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author | tma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-09-28 18:55:31 +0000 |
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committer | tma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-09-28 18:55:31 +0000 |
commit | ec912002d3f75729c627cf467903c4607a529495 (patch) | |
tree | b944aa3ec6a159d4607b3bb25cb09640bca02ddb /common/mathlib.c | |
parent | ea1ca0473a510a02fff82788a2a6c8d95a6bf2d3 (diff) | |
download | ioquake3-aero-ec912002d3f75729c627cf467903c4607a529495.tar.gz ioquake3-aero-ec912002d3f75729c627cf467903c4607a529495.zip |
* Removed q3map and associated common and libs directories
git-svn-id: svn://svn.icculus.org/quake3/trunk@123 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'common/mathlib.c')
-rw-r--r-- | common/mathlib.c | 434 |
1 files changed, 0 insertions, 434 deletions
diff --git a/common/mathlib.c b/common/mathlib.c deleted file mode 100644 index 353cd25..0000000 --- a/common/mathlib.c +++ /dev/null @@ -1,434 +0,0 @@ -/* -=========================================================================== -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 "cmdlib.h" -#include "mathlib.h" - -#ifdef _WIN32 -//Improve floating-point consistency. -//without this option weird floating point issues occur -#pragma optimize( "p", on ) -#endif - - -vec3_t vec3_origin = {0,0,0}; - -/* -** NormalToLatLong -** -** We use two byte encoded normals in some space critical applications. -** Lat = 0 at (1,0,0) to 360 (-1,0,0), encoded in 8-bit sine table format -** Lng = 0 at (0,0,1) to 180 (0,0,-1), encoded in 8-bit sine table format -** -*/ -void NormalToLatLong( const vec3_t normal, byte bytes[2] ) { - // check for singularities - if ( normal[0] == 0 && normal[1] == 0 ) { - if ( normal[2] > 0 ) { - bytes[0] = 0; - bytes[1] = 0; // lat = 0, long = 0 - } else { - bytes[0] = 128; - bytes[1] = 0; // lat = 0, long = 128 - } - } else { - int a, b; - - a = RAD2DEG( atan2( normal[1], normal[0] ) ) * (255.0f / 360.0f ); - a &= 0xff; - - b = RAD2DEG( acos( normal[2] ) ) * ( 255.0f / 360.0f ); - b &= 0xff; - - bytes[0] = b; // longitude - bytes[1] = a; // lattitude - } -} - -/* -===================== -PlaneFromPoints - -Returns false if the triangle is degenrate. -The normal will point out of the clock for clockwise ordered points -===================== -*/ -qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c ) { - vec3_t d1, d2; - - VectorSubtract( b, a, d1 ); - VectorSubtract( c, a, d2 ); - CrossProduct( d2, d1, plane ); - if ( VectorNormalize( plane, plane ) == 0 ) { - return qfalse; - } - - plane[3] = DotProduct( a, plane ); - return qtrue; -} - -/* -================ -MakeNormalVectors - -Given a normalized forward vector, create two -other perpendicular vectors -================ -*/ -void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up) -{ - float d; - - // this rotate and negate guarantees a vector - // not colinear with the original - right[1] = -forward[0]; - right[2] = forward[1]; - right[0] = forward[2]; - - d = DotProduct (right, forward); - VectorMA (right, -d, forward, right); - VectorNormalize (right, right); - CrossProduct (right, forward, up); -} - - -void Vec10Copy( vec_t *in, vec_t *out ) { - out[0] = in[0]; - out[1] = in[1]; - out[2] = in[2]; - out[3] = in[3]; - out[4] = in[4]; - out[5] = in[5]; - out[6] = in[6]; - out[7] = in[7]; - out[8] = in[8]; - out[9] = in[9]; -} - - -void VectorRotate3x3( vec3_t v, float r[3][3], vec3_t d ) -{ - d[0] = v[0] * r[0][0] + v[1] * r[1][0] + v[2] * r[2][0]; - d[1] = v[0] * r[0][1] + v[1] * r[1][1] + v[2] * r[2][1]; - d[2] = v[0] * r[0][2] + v[1] * r[1][2] + v[2] * r[2][2]; -} - -double VectorLength( const 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( const vec3_t v1, const vec3_t v2 ) { - int i; - - for (i=0 ; i<3 ; i++) - if (fabs(v1[i]-v2[i]) > EQUAL_EPSILON) - return qfalse; - - return qtrue; -} - -vec_t Q_rint (vec_t in) -{ - return floor (in + 0.5); -} - -void VectorMA( const vec3_t va, double scale, const 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( 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]; -} - -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( 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( const 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) { - out[0] = out[1] = out[2] = 1.0; - 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; - } -} - - -/* -================= -PlaneTypeForNormal -================= -*/ -int PlaneTypeForNormal (vec3_t normal) { - if (normal[0] == 1.0 || normal[0] == -1.0) - return PLANE_X; - if (normal[1] == 1.0 || normal[1] == -1.0) - return PLANE_Y; - if (normal[2] == 1.0 || normal[2] == -1.0) - return PLANE_Z; - - return PLANE_NON_AXIAL; -} - -/* -================ -MatrixMultiply -================ -*/ -void MatrixMultiply(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 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 = 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, dst ); -} - -/* -=============== -RotatePointAroundVector - -This is not implemented very well... -=============== -*/ -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; - float rad; - - 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; - - rad = DEG2RAD( degrees ); - zrot[0][0] = cos( rad ); - zrot[0][1] = sin( rad ); - zrot[1][0] = -sin( rad ); - zrot[1][1] = cos( rad ); - - MatrixMultiply( m, zrot, tmpmat ); - MatrixMultiply( 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]; - } -} |