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- /*
- ===========================================================================
- Copyright (C) 1999-2005 Id Software, Inc.
- This file is part of Quake III Arena source code.
- Quake III Arena source code is free software; you can redistribute it
- and/or modify it under the terms of the GNU General Public License as
- published by the Free Software Foundation; either version 2 of the License,
- or (at your option) any later version.
- Quake III Arena source code is distributed in the hope that it will be
- useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Foobar; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- // mathlib.c -- math primitives
- #include "l_cmd.h"
- #include "l_math.h"
- vec3_t vec3_origin = {0,0,0};
- void AngleVectors (const 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] * (M_PI*2 / 360);
- sy = sin(angle);
- cy = cos(angle);
- angle = angles[PITCH] * (M_PI*2 / 360);
- sp = sin(angle);
- cp = cos(angle);
- angle = angles[ROLL] * (M_PI*2 / 360);
- sr = sin(angle);
- cr = cos(angle);
- if (forward)
- {
- forward[0] = cp*cy;
- forward[1] = cp*sy;
- forward[2] = -sp;
- }
- if (right)
- {
- right[0] = (-1*sr*sp*cy+-1*cr*-sy);
- right[1] = (-1*sr*sp*sy+-1*cr*cy);
- right[2] = -1*sr*cp;
- }
- if (up)
- {
- up[0] = (cr*sp*cy+-sr*-sy);
- up[1] = (cr*sp*sy+-sr*cy);
- up[2] = cr*cp;
- }
- }
- /*
- =================
- RadiusFromBounds
- =================
- */
- float RadiusFromBounds( const vec3_t mins, const vec3_t maxs ) {
- int i;
- vec3_t corner;
- float a, b;
- for (i=0 ; i<3 ; i++) {
- a = fabs( mins[i] );
- b = fabs( maxs[i] );
- corner[i] = a > b ? a : b;
- }
- return VectorLength (corner);
- }
- /*
- ================
- R_ConcatRotations
- ================
- */
- void R_ConcatRotations (float in1[3][3], 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];
- }
- void AxisClear( vec3_t axis[3] ) {
- axis[0][0] = 1;
- axis[0][1] = 0;
- axis[0][2] = 0;
- axis[1][0] = 0;
- axis[1][1] = 1;
- axis[1][2] = 0;
- axis[2][0] = 0;
- axis[2][1] = 0;
- axis[2][2] = 1;
- }
- float VectorLengthSquared(vec3_t v) {
- return DotProduct(v, v);
- }
- 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;
- }
- 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 floor(in + 0.5);
- }
- 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];
- }
- 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];
- }
- 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 inout)
- {
- vec_t length, ilength;
- length = sqrt (inout[0]*inout[0] + inout[1]*inout[1] + inout[2]*inout[2]);
- if (length == 0)
- {
- VectorClear (inout);
- return 0;
- }
- ilength = 1.0/length;
- inout[0] = inout[0]*ilength;
- inout[1] = inout[1]*ilength;
- inout[2] = inout[2]*ilength;
- return length;
- }
- vec_t VectorNormalize2(const vec3_t in, vec3_t out)
- {
- vec_t length, ilength;
- length = sqrt (in[0]*in[0] + in[1]*in[1] + in[2]*in[2]);
- if (length == 0)
- {
- VectorClear (out);
- return 0;
- }
- ilength = 1.0/length;
- out[0] = in[0]*ilength;
- out[1] = in[1]*ilength;
- out[2] = in[2]*ilength;
- return length;
- }
- vec_t ColorNormalize (vec3_t in, vec3_t out)
- {
- float max, scale;
- max = in[0];
- if (in[1] > max)
- max = in[1];
- if (in[2] > max)
- max = in[2];
- if (max == 0)
- return 0;
- scale = 1.0 / max;
- VectorScale (in, scale, out);
- return max;
- }
- 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(const 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;
- }
- }
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