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https://github.com/scp-fs2open/fs2open.github.com.git
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This allows to render screen space decals into the deferred lighting buffers no matter how complex the underlying geometry is. Currently there is only limited support for using this in the engine. Only weapon impact decals are supported at the moment for testing purposes.
2851 lines
86 KiB
C++
Executable File
2851 lines
86 KiB
C++
Executable File
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include <stdio.h>
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#if _M_IX86_FP >= 1
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#include <xmmintrin.h>
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#endif
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#include "math/vecmat.h"
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#define SMALL_NUM 1e-7
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#define SMALLER_NUM 1e-20
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#define CONVERT_RADIANS 0.017453 // conversion factor from degrees to radians
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vec3d vmd_zero_vector = ZERO_VECTOR;
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vec3d vmd_scale_identity_vector = SCALE_IDENTITY_VECTOR;
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vec3d vmd_x_vector = { { { 1.0f, 0.0f, 0.0f } } };
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vec3d vmd_y_vector = { { { 0.0f, 1.0f, 0.0f } } };
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vec3d vmd_z_vector = { { { 0.0f, 0.0f, 1.0f } } };
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matrix vmd_identity_matrix = IDENTITY_MATRIX;
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#define UNINITIALIZED_VALUE -12345678.9f
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bool vm_vec_equal(const vec4 &self, const vec4 &other)
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{
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return fl_equal(self.a1d[0], other.a1d[0]) && fl_equal(self.a1d[1], other.a1d[1]) && fl_equal(self.a1d[2], other.a1d[2]) && fl_equal(self.a1d[3], other.a1d[3]);
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}
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bool vm_vec_equal(const vec3d &self, const vec3d &other)
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{
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return fl_equal(self.a1d[0], other.a1d[0]) && fl_equal(self.a1d[1], other.a1d[1]) && fl_equal(self.a1d[2], other.a1d[2]);
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}
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bool vm_vec_equal(const vec2d &self, const vec2d &other)
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{
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return fl_equal(self.x, other.x) && fl_equal(self.y, other.y);
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}
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bool vm_matrix_equal(const matrix &self, const matrix &other)
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{
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return vm_vec_equal(self.vec.fvec, other.vec.fvec) && vm_vec_equal(self.vec.uvec, other.vec.uvec) && vm_vec_equal(self.vec.rvec, other.vec.rvec);
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}
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bool vm_matrix_equal(const matrix4 &self, const matrix4 &other)
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{
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return vm_vec_equal(self.vec.fvec, other.vec.fvec) &&
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vm_vec_equal(self.vec.rvec, other.vec.rvec) &&
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vm_vec_equal(self.vec.uvec, other.vec.uvec) &&
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vm_vec_equal(self.vec.pos, other.vec.pos);
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}
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// -----------------------------------------------------------
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// atan2_safe()
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//
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// Wrapper around atan2() that used atanf() to calculate angle. Safe
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// for optimized builds. Handles special cases when x == 0.
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//
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float atan2_safe(float y, float x)
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{
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float ang;
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// special case, x == 0
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if ( x == 0.0f ) {
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if ( y == 0.0f )
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ang = 0.0f;
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else if ( y > 0.0f )
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ang = PI_2;
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else
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ang = -PI_2;
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return ang;
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}
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ang = atanf(y/x);
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if ( x < 0.0f ){
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ang += PI;
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}
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return ang;
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}
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// ---------------------------------------------------------------------
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// vm_vec_component()
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//
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// finds projection of a vector along a unit (normalized) vector
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//
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float vm_vec_projection_parallel(vec3d *component, const vec3d *src, const vec3d *unit_vec)
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{
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float mag;
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Assert( vm_vec_mag(unit_vec) > 0.999f && vm_vec_mag(unit_vec) < 1.001f );
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mag = vm_vec_dot(src, unit_vec);
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vm_vec_copy_scale(component, unit_vec, mag);
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return mag;
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}
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// ---------------------------------------------------------------------
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// vm_vec_projection_onto_plane()
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//
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// finds projection of a vector onto a plane specified by a unit normal vector
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//
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void vm_vec_projection_onto_plane(vec3d *projection, const vec3d *src, const vec3d *unit_normal)
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{
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float mag;
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Assert( vm_vec_mag(unit_normal) > 0.999f && vm_vec_mag(unit_normal) < 1.001f );
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mag = vm_vec_dot(src, unit_normal);
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*projection = *src;
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vm_vec_scale_add2(projection, unit_normal, -mag);
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}
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// ---------------------------------------------------------------------
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// vm_vec_project_point_onto_plane()
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//
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// finds the point on a plane closest to a given point
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// moves the point in the direction of the plane normal until it is on the plane
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//
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void vm_project_point_onto_plane(vec3d *new_point, const vec3d *point, const vec3d *plane_normal, const vec3d *plane_point)
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{
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float D; // plane constant in Ax+By+Cz+D = 0 or dot(X,n) - dot(Xp,n) = 0, so D = -dot(Xp,n)
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float dist;
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Assert( vm_vec_mag(plane_normal) > 0.999f && vm_vec_mag(plane_normal) < 1.001f );
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D = -vm_vec_dot(plane_point, plane_normal);
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dist = vm_vec_dot(point, plane_normal) + D;
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*new_point = *point;
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vm_vec_scale_add2(new_point, plane_normal, -dist);
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}
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// Take abs(x), then sqrt. Could insert warning message if desired.
