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mathlib.c
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mathlib.c
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// mathlib.c -- math primitives
#include "cmdlib.h"
#include "mathlib.h"
#include "qedefs.h"
vec3_t vec3_origin = {0.0f,0.0f,0.0f};
float VectorLength(vec3_t v)
{
int i;
float length;
length = 0.0f;
for (i=0 ; i< 3 ; i++)
length += v[i]*v[i];
length = (float)sqrt (length);
return length;
}
qboolean 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 (float)floor (in + 0.5);
}
void VectorMA (vec3_t va, float 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];
}
vec_t VectorNormalize (vec3_t v)
{
int i;
float length;
length = 0.0f;
for (i=0 ; i< 3 ; i++)
length += v[i]*v[i];
length = (float)sqrt (length);
if (length == 0)
return (vec_t)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 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;
}
void VectorRotate (vec3_t in, vec3_t rotation, vec3_t out)
{
vec3_t work, va;
int index[3][2];
int i;
double angle;
double c;
double s;
VectorCopy(in, va);
VectorCopy(va, work);
index[0][0] = 1; index[0][1] = 2;
index[1][0] = 2; index[1][1] = 0;
index[2][0] = 0; index[2][1] = 1;
for (i = 0; i < 3; i++)
{
if (rotation[i] != 0)
{
angle = rotation[i] * Q_PI / 180.0;
c = cos(angle);
s = sin(angle);
work[index[i][0]] = va[index[i][0]] * (vec_t)c - va[index[i][1]] * (vec_t)s;
work[index[i][1]] = va[index[i][0]] * (vec_t)s + va[index[i][1]] * (vec_t)c;
}
VectorCopy(work, va);
}
VectorCopy(work, out);
}
void VectorRotate2 (vec3_t in, vec3_t rotation, vec3_t origin, vec3_t out)
{
vec3_t temp, temp2;
VectorSubtract(in, origin, temp);
VectorRotate(temp, rotation, temp2);
VectorAdd(temp2, origin, out);
}
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 AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
{
float angle;
static float sr, sp, sy, cr, cp, cy;
// static to help MS compiler fp bugs
angle = angles[YAW] * ((float)Q_PI*2 / 360.0f);
sy = (float)sin(angle);
cy = (float)cos(angle);
angle = angles[PITCH] * ((float)Q_PI*2 / 360.0f);
sp = (float)sin(angle);
cp = (float)cos(angle);
angle = angles[ROLL] * ((float)Q_PI*2 / 360.0f);
sr = (float)sin(angle);
cr = (float)cos(angle);
if (forward)
{
forward[0] = cp*cy;
forward[1] = cp*sy;
forward[2] = -sp;
}
if (right)
{
right[0] = -sr*sp*cy+cr*sy;
right[1] = -sr*sp*sy-cr*cy;
right[2] = -sr*cp;
}
if (up)
{
up[0] = cr*sp*cy+sr*sy;
up[1] = cr*sp*sy-sr*cy;
up[2] = cr*cp;
}
}
void VectorToAngles( vec3_t vec, vec3_t angles )
{
float forward;
float yaw, pitch;
if ( ( vec[ 0 ] == 0 ) && ( vec[ 1 ] == 0 ) )
{
yaw = 0;
if ( vec[ 2 ] > 0 )
{
pitch = 90;
}
else
{
pitch = 270;
}
}
else
{
yaw = (float)atan2( vec[ 1 ], vec[ 0 ] ) * 180.0f / (float)Q_PI;
if ( yaw < 0 )
{
yaw += 360;
}
forward = (float)sqrt( vec[ 0 ] * vec[ 0 ] + vec[ 1 ] * vec[ 1 ] );
pitch = (float)atan2( vec[ 2 ], forward ) * 180.0f / (float)Q_PI;
if ( pitch < 0 )
{
pitch += 360;
}
}
angles[ 0 ] = pitch;
angles[ 1 ] = yaw;
angles[ 2 ] = 0;
}