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mathlib.c
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mathlib.c
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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// mathlib.c -- math primitives
#include "quakedef.h"
vec3_t vec3_origin = {0,0,0};
/*-----------------------------------------------------------------*/
float anglemod(float a)
{
a = (360.0/65536) * ((int)(a*(65536/360.0)) & 65535);
return a;
}
/*-----------------------------------------------------------------*/
vec_t PreciseDotProduct (vec3_t v1, vec3_t v2)
{
return ((double)v1[0]*v2[0] + (double)v1[1]*v2[1] + (double)v1[2]*v2[2]);
}
vec_t DotProduct (vec3_t v1, vec3_t v2)
{
return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[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];
}
void LerpVector (vec3_t from, vec3_t to, float frac, vec3_t out)
{
out[0] = from[0] + frac * (to[0] - from[0]);
out[1] = from[1] + frac * (to[1] - from[1]);
out[2] = from[2] + frac * (to[2] - from[2]);
}
void LerpAngles (vec3_t from, vec3_t to, float frac, vec3_t out)
{
int i;
float delta;
for (i = 0; i < 3; i++)
{
delta = to[i] - from[i];
if (delta > 180)
delta -= 360;
else if (delta < -180)
delta += 360;
out[i] = from[i] + frac * delta;
}
}
//the opposite of AngleVectors. this takes forward and generates pitch yaw roll
//TODO: take right and up vectors to properly set yaw and roll
void VectorAngles (vec3_t forward, vec3_t angles)
{
vec3_t temp;
temp[0] = forward[0];
temp[1] = forward[1];
temp[2] = 0;
angles[PITCH] = -atan2(forward[2], VectorLength(temp)) / M_PI_DIV_180;
angles[YAW] = atan2(forward[1], forward[0]) / M_PI_DIV_180;
angles[ROLL] = 0;
}
void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
{
float angle;
float sr, sp, sy, cr, cp, cy;
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);
forward[0] = cp*cy;
forward[1] = cp*sy;
forward[2] = -sp;
right[0] = (-1*sr*sp*cy+-1*cr*-sy);
right[1] = (-1*sr*sp*sy+-1*cr*cy);
right[2] = -1*sr*cp;
up[0] = (cr*sp*cy+-sr*-sy);
up[1] = (cr*sp*sy+-sr*cy);
up[2] = cr*cp;
}
void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc)
{
vecc[0] = veca[0] + scale*vecb[0];
vecc[1] = veca[1] + scale*vecb[1];
vecc[2] = veca[2] + scale*vecb[2];
}
void VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out)
{
out[0] = veca[0]-vecb[0];
out[1] = veca[1]-vecb[1];
out[2] = veca[2]-vecb[2];
}
void VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out)
{
out[0] = veca[0]+vecb[0];
out[1] = veca[1]+vecb[1];
out[2] = veca[2]+vecb[2];
}
void VectorCopy (vec3_t in, vec3_t out)
{
out[0] = in[0];
out[1] = in[1];
out[2] = in[2];
}
int VectorCompare (vec3_t v1, vec3_t v2)
{
int i;
for (i=0 ; i<3 ; i++)
if (v1[i] != v2[i])
return 0;
return 1;
}
vec_t VectorLength(vec3_t v)
{
return sqrt(DotProduct(v,v));
}
float VectorNormalize (vec3_t v)
{
float length, ilength;
length = sqrt(DotProduct(v,v));
if (length)
{
ilength = 1/length;
v[0] *= ilength;
v[1] *= ilength;
v[2] *= ilength;
}
return length;
}
void VectorInverse (vec3_t v)
{
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
}
void VectorNegate (vec3_t in, vec3_t out)
{
out[0] = -in[0];
out[1] = -in[1];
out[2] = -in[2];
}
void VectorSet (vec3_t v, float a, float b, float c)
{
v[0] = a;
v[1] = b;
v[2] = c;
}
void VectorClear (vec3_t v)
{
v[0] = 0;
v[1] = 0;
v[2] = 0;
}
void VectorScale (vec3_t in, vec_t scale, vec3_t out)
{
out[0] = in[0]*scale;
out[1] = in[1]*scale;
out[2] = in[2]*scale;
}
/*
===============
TurnVector
turn forward towards side on the plane defined by forward and side
if angle = 90, the result will be equal to side
assumes side and forward are perpendicular, and normalized
to turn away from side, use a negative angle
===============
*/
void TurnVector (vec3_t out, vec3_t forward, vec3_t side, float angle)
{
float scale_forward, scale_side;
scale_forward = cos (DEG2RAD(angle));
scale_side = sin (DEG2RAD(angle));
out[0] = scale_forward*forward[0] + scale_side*side[0];
out[1] = scale_forward*forward[1] + scale_side*side[1];
out[2] = scale_forward*forward[2] + scale_side*side[2];
}
//johnfitz -- courtesy of lordhavoc
// QuakeSpasm: To avoid strict aliasing violations, use a float/int union instead of type punning.
void VectorNormalizeFast(vec3_t v)
{
union { float f; int i; } y, num;
num.f = DotProduct(v, v);
if (num.f != 0.0)
{
y.i = 0x5f3759df - (num.i >> 1);
y.f = y.f * (1.5f - (num.f * 0.5f * y.f * y.f));
VectorScale(v, y.f, v);
}
}