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float asqrt(float x)
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{
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if (x < 0.0f)
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return fl_sqrt(-x);
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else
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return fl_sqrt(x);
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}
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void vm_set_identity(matrix *m)
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{
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m->vec.rvec.xyz.x = 1.0f; m->vec.rvec.xyz.y = 0.0f; m->vec.rvec.xyz.z = 0.0f;
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m->vec.uvec.xyz.x = 0.0f; m->vec.uvec.xyz.y = 1.0f; m->vec.uvec.xyz.z = 0.0f;
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m->vec.fvec.xyz.x = 0.0f; m->vec.fvec.xyz.y = 0.0f; m->vec.fvec.xyz.z = 1.0f;
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}
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//adds two vectors, fills in dest, returns ptr to dest
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//ok for dest to equal either source, but should use vm_vec_add2() if so
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void vm_vec_add(vec3d *dest, const vec3d *src0, const vec3d *src1)
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{
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dest->xyz.x = src0->xyz.x + src1->xyz.x;
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dest->xyz.y = src0->xyz.y + src1->xyz.y;
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dest->xyz.z = src0->xyz.z + src1->xyz.z;
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}
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//subs two vectors, fills in dest, returns ptr to dest
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//ok for dest to equal either source, but should use vm_vec_sub2() if so
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void vm_vec_sub(vec3d *dest, const vec3d *src0, const vec3d *src1)
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{
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dest->xyz.x = src0->xyz.x - src1->xyz.x;
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dest->xyz.y = src0->xyz.y - src1->xyz.y;
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dest->xyz.z = src0->xyz.z - src1->xyz.z;
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}
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//adds one vector to another. returns ptr to dest
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//dest can equal source
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void vm_vec_add2(vec3d *dest, const vec3d *src)
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{
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dest->xyz.x += src->xyz.x;
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dest->xyz.y += src->xyz.y;
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dest->xyz.z += src->xyz.z;
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}
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//subs one vector from another, returns ptr to dest
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//dest can equal source
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void vm_vec_sub2(vec3d *dest, const vec3d *src)
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{
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dest->xyz.x -= src->xyz.x;
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dest->xyz.y -= src->xyz.y;
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dest->xyz.z -= src->xyz.z;
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}
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//averages n vectors. returns ptr to dest
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//dest can equal either source
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vec3d *vm_vec_avg_n(vec3d *dest, int n, const vec3d src[])
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{
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float x = 0.0f, y = 0.0f, z = 0.0f;
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float inv_n = 1.0f / (float) n;;
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for(int i = 0; i<n; i++){
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x += src[i].xyz.x;
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y += src[i].xyz.y;
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z += src[i].xyz.z;
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}
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dest->xyz.x = x * inv_n;
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dest->xyz.y = y * inv_n;
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dest->xyz.z = z * inv_n;
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return dest;
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}
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//averages two vectors. returns ptr to dest
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//dest can equal either source
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vec3d *vm_vec_avg(vec3d *dest, const vec3d *src0, const vec3d *src1)
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{
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dest->xyz.x = (src0->xyz.x + src1->xyz.x) * 0.5f;
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dest->xyz.y = (src0->xyz.y + src1->xyz.y) * 0.5f;
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dest->xyz.z = (src0->xyz.z + src1->xyz.z) * 0.5f;
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return dest;
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}
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//averages four vectors. returns ptr to dest
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//dest can equal any source
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vec3d *vm_vec_avg3(vec3d *dest, const vec3d *src0, const vec3d *src1, const vec3d *src2)
