aboutsummaryrefslogtreecommitdiffstats
path: root/q3radiant/MATHLIB.CPP
diff options
context:
space:
mode:
Diffstat (limited to 'q3radiant/MATHLIB.CPP')
-rwxr-xr-xq3radiant/MATHLIB.CPP311
1 files changed, 0 insertions, 311 deletions
diff --git a/q3radiant/MATHLIB.CPP b/q3radiant/MATHLIB.CPP
deleted file mode 100755
index d112578..0000000
--- a/q3radiant/MATHLIB.CPP
+++ /dev/null
@@ -1,311 +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 "stdafx.h"
-#include "cmdlib.h"
-#include "mathlib.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)
-{
- if (g_PrefsDlg.m_bNoClamp)
- return in;
- else
- 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 vIn, vec3_t vRotation, vec3_t out)
-{
- vec3_t vWork, va;
- VectorCopy(vIn, va);
- VectorCopy(va, vWork);
- int nIndex[3][2];
- nIndex[0][0] = 1; nIndex[0][1] = 2;
- nIndex[1][0] = 2; nIndex[1][1] = 0;
- nIndex[2][0] = 0; nIndex[2][1] = 1;
-
- for (int i = 0; i < 3; i++)
- {
- if (vRotation[i] != 0)
- {
- double dAngle = vRotation[i] * Q_PI / 180.0;
- double c = cos(dAngle);
- double s = sin(dAngle);
- vWork[nIndex[i][0]] = va[nIndex[i][0]] * c - va[nIndex[i][1]] * s;
- vWork[nIndex[i][1]] = va[nIndex[i][0]] * s + va[nIndex[i][1]] * c;
- }
- VectorCopy(vWork, va);
- }
- VectorCopy(vWork, out);
-}
-
-void VectorRotate (vec3_t vIn, vec3_t vRotation, vec3_t vOrigin, vec3_t out)
-{
- vec3_t vTemp, vTemp2;
- VectorSubtract(vIn, vOrigin, vTemp);
- VectorRotate(vTemp, vRotation, vTemp2);
- VectorAdd(vTemp2, vOrigin, out);
-}
-
-void VectorPolar(vec3_t v, float radius, float theta, float phi)
-{
- v[0]=float(radius * cos(theta) * cos(phi));
- v[1]=float(radius * sin(theta) * cos(phi));
- v[2]=float(radius * sin(phi));
-}
-
-void VectorSnap(vec3_t v)
-{
- for (int i = 0; i < 3; i++)
- {
- v[i] = floor (v[i] + 0.5);
- }
-}
-
-
-void _Vector5Add (vec5_t va, vec5_t vb, vec5_t out)
-{
- out[0] = va[0]+vb[0];
- out[1] = va[1]+vb[1];
- out[2] = va[2]+vb[2];
- out[3] = va[3]+vb[3];
- out[4] = va[4]+vb[4];
-}
-
-void _Vector5Scale (vec5_t v, vec_t scale, vec5_t out)
-{
- out[0] = v[0] * scale;
- out[1] = v[1] * scale;
- out[2] = v[2] * scale;
- out[3] = v[3] * scale;
- out[4] = v[4] * scale;
-}
-
-void _Vector53Copy (vec5_t in, vec3_t out)
-{
- out[0] = in[0];
- out[1] = in[1];
- out[2] = in[2];
-}
-
-// NOTE: added these from Ritual's Q3Radiant
-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;
- }
-}
-
-#define PITCH 0 // up / down
-#define YAW 1 // left / right
-#define ROLL 2 // fall over
-#ifndef M_PI
-#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
-#endif
-
-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] * (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] = -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 = atan2( vec[ 1 ], vec[ 0 ] ) * 180 / M_PI;
- if ( yaw < 0 )
- {
- yaw += 360;
- }
-
- forward = ( float )sqrt( vec[ 0 ] * vec[ 0 ] + vec[ 1 ] * vec[ 1 ] );
- pitch = atan2( vec[ 2 ], forward ) * 180 / M_PI;
- if ( pitch < 0 )
- {
- pitch += 360;
- }
- }
-
- angles[ 0 ] = pitch;
- angles[ 1 ] = yaw;
- angles[ 2 ] = 0;
-}