#include "vectors.h" #include "actor.h" #include "tables.h" #define DEG2RAD( a ) ( a * M_PI ) / 180.0F // [RH] Convert a thing's position into a vec3_t void VectorPosition (const AActor *thing, vec3_t out) { out[0] = (float)thing->x / 65536.0f; out[1] = (float)thing->y / 65536.0f; out[2] = (float)thing->z / 65536.0f; } void FixedAngleToVector (angle_t an, int pitch, vec3_t v) { an >>= ANGLETOFINESHIFT; v[0] = ((float)finecosine[an]) / 65536.0f; v[1] = ((float)finesine[an]) / 65536.0f; v[2] = ((float)finetangent[FINEANGLES/4-(pitch>>ANGLETOFINESHIFT)]) / 65536.0f; VectorNormalize (v); } // Taken from Q2 vec_t VectorLength (const vec3_t v) { float length; length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; length = sqrtf (length); return length; } void VectorMA (const vec3_t a, float scale, const vec3_t b, vec3_t out) { out[0] = a[0] + scale * b[0]; out[1] = a[1] + scale * b[1]; out[2] = a[2] + scale * b[2]; } void VectorScale (const vec3_t v, float scale, vec3_t out) { out[0] = v[0] * scale; out[1] = v[1] * scale; out[2] = v[2] * scale; } void VectorScale2 (vec3_t v, float scale) { v[0] = v[0] * scale; v[1] = v[1] * scale; v[2] = v[2] * scale; } int VectorCompare (const vec3_t v1, const vec3_t v2) { if (v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2]) return 0; return 1; } vec_t VectorNormalize (vec3_t v) { float length, ilength; length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; length = sqrtf (length); if (length) { ilength = 1/length; v[0] *= ilength; v[1] *= ilength; v[2] *= ilength; } return length; } vec_t VectorNormalize2 (const vec3_t v, vec3_t out) { float length, ilength; length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; length = sqrtf (length); if (length) { ilength = 1/length; out[0] = v[0]*ilength; out[1] = v[1]*ilength; out[2] = v[2]*ilength; } return length; } 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]; } #ifdef _MSC_VER #pragma optimize( "", off ) #endif void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees ) { float m[3][3]; float im[3][3]; float zrot[3][3]; float tmpmat[3][3]; float rot[3][3]; int i; vec3_t vr, vup, vf; vf[0] = dir[0]; vf[1] = dir[1]; vf[2] = dir[2]; PerpendicularVector( vr, dir ); CrossProduct( vr, vf, vup ); m[0][0] = vr[0]; m[1][0] = vr[1]; m[2][0] = vr[2]; m[0][1] = vup[0]; m[1][1] = vup[1]; m[2][1] = vup[2]; m[0][2] = vf[0]; m[1][2] = vf[1]; m[2][2] = vf[2]; memcpy( im, m, sizeof( im ) ); im[0][1] = m[1][0]; im[0][2] = m[2][0]; im[1][0] = m[0][1]; im[1][2] = m[2][1]; im[2][0] = m[0][2]; im[2][1] = m[1][2]; memset( zrot, 0, sizeof( zrot ) ); zrot[0][0] = zrot[1][1] = zrot[2][2] = 1.0F; zrot[0][0] = (float)cos( DEG2RAD( degrees ) ); zrot[0][1] = (float)sin( DEG2RAD( degrees ) ); zrot[1][0] = (float)-sin( DEG2RAD( degrees ) ); zrot[1][1] = (float)cos( DEG2RAD( degrees ) ); R_ConcatRotations( m, zrot, tmpmat ); R_ConcatRotations( tmpmat, im, rot ); for ( i = 0; i < 3; i++ ) { dst[i] = rot[i][0] * point[0] + rot[i][1] * point[1] + rot[i][2] * point[2]; } } #ifdef _MSC_VER #pragma optimize( "", on ) #endif void ProjectPointOnPlane (vec3_t dst, const vec3_t p, const vec3_t normal) { float d; vec3_t n; float inv_denom; inv_denom = 1.0F / DotProduct( normal, normal ); d = DotProduct( normal, p ) * inv_denom; n[0] = normal[0] * inv_denom; n[1] = normal[1] * inv_denom; n[2] = normal[2] * inv_denom; dst[0] = p[0] - d * n[0]; dst[1] = p[1] - d * n[1]; dst[2] = p[2] - d * n[2]; } /* ** assumes "src" is normalized */ void PerpendicularVector (vec3_t dst, const vec3_t src) { int pos; int i; float minelem = 1.0F; vec3_t tempvec; /* ** find the smallest magnitude axially aligned vector */ for ( pos = 0, i = 0; i < 3; i++ ) { if ( fabs( src[i] ) < minelem ) { pos = i; minelem = (float)fabs( src[i] ); } } tempvec[0] = tempvec[1] = tempvec[2] = 0.0F; tempvec[pos] = 1.0F; /* ** project the point onto the plane defined by src */ ProjectPointOnPlane( dst, tempvec, src ); /* ** normalize the result */ VectorNormalize( dst ); } /* ================ R_ConcatRotations ================ */ void R_ConcatRotations (const float in1[3][3], const float in2[3][3], float out[3][3]) { 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[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[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]; }