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{
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dest->xyz.x = (src0->xyz.x + src1->xyz.x + src2->xyz.x) * 0.333333333f;
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dest->xyz.y = (src0->xyz.y + src1->xyz.y + src2->xyz.y) * 0.333333333f;
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dest->xyz.z = (src0->xyz.z + src1->xyz.z + src2->xyz.z) * 0.333333333f;
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return dest;
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}
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//averages four vectors. returns ptr to dest
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//dest can equal any source
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vec3d *vm_vec_avg4(vec3d *dest, const vec3d *src0, const vec3d *src1, const vec3d *src2, const vec3d *src3)
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{
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dest->xyz.x = (src0->xyz.x + src1->xyz.x + src2->xyz.x + src3->xyz.x) * 0.25f;
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dest->xyz.y = (src0->xyz.y + src1->xyz.y + src2->xyz.y + src3->xyz.y) * 0.25f;
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dest->xyz.z = (src0->xyz.z + src1->xyz.z + src2->xyz.z + src3->xyz.z) * 0.25f;
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return dest;
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}
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//scales a vector in place.
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void vm_vec_scale(vec3d *dest, float s)
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{
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dest->xyz.x = dest->xyz.x * s;
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dest->xyz.y = dest->xyz.y * s;
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dest->xyz.z = dest->xyz.z * s;
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}
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//scales a 4-component vector in place.
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void vm_vec_scale(vec4 *dest, float s)
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{
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dest->xyzw.x = dest->xyzw.x * s;
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dest->xyzw.y = dest->xyzw.y * s;
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dest->xyzw.z = dest->xyzw.z * s;
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dest->xyzw.w = dest->xyzw.w * s;
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}
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//scales and copies a vector.
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void vm_vec_copy_scale(vec3d *dest, const vec3d *src, float s)
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{
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dest->xyz.x = src->xyz.x*s;
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dest->xyz.y = src->xyz.y*s;
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dest->xyz.z = src->xyz.z*s;
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}
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//scales a vector, adds it to another, and stores in a 3rd vector
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//dest = src1 + k * src2
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void vm_vec_scale_add(vec3d *dest, const vec3d *src1, const vec3d *src2, float k)
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{
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dest->xyz.x = src1->xyz.x + src2->xyz.x*k;
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dest->xyz.y = src1->xyz.y + src2->xyz.y*k;
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dest->xyz.z = src1->xyz.z + src2->xyz.z*k;
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}
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//scales a vector, subtracts it to another, and stores in a 3rd vector
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//dest = src1 - k * src2
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void vm_vec_scale_sub(vec3d *dest, const vec3d *src1, const vec3d *src2, float k)
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{
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dest->xyz.x = src1->xyz.x - src2->xyz.x*k;
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dest->xyz.y = src1->xyz.y - src2->xyz.y*k;
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dest->xyz.z = src1->xyz.z - src2->xyz.z*k;
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}
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//scales a vector and adds it to another
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//dest += k * src
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void vm_vec_scale_add2(vec3d *dest, const vec3d *src, float k)
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{
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dest->xyz.x += src->xyz.x*k;
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dest->xyz.y += src->xyz.y*k;
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dest->xyz.z += src->xyz.z*k;
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}
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//scales a vector and adds it to another
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//dest += k * src
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void vm_vec_scale_sub2(vec3d *dest, const vec3d *src, float k)
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{
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dest->xyz.x -= src->xyz.x*k;
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dest->xyz.y -= src->xyz.y*k;
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dest->xyz.z -= src->xyz.z*k;
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}
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//scales a vector in place, taking n/d for scale.
