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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 "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;
+}