274 lines
5.4 KiB
C
274 lines
5.4 KiB
C
//=======================================================================
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// Copyright XashXT Group 2010 ©
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// mathlib.c - internal mathlib
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//=======================================================================
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#include "common.h"
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#include "mathlib.h"
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/*
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=================
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anglemod
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=================
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*/
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float anglemod( const float a )
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{
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return (360.0f/65536) * ((int)(a*(65536/360.0f)) & 65535);
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}
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/*
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=================
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NearestPOW
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=================
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*/
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int NearestPOW( int value, qboolean roundDown )
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{
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int n = 1;
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if( value <= 0 ) return 1;
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while( n < value ) n <<= 1;
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if( roundDown )
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{
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if( n > value ) n >>= 1;
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}
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return n;
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}
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/*
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=================
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rsqrt
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=================
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*/
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float rsqrt( float number )
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{
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int i;
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float x, y;
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if( number == 0.0f )
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return 0.0f;
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x = number * 0.5f;
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i = *(int *)&number; // evil floating point bit level hacking
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i = 0x5f3759df - (i >> 1); // what the fuck?
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y = *(float *)&i;
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y = y * (1.5f - (x * y * y)); // first iteration
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return y;
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}
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float VectorNormalizeLength2( const vec3_t v, vec3_t out )
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{
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float length, ilength;
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length = v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
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length = com.sqrt( length );
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if( length )
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{
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ilength = 1.0f / length;
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out[0] = v[0] * ilength;
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out[1] = v[1] * ilength;
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out[2] = v[2] * ilength;
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}
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else out[0] = out[1] = out[2] = 0.0f;
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return length;
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}
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void VectorVectors( vec3_t forward, vec3_t right, vec3_t up )
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{
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float d;
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right[0] = forward[2];
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right[1] = -forward[0];
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right[2] = forward[1];
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d = DotProduct(forward, right);
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VectorMA(right, -d, forward, right);
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VectorNormalize(right);
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CrossProduct(right, forward, up);
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}
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void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up )
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{
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float sr, sp, sy, cr, cp, cy;
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com.sincos( DEG2RAD( angles[YAW] ), &sy, &cy );
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com.sincos( DEG2RAD( angles[PITCH] ), &sp, &cp );
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com.sincos( DEG2RAD( angles[ROLL] ), &sr, &cr );
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if( forward )
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{
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forward[0] = cp * cy;
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forward[1] = cp * sy;
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forward[2] = -sp;
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}
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if( right )
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{
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right[0] = (-1.0f * sr * sp * cy + -1.0f * cr * -sy );
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right[1] = (-1.0f * sr * sp * sy + -1.0f * cr * cy );
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right[2] = (-1.0f * sr * cp);
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}
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if( up )
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{
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up[0] = (cr * sp * cy + -sr * -sy );
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up[1] = (cr * sp * sy + -sr * cy );
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up[2] = (cr * cp);
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}
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}
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//
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// bounds operations
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//
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/*
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=================
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ClearBounds
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=================
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*/
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void ClearBounds( vec3_t mins, vec3_t maxs )
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{
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// make bogus range
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mins[0] = mins[1] = mins[2] = 999999;
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maxs[0] = maxs[1] = maxs[2] = -999999;
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}
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/*
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=================
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AddPointToBounds
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=================
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*/
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void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs )
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{
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float val;
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int i;
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for( i = 0; i < 3; i++ )
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{
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val = v[i];
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if( val < mins[i] ) mins[i] = val;
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if( val > maxs[i] ) maxs[i] = val;
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}
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}
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/*
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=================
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BoundsIntersect
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=================
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*/
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qboolean BoundsIntersect( const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2 )
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{
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if( mins1[0] > maxs2[0] || mins1[1] > maxs2[1] || mins1[2] > maxs2[2] )
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return false;
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if( maxs1[0] < mins2[0] || maxs1[1] < mins2[1] || maxs1[2] < mins2[2] )
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return false;
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return true;
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}
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/*
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=================
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BoundsAndSphereIntersect
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=================
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*/
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qboolean BoundsAndSphereIntersect( const vec3_t mins, const vec3_t maxs, const vec3_t origin, float radius )
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{
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if( mins[0] > origin[0] + radius || mins[1] > origin[1] + radius || mins[2] > origin[2] + radius )
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return false;
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if( maxs[0] < origin[0] - radius || maxs[1] < origin[1] - radius || maxs[2] < origin[2] - radius )
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return false;
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return true;
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}
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//
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// studio utils
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//
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/*
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====================
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AngleQuaternion
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====================
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*/
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void AngleQuaternion( const vec3_t angles, vec4_t q )
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{
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float angle;
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float sr, sp, sy, cr, cp, cy;
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angle = angles[2] * 0.5f;
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com.sincos( angle, &sy, &cy );
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angle = angles[1] * 0.5f;
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com.sincos( angle, &sp, &cp );
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angle = angles[0] * 0.5f;
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com.sincos( angle, &sr, &cr );
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q[0] = sr * cp * cy - cr * sp * sy; // X
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q[1] = cr * sp * cy + sr * cp * sy; // Y
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q[2] = cr * cp * sy - sr * sp * cy; // Z
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q[3] = cr * cp * cy + sr * sp * sy; // W
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}
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/*
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====================
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QuaternionSlerp
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====================
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*/
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void QuaternionSlerp( const vec4_t p, vec4_t q, float t, vec4_t qt )
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{
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float omega, cosom, sinom, sclp, sclq;
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int i;
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// decide if one of the quaternions is backwards
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float a = 0;
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float b = 0;
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for( i = 0; i < 4; i++ )
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{
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a += (p[i] - q[i]) * (p[i] - q[i]);
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b += (p[i] + q[i]) * (p[i] + q[i]);
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}
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if( a > b )
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{
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for( i = 0; i < 4; i++ )
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{
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q[i] = -q[i];
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}
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}
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cosom = p[0] * q[0] + p[1] * q[1] + p[2] * q[2] + p[3] * q[3];
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if(( 1.0 + cosom ) > 0.000001f )
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{
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if(( 1.0 - cosom ) > 0.000001f )
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{
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omega = com.acos( cosom );
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sinom = com.sin( omega );
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sclp = com.sin(( 1.0f - t ) * omega ) / sinom;
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sclq = com.sin( t * omega ) / sinom;
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}
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else
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{
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sclp = 1.0f - t;
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sclq = t;
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}
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for( i = 0; i < 4; i++ )
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qt[i] = sclp * p[i] + sclq * q[i];
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}
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else
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{
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qt[0] = -q[1];
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qt[1] = q[0];
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qt[2] = -q[3];
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qt[3] = q[2];
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sclp = com.sin(( 1.0f - t ) * ( 0.5f * M_PI ));
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sclq = com.sin( t * ( 0.5f * M_PI ));
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for( i = 0; i < 3; i++ )
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qt[i] = sclp * p[i] + sclq * qt[i];
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}
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}
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vec3_t vec3_origin = { 0, 0, 0 }; |