disable : 4244 ) #pragma warning( disable : 4237 ) #pragma warning( disable : 4305 ) #include "cmdlib.h" #include "mathlib.h" vec3_t vec3_origin = {0,0,0}; double VectorLength(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; } int 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) { return floor (in + 0.5); } void VectorMA (vec3_t va, double 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]; } 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 (vec3_t v) { int i; double length; if ( fabs(v[1] - 0.000215956) < 0.0001) i=1; length = 0; for (i=0 ; i< 3 ; i++) length += v[i]*v[i]; length = sqrt (length); if (length == 0) return 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 ClearBounds (vec3_t mins, vec3_t maxs) { mins[0] = mins[1] = mins[2] = 99999; maxs[0] = maxs[1] = maxs[2] = -99999; } void AddPointToBounds (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 AngleMatrix (const vec3_t angles, float (*matrix)[4] ) { float angle; float sr, sp, sy, cr, cp, cy; angle = angles[2] * (Q_PI*2 / 360); sy = sin(angle); cy = cos(angle); angle = angles[1] * (Q_PI*2 / 360); sp = sin(angle); cp = cos(angle); angle = angles[0] * (Q_PI*2 / 360); sr = sin(angle); cr = cos(angle); // matrix = (Z * Y) * X matrix[0][0] = cp*cy; matrix[1][0] = cp*sy; matrix[2][0] = -sp; matrix[0][1] = sr*sp*cy+cr*-sy; matrix[1][1] = sr*sp*sy+cr*cy; matrix[2][1] = sr*cp; matrix[0][2] = (cr*sp*cy+-sr*-sy); matrix[1][2] = (cr*sp*sy+-sr*cy); matrix[2][2] = cr*cp; matrix[0][3] = 0.0; matrix[1][3] = 0.0; matrix[2][3] = 0.0; } void AngleIMatrix (const vec3_t angles, float matrix[3][4] ) { float angle; float sr, sp, sy, cr, cp, cy; angle = angles[2] * (Q_PI*2 / 360); sy = sin(angle); cy = cos(angle); angle = angles[1] * (Q_PI*2 / 360); sp = sin(angle); cp = cos(angle); angle = angles[0] * (Q_PI*2 / 360); sr = sin(angle); cr = cos(angle); // matrix = (Z * Y) * X matrix[0][0] = cp*cy; matrix[0][1] = cp*sy; matrix[0][2] = -sp; matrix[1][0] = sr*sp*cy+cr*-sy; matrix[1][1] = sr*sp*sy+cr*cy; matrix[1][2] = sr*cp; matrix[2][0] = (cr*sp*cy+-sr*-sy); matrix[2][1] = (cr*sp*sy+-sr*cy); matrix[2][2] = cr*cp; matrix[0][3] = 0.0; matrix[1][3] = 0.0; matrix[2][3] = 0.0; } void R_ConcatTransforms (const float in1[3][4], const float in2[3][4], float out[3][4]) { out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0]; out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1]; out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2]; out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] + in1[0][2] * in2[2][3] + in1[0][3]; out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0]; out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1]; out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2]; out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] + in1[1][2] * in2[2][3] + in1[1][3]; out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0]; out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1]; out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2]; out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3]; } void VectorRotate (const vec3_t in1, const float in2[3][4], vec3_t out) { out[0] = DotProduct(in1, in2[0]); out[1] = DotProduct(in1, in2[1]); out[2] = DotProduct(in1, in2[2]); } // rotate by the inverse of the matrix void VectorIRotate (const vec3_t in1, const float in2[3][4], vec3_t out) { out[0] = in1[0]*in2[0][0] + in1[1]*in2[1][0] + in1[2]*in2[2][0]; out[1] = in1[0]*in2[0][1] + in1[1]*in2[1][1] + in1[2]*in2[2][1]; out[2] = in1[0]*in2[0][2] + in1[1]*in2[1][2] + in1[2]*in2[2][2]; } void VectorTransform (const vec3_t in1, const float in2[3][4], vec3_t out) { out[0] = DotProduct(in1, in2[0]) + in2[0][3]; out[1] = DotProduct(in1, in2[1]) + in2[1][3]; out[2] = DotProduct(in1, in2[2]) + in2[2][3]; } void AngleQuaternion( const vec3_t angles, vec4_t quaternion ) { float angle; float sr, sp, sy, cr, cp, cy; // FIXME: rescale the inputs to 1/2 angle angle = angles[2] * 0.5; sy = sin(angle); cy = cos(angle); angle = angles[1] * 0.5; sp = sin(angle); cp = cos(angle); angle = angles[0] * 0.5; sr = sin(angle); cr = cos(angle); quaternion[0] = sr*cp*cy-cr*sp*sy; // X quaternion[1] = cr*sp*cy+sr*cp*sy; // Y quaternion[2] = cr*cp*sy-sr*sp*cy; // Z quaternion[3] = cr*cp*cy+sr*sp*sy; // W } void QuaternionMatrix( const vec4_t quaternion, float (*matrix)[4] ) { matrix[0][0] = 1.0 - 2.0 * quaternion[1] * quaternion[1] - 2.0 * quaternion[2] * quaternion[2]; matrix[1][0] = 2.0 * quaternion[0] * quaternion[1] + 2.0 * quaternion[3] * quaternion[2]; matrix[2][0] = 2.0 * quaternion[0] * quaternion[2] - 2.0 * quaternion[3] * quaternion[1]; matrix[0][1] = 2.0 * quaternion[0] * quaternion[1] - 2.0 * quaternion[3] * quaternion[2]; matrix[1][1] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[2] * quaternion[2]; matrix[2][1] = 2.0 * quaternion[1] * quaternion[2] + 2.0 * quaternion[3] * quaternion[0]; matrix[0][2] = 2.0 * quaternion[0] * quaternion[2] + 2.0 * quaternion[3] * quaternion[1]; matrix[1][2] = 2.0 * quaternion[1] * quaternion[2] - 2.0 * quaternion[3] * quaternion[0]; matrix[2][2] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[1] * quaternion[1]; } void QuaternionSlerp( const vec4_t p, vec4_t q, float t, vec4_t qt ) { int i; float omega, cosom, sinom, sclp, sclq; // decide if one of the quaternions is backwards float a = 0; float b = 0; for (i = 0; i < 4; i++) { a += (p[i]-q[i])*(p[i]-q[i]); b += (p[i]+q[i])*(p[i]+q[i]); } if (a > b) { for (i = 0; i < 4; i++) { q[i] = -q[i]; } } cosom = p[0]*q[0] + p[1]*q[1] + p[2]*q[2] + p[3]*q[3]; if ((1.0 + cosom) > 0.00000001) { if ((1.0 - cosom) > 0.00000001) { omega = acos( cosom ); sinom = sin( omega ); sclp = sin( (1.0 - t)*omega) / sinom; sclq = sin( t*omega ) / sinom; } else { sclp = 1.0 - t; sclq = t; } for (i = 0; i < 4; i++) { qt[i] = sclp * p[i] + sclq * q[i]; } } else { qt[0] = -p[1]; qt[1] = p[0]; qt[2] = -p[3]; qt[3] = p[2]; sclp = sin( (1.0 - t) * 0.5 * Q_PI); sclq = sin( t * 0.5 * Q_PI); for (i = 0; i < 3; i++) { qt[i] = sclp * p[i] + sclq * qt[i]; } } }