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//dest *= n/d
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void vm_vec_scale2(vec3d *dest, float n, float d)
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{
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d = 1.0f/d;
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dest->xyz.x = dest->xyz.x* n * d;
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dest->xyz.y = dest->xyz.y* n * d;
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dest->xyz.z = dest->xyz.z* n * d;
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}
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//returns dot product of 2 vectors
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float vm_vec_dot(const vec3d *v0, const vec3d *v1)
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{
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return (v1->xyz.x*v0->xyz.x)+(v1->xyz.y*v0->xyz.y)+(v1->xyz.z*v0->xyz.z);
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}
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//returns dot product of <x,y,z> and vector
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float vm_vec_dot3(float x, float y, float z, const vec3d *v)
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{
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return (x*v->xyz.x)+(y*v->xyz.y)+(z*v->xyz.z);
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}
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//returns magnitude of a vector
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float vm_vec_mag(const vec3d *v)
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{
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float mag1;
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mag1 = (v->xyz.x * v->xyz.x) + (v->xyz.y * v->xyz.y) + (v->xyz.z * v->xyz.z);
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if (mag1 <= 0.0f) {
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return 0.0f;
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}
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return fl_sqrt(mag1);
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}
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//returns squared magnitude of a vector, useful if you want to compare distances
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float vm_vec_mag_squared(const vec3d *v)
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{
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return ((v->xyz.x * v->xyz.x) + (v->xyz.y * v->xyz.y) + (v->xyz.z * v->xyz.z));
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}
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float vm_vec_dist_squared(const vec3d *v0, const vec3d *v1)
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{
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float dx, dy, dz;
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dx = v0->xyz.x - v1->xyz.x;
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dy = v0->xyz.y - v1->xyz.y;
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dz = v0->xyz.z - v1->xyz.z;
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return dx*dx + dy*dy + dz*dz;
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}
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//computes the distance between two points. (does sub and mag)
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float vm_vec_dist(const vec3d *v0, const vec3d *v1)
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{
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float t1;
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vec3d t;
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vm_vec_sub(&t,v0,v1);
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t1 = vm_vec_mag(&t);
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return t1;
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}
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//computes an approximation of the magnitude of the vector
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//uses dist = largest + next_largest*3/8 + smallest*3/16
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float vm_vec_mag_quick(const vec3d *v)
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{
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float a,b,c,bc, t;
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a = fl_abs(v->xyz.x);
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b = fl_abs(v->xyz.y);
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c = fl_abs(v->xyz.z);
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if (a < b) {
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t = a;
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a = b;
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b = t;
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}
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if (b < c) {
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t = b;
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b = c;
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c = t;
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if (a < b) {
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t = a;
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a = b;
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b = t;
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}
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}
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bc = (b * 0.25f) + (c * 0.125f);
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t = a + bc + (bc * 0.5f);
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return t;
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}
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//computes an approximation of the distance between two points.
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//uses dist = largest + next_largest*3/8 + smallest*3/16
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float vm_vec_dist_quick(const vec3d *v0, const vec3d *v1)
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{
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vec3d t;
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vm_vec_sub(&t,v0,v1);
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return vm_vec_mag_quick(&t);
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}
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//normalize a vector. returns mag of source vec (always greater than zero)
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float vm_vec_copy_normalize(vec3d *dest, const vec3d *src)
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{
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float m;
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m = vm_vec_mag(src);
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// Mainly here to trap attempts to normalize a null vector.
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if (m <= 0.0f) {
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// static int been_warned2 = false;//added this so the warning could be sounded and you can still get on with playing-Bobboau
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// if(!been_warned2)
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{
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Warning(LOCATION, "Null vec3d in vec3d normalize.\n"
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"Trace out of vecmat.cpp and find offending code.\n");
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// been_warned2 = true;
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}
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dest->xyz.x = 1.0f;
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dest->xyz.y = 0.0f;
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dest->xyz.z = 0.0f;
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return 1.0f;
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}
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float im = 1.0f / m;
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dest->xyz.x = src->xyz.x * im;
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dest->xyz.y = src->xyz.y * im;
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dest->xyz.z = src->xyz.z * im;
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return m;
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}
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//normalize a vector. returns mag of source vec (always greater than zero)
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float vm_vec_normalize(vec3d *v)
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{
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float t;
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t = vm_vec_copy_normalize(v,v);
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return t;
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}
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// Normalize a vector.
