146 lines
3.3 KiB
C++
146 lines
3.3 KiB
C++
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/* lerping function that accounts for negative degrees */
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float
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Math_LerpAngle(float fStart, float fEnd, float fAmount)
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{
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float shortest_angle = ((((fEnd - fStart) % 360.0f) + 540.0f) % 360.0f) - 180.0f;
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return shortest_angle * fAmount;
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}
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/* linear lerp function */
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float
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Math_Lerp(float fA, float fB, float fPercent)
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{
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return (fA * (1 - fPercent)) + (fB * fPercent);
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}
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/* tries to make sure an angle value stays within certain constraints...
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* however it doesn't account for much larger discrepancies */
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float
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Math_FixDelta(float fDelta)
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{
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if (fDelta >= 180) {
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fDelta -= 360;
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} else if (fDelta <= -180) {
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fDelta += 360;
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}
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return fDelta;
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}
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vector
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Math_FixDeltaVector(vector in)
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{
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in[0] = Math_FixDelta(in[0]);
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in[1] = Math_FixDelta(in[1]);
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in[2] = Math_FixDelta(in[2]);
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return in;
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}
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/* takes an impact angle and a plane normal, returns a new trajectory */
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vector
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Math_Reflect(vector v1, vector v2)
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{
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return v1 - 2 * dotproduct(v1, v2) * v2;
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}
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/* returns a random vector, if the first paramete is true it'll make
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* sure that vertical velocity is ALWAYS positive */
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vector
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Math_RandomVector(float fFlyUp)
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{
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vector tmp;
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tmp[0] = random() - 0.5f;
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tmp[1] = random() - 0.5f;
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if ( fFlyUp == TRUE ) {
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tmp[2] = random();
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} else {
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tmp[2] = random() - 0.5f;
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}
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return tmp * 2.0f;
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}
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/* takes a position and a pivot point and rotates point by X degrees around the pivot (YAW) */
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vector
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Math_RotateAroundPivot(vector pos, vector pivot, float degr)
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{
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vector new = pos;
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new[0] = pivot[0] + (pos[0] - pivot[0]) * cos(degr) - (pos[1] - pivot[1]) * sin(degr);
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new[1] = pivot[1] + (pos[0] - pivot[0]) * sin(degr) + (pos[1] - pivot[1]) * cos(degr);
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return new;
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}
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vector hsv2rgb(float h, float s, float v)
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{
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float i,f,p,q,t;
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vector col = [0,0,0];
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h = max(0.0, min(360.0, h));
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s = max(0.0, min(100.0, s));
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v = max(0.0, min(100.0, v));
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s /= 100;
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v /= 100;
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if (s == 0) {
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col[0] = col[1] = col[2] = rint(v*255);
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return col;
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}
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h /= 60;
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i = floor(h);
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f = h - i;
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p = v * (1 - s);
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q = v * (1 - s * f);
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t = v * (1 - s * (1 - f));
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switch (i) {
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case 0:
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col[0] = rint(255*v);
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col[1] = rint(255*t);
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col[2] = rint(255*p);
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break;
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case 1:
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col[0] = rint(255*q);
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col[1] = rint(255*v);
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col[2] = rint(255*p);
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break;
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case 2:
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col[0] = rint(255*p);
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col[1] = rint(255*v);
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col[2] = rint(255*t);
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break;
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case 3:
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col[0] = rint(255*p);
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col[1] = rint(255*q);
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col[2] = rint(255*v);
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break;
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case 4:
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col[0] = rint(255*t);
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col[1] = rint(255*p);
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col[2] = rint(255*v);
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break;
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default:
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col[0] = rint(255*v);
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col[1] = rint(255*p);
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col[2] = rint(255*q);
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}
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return col;
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}
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