/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ // // util.cpp // // implementation of class-less helper functions // #include #include #include #include "hud.h" #include "cl_util.h" #include #if !defined(M_PI) #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h #endif #if !defined(M_PI_F) #define M_PI_F (float)M_PI #endif // extern vec3_t vec3_origin; // if C++ mangling differs from C symbol name #if _MSC_VER || __WATCOMC__ float vec3_origin[3]; #endif float Length( const float *v ) { int i; float length; length = 0.0f; for( i = 0; i < 3; i++ ) length += v[i] * v[i]; length = sqrt( length ); // FIXME return length; } void VectorAngles( const float *forward, float *angles ) { float tmp, yaw, pitch; if( forward[1] == 0.0f && forward[0] == 0.0f ) { yaw = 0.0f; if( forward[2] > 0.0f ) pitch = 90.0f; else pitch = 270.0f; } else { yaw = ( atan2( forward[1], forward[0]) * 180.0f / M_PI_F ); if( yaw < 0.0f ) yaw += 360.0f; tmp = sqrt( forward[0] * forward[0] + forward[1] * forward[1] ); pitch = ( atan2( forward[2], tmp ) * 180.0f / M_PI_F ); if( pitch < 0.0f ) pitch += 360.0f; } angles[0] = pitch; angles[1] = yaw; angles[2] = 0.0f; } float VectorNormalize( float *v ) { float length, ilength; length = v[0] * v[0] + v[1] * v[1] + v[2] * v[2]; length = sqrt( length ); // FIXME if( length ) { ilength = 1.0f / length; v[0] *= ilength; v[1] *= ilength; v[2] *= ilength; } return length; } void VectorInverse( float *v ) { v[0] = -v[0]; v[1] = -v[1]; v[2] = -v[2]; } void VectorScale( const float *in, float scale, float *out ) { out[0] = in[0] * scale; out[1] = in[1] * scale; out[2] = in[2] * scale; } void VectorMA( const float *veca, float scale, const float *vecb, float *vecc ) { vecc[0] = veca[0] + scale * vecb[0]; vecc[1] = veca[1] + scale * vecb[1]; vecc[2] = veca[2] + scale * vecb[2]; } HSPRITE LoadSprite( const char *pszName ) { int i; char sz[256]; if( ScreenWidth < 640 ) i = 320; else i = 640; sprintf( sz, pszName, i ); return SPR_Load( sz ); }