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// If vector is 0,0,0, return 1,0,0.
|
|
// Don't generate a Warning().
|
|
// returns mag of source vec
|
|
float vm_vec_normalize_safe(vec3d *v)
|
|
{
|
|
float m;
|
|
|
|
m = vm_vec_mag(v);
|
|
|
|
// Mainly here to trap attempts to normalize a null vector.
|
|
if (m <= 0.0f) {
|
|
v->xyz.x = 1.0f;
|
|
v->xyz.y = 0.0f;
|
|
v->xyz.z = 0.0f;
|
|
return 1.0f;
|
|
}
|
|
|
|
float im = 1.0f / m;
|
|
|
|
v->xyz.x *= im;
|
|
v->xyz.y *= im;
|
|
v->xyz.z *= im;
|
|
|
|
return m;
|
|
|
|
}
|
|
|
|
|
|
//returns approximation of 1/magnitude of a vector
|
|
static float vm_vec_imag(const vec3d *v)
|
|
{
|
|
#if _M_IX86_FP < 1
|
|
return 1.0f / sqrt( (v->xyz.x*v->xyz.x)+(v->xyz.y*v->xyz.y)+(v->xyz.z*v->xyz.z) );
|
|
#else
|
|
float x = (v->xyz.x*v->xyz.x)+(v->xyz.y*v->xyz.y)+(v->xyz.z*v->xyz.z);
|
|
__m128 xx = _mm_load_ss( & x );
|
|
xx = _mm_rsqrt_ss( xx );
|
|
_mm_store_ss( & x, xx );
|
|
|
|
return x;
|
|
#endif
|
|
}
|
|
|
|
//normalize a vector. returns 1/mag of source vec. uses approx 1/mag
|
|
float vm_vec_copy_normalize_quick(vec3d *dest,const vec3d *src)
|
|
{
|
|
// return vm_vec_copy_normalize(dest, src);
|
|
float im;
|
|
|
|
im = vm_vec_imag(src);
|
|
|
|
Assert(im > 0.0f);
|
|
|
|
dest->xyz.x = src->xyz.x*im;
|
|
dest->xyz.y = src->xyz.y*im;
|
|
dest->xyz.z = src->xyz.z*im;
|
|
|
|
return 1.0f/im;
|
|
}
|
|
|
|
//normalize a vector. returns mag of source vec. uses approx mag
|
|
float vm_vec_normalize_quick(vec3d *src)
|
|
{
|
|
// return vm_vec_normalize(src);
|
|
|
|
float im;
|
|
|
|
im = vm_vec_imag(src);
|
|
|
|
Assert(im > 0.0f);
|
|
|
|
src->xyz.x = src->xyz.x*im;
|
|
src->xyz.y = src->xyz.y*im;
|
|
src->xyz.z = src->xyz.z*im;
|
|
|
|
return 1.0f/im;
|
|
|
|
}
|
|
|
|
//normalize a vector. returns mag of source vec. uses approx mag
|
|
float vm_vec_copy_normalize_quick_mag(vec3d *dest, const vec3d *src)
|
|
{
|
|
// return vm_vec_copy_normalize(dest, src);
|
|
|
|
float m;
|
|
|
|
m = vm_vec_mag_quick(src);
|
|
|
|
Assert(m > 0.0f);
|
|
|
|
float im = 1.0f / m;
|
|
|
|
dest->xyz.x = src->xyz.x * im;
|
|
dest->xyz.y = src->xyz.y * im;
|
|
dest->xyz.z = src->xyz.z * im;
|
|
|
|
return m;
|
|
|
|
}
|
|
|
|
//return the normalized direction vector between two points
|
|
//dest = normalized(end - start). Returns mag of direction vector
|
|
//NOTE: the order of the parameters matches the vector subtraction
|
|
float vm_vec_normalized_dir(vec3d *dest, const vec3d *end, const vec3d *start)
|
|
{
|
|
float t;
|
|
|
|
vm_vec_sub(dest,end,start);
|
|
// VECMAT-ERROR: NULL VEC3D (end == start)
|
|
t = vm_vec_normalize_safe(dest);
|
|
return t;
|
|
}
|
|
|
|
//return the normalized direction vector between two points
|
|
//dest = normalized(end - start). Returns mag of direction vector
|
|
//NOTE: the order of the parameters matches the vector subtraction
|
|
float vm_vec_normalized_dir_quick(vec3d *dest, const vec3d *end, const vec3d *start)
|
|
{
|
|
vm_vec_sub(dest,end,start);
|
|
|
|
return vm_vec_normalize_quick(dest);
|
|
}
|
|
|
|
//computes surface normal from three points. result is normalized
|
|
//returns ptr to dest
|
|
//dest CANNOT equal either source
|
|
vec3d *vm_vec_normal(vec3d *dest, const vec3d *p0, const vec3d *p1, const vec3d *p2)
|
|
{
|
|
Assert(dest != p0);
|
|
Assert(dest != p1);
|
|
Assert(dest != p2);
|
|
|
|
vm_vec_perp(dest,p0,p1,p2);
|
|
|
|
vm_vec_normalize(dest);
|
|
|
|
return dest;
|
|
}
|
|
|
|
|
|
//computes cross product of two vectors.
