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diff --git a/code/splines/math_vector.cpp b/code/splines/math_vector.cpp
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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
+===========================================================================
+*/
+//#include "../game/q_shared.h"
+#include "math_vector.h"
+#include <assert.h>
+#include <math.h>
+#include <stdio.h>
+#include <stdarg.h>
+#include <string.h>
+#include <stdlib.h>
+#include <time.h>
+#include <ctype.h>
+
+#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
+
+#define LERP_DELTA 1e-6
+
+idVec3_t vec_zero( 0.0f, 0.0f, 0.0f );
+
+Bounds boundsZero;
+
+float idVec3_t::toYaw( void ) {
+ float yaw;
+
+ if ( ( y == 0 ) && ( x == 0 ) ) {
+ yaw = 0;
+ } else {
+ yaw = atan2( y, x ) * 180 / M_PI;
+ if ( yaw < 0 ) {
+ yaw += 360;
+ }
+ }
+
+ return yaw;
+}
+
+float idVec3_t::toPitch( void ) {
+ float forward;
+ float pitch;
+
+ if ( ( x == 0 ) && ( y == 0 ) ) {
+ if ( z > 0 ) {
+ pitch = 90;
+ } else {
+ pitch = 270;
+ }
+ } else {
+ forward = ( float )idSqrt( x * x + y * y );
+ pitch = atan2( z, forward ) * 180 / M_PI;
+ if ( pitch < 0 ) {
+ pitch += 360;
+ }
+ }
+
+ return pitch;
+}
+
+/*
+angles_t idVec3_t::toAngles( void ) {
+ float forward;
+ float yaw;
+ float pitch;
+
+ if ( ( x == 0 ) && ( y == 0 ) ) {
+ yaw = 0;
+ if ( z > 0 ) {
+ pitch = 90;
+ } else {
+ pitch = 270;
+ }
+ } else {
+ yaw = atan2( y, x ) * 180 / M_PI;
+ if ( yaw < 0 ) {
+ yaw += 360;
+ }
+
+ forward = ( float )idSqrt( x * x + y * y );
+ pitch = atan2( z, forward ) * 180 / M_PI;
+ if ( pitch < 0 ) {
+ pitch += 360;
+ }
+ }
+
+ return angles_t( -pitch, yaw, 0 );
+}
+*/
+
+idVec3_t LerpVector( idVec3_t &w1, idVec3_t &w2, const float t ) {
+ float omega, cosom, sinom, scale0, scale1;
+
+ cosom = w1 * w2;
+ if ( ( 1.0 - cosom ) > LERP_DELTA ) {
+ omega = acos( cosom );
+ sinom = sin( omega );
+ scale0 = sin( ( 1.0 - t ) * omega ) / sinom;
+ scale1 = sin( t * omega ) / sinom;
+ } else {
+ scale0 = 1.0 - t;
+ scale1 = t;
+ }
+
+ return ( w1 * scale0 + w2 * scale1 );
+}
+
+/*
+=============
+idVec3_t::string
+
+This is just a convenience function
+for printing vectors
+=============
+*/
+char *idVec3_t::string( void ) {
+ static int index = 0;
+ static char str[ 8 ][ 36 ];
+ char *s;
+
+ // use an array so that multiple toString's won't collide
+ s = str[ index ];
+ index = (index + 1)&7;
+
+ sprintf( s, "%.2f %.2f %.2f", x, y, z );
+
+ return s;
+}