2
0
mirror of https://github.com/FWGS/hlsdk-xash3d synced 2024-11-23 02:16:01 +01:00
hlsdk-xash3d/cl_dll/util.cpp

136 lines
2.4 KiB
C++

/***
*
* 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 "stdio.h"
#include "stdlib.h"
#include "math.h"
#include "hud.h"
#include "cl_util.h"
#include <string.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
extern vec3_t vec3_origin;
#ifdef _MSC_VER
vec3_t vec3_origin;
#endif
double sqrt( double x );
float Length( const float *v )
{
int i;
float length;
length = 0;
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 && forward[0] == 0 )
{
yaw = 0;
if( forward[2] > 0 )
pitch = 90;
else
pitch = 270;
}
else
{
yaw = ( atan2( forward[1], forward[0]) * 180 / M_PI );
if( yaw < 0 )
yaw += 360;
tmp = sqrt( forward[0] * forward[0] + forward[1] * forward[1] );
pitch = ( atan2( forward[2], tmp ) * 180 / M_PI );
if( pitch < 0 )
pitch += 360;
}
angles[0] = pitch;
angles[1] = yaw;
angles[2] = 0;
}
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 / 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 );
}