Files
itgmania212121/stepmania/src/mathlib.c
T
2003-12-20 04:10:13 +00:00

148 lines
3.4 KiB
C

/***
*
* Copyright (c) 1998, 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.
*
****/
#ifdef WIN32
#pragma warning( disable : 4244 )
#pragma warning( disable : 4237 )
#pragma warning( disable : 4305 )
#endif
#ifndef true
#define true 1
#endif /* true */
#ifndef false
#define false 0
#endif /* false */
#include "mathlib.h"
int 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 VectorNormalize (vec3_t v)
{
int i;
double length;
if ( fabs(v[1] - 0.000215956) < 0.0001)
i=1;
length = 0;
for (i=0 ; i< 3 ; i++)
length += v[i]*v[i];
length = sqrt (length);
if (length == 0)
return 0;
for (i=0 ; i< 3 ; i++)
v[i] /= length;
return length;
}
void AngleMatrix (const vec3_t angles, float matrix[3][4] )
{
float angle;
float sr, sp, sy, cr, cp, cy;
angle = angles[2] * (Q_PI*2 / 360);
sy = sin(angle);
cy = cos(angle);
angle = angles[1] * (Q_PI*2 / 360);
sp = sin(angle);
cp = cos(angle);
angle = angles[0] * (Q_PI*2 / 360);
sr = sin(angle);
cr = cos(angle);
// matrix = (Z * Y) * X
matrix[0][0] = cp*cy;
matrix[1][0] = cp*sy;
matrix[2][0] = -sp;
matrix[0][1] = sr*sp*cy+cr*-sy;
matrix[1][1] = sr*sp*sy+cr*cy;
matrix[2][1] = sr*cp;
matrix[0][2] = (cr*sp*cy+-sr*-sy);
matrix[1][2] = (cr*sp*sy+-sr*cy);
matrix[2][2] = cr*cp;
matrix[0][3] = 0.0;
matrix[1][3] = 0.0;
matrix[2][3] = 0.0;
}
void R_ConcatTransforms (const float in1[3][4], const float in2[3][4], float out[3][4])
{
out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
in1[0][2] * in2[2][0];
out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
in1[0][2] * in2[2][1];
out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
in1[0][2] * in2[2][2];
out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] +
in1[0][2] * in2[2][3] + in1[0][3];
out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
in1[1][2] * in2[2][0];
out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
in1[1][2] * in2[2][1];
out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
in1[1][2] * in2[2][2];
out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] +
in1[1][2] * in2[2][3] + in1[1][3];
out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
in1[2][2] * in2[2][0];
out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
in1[2][2] * in2[2][1];
out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
in1[2][2] * in2[2][2];
out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] +
in1[2][2] * in2[2][3] + in1[2][3];
}
void VectorRotate (const vec3_t in1, const float in2[3][4], vec3_t out)
{
out[0] = DotProduct(in1, in2[0]);
out[1] = DotProduct(in1, in2[1]);
out[2] = DotProduct(in1, in2[2]);
}
// rotate by the inverse of the matrix
void VectorIRotate (const vec3_t in1, const float in2[3][4], vec3_t out)
{
out[0] = in1[0]*in2[0][0] + in1[1]*in2[1][0] + in1[2]*in2[2][0];
out[1] = in1[0]*in2[0][1] + in1[1]*in2[1][1] + in1[2]*in2[2][1];
out[2] = in1[0]*in2[0][2] + in1[1]*in2[1][2] + in1[2]*in2[2][2];
}
void VectorTransform (const vec3_t in1, const float in2[3][4], vec3_t out)
{
out[0] = DotProduct(in1, in2[0]) + in2[0][3];
out[1] = DotProduct(in1, in2[1]) + in2[1][3];
out[2] = DotProduct(in1, in2[2]) + in2[2][3];
}