|
|
//Note: this magnitude of the resultant vector is the
|
|
//product of the magnitudes of the two source vectors. This means it is
|
|
//quite easy for this routine to overflow and underflow. Be careful that
|
|
//your inputs are ok.
|
|
vec3d *vm_vec_cross(vec3d *dest, const vec3d *src0, const vec3d *src1)
|
|
{
|
|
dest->xyz.x = (src0->xyz.y * src1->xyz.z) - (src0->xyz.z * src1->xyz.y);
|
|
dest->xyz.y = (src0->xyz.z * src1->xyz.x) - (src0->xyz.x * src1->xyz.z);
|
|
dest->xyz.z = (src0->xyz.x * src1->xyz.y) - (src0->xyz.y * src1->xyz.x);
|
|
|
|
return dest;
|
|
}
|
|
|
|
int vm_test_parallel(const vec3d *src0, const vec3d *src1)
|
|
{
|
|
vec3d partial1;
|
|
vec3d partial2;
|
|
|
|
/*
|
|
* To test if two vectors are parallel, calculate their cross product.
|
|
* If the result is zero, then the vectors are parallel. It is better
|
|
* to compare the two cross product "partials" (for lack of a better
|
|
* word) against each other instead of the final cross product against
|
|
* zero.
|
|
*/
|
|
|
|
partial1.xyz.x = (src0->xyz.y * src1->xyz.z);
|
|
partial1.xyz.y = (src0->xyz.z * src1->xyz.x);
|
|
partial1.xyz.z = (src0->xyz.x * src1->xyz.y);
|
|
|
|
partial2.xyz.x = (src0->xyz.z * src1->xyz.y);
|
|
partial2.xyz.y = (src0->xyz.x * src1->xyz.z);
|
|
partial2.xyz.z = (src0->xyz.y * src1->xyz.x);
|
|
|
|
return vm_vec_equal(partial1, partial2);
|
|
}
|
|
|
|
//computes non-normalized surface normal from three points.
|
|
//returns ptr to dest
|
|
//dest CANNOT equal either source
|
|
vec3d *vm_vec_perp(vec3d *dest, const vec3d *p0, const vec3d *p1,const vec3d *p2)
|
|
{
|
|
Assert(dest != p0);
|
|
Assert(dest != p1);
|
|
Assert(dest != p2);
|
|
|
|
vec3d t0,t1;
|
|
|
|
vm_vec_sub(&t0,p1,p0);
|
|
vm_vec_sub(&t1,p2,p1);
|
|
|
|
return vm_vec_cross(dest,&t0,&t1);
|
|
}
|
|
|
|
|
|
//computes the delta angle between two vectors.
|
|
//vectors need not be normalized. if they are, call vm_vec_delta_ang_norm()
|
|
//the forward vector (third parameter) can be NULL, in which case the absolute
|
|
//value of the angle in returned. Otherwise the angle around that vector is
|
|
//returned.
|
|
float vm_vec_delta_ang(const vec3d *v0, const vec3d *v1, const vec3d *fvec)
|
|
{
|
|
float t;
|
|
vec3d t0,t1,t2;
|
|
|
|
vm_vec_copy_normalize(&t0,v0);
|
|
vm_vec_copy_normalize(&t1,v1);
|
|
|
|
if (NULL == fvec) {
|
|
t = vm_vec_delta_ang_norm(&t0, &t1, NULL);
|
|
} else {
|
|
vm_vec_copy_normalize(&t2,fvec);
|
|
t = vm_vec_delta_ang_norm(&t0,&t1,&t2);
|
|
}
|
|
|
|
return t;
|
|
}
|
|
|
|
//computes the delta angle between two normalized vectors.
|
|
float vm_vec_delta_ang_norm(const vec3d *v0, const vec3d *v1, const vec3d *fvec)
|
|
{
|
|
float a;
|
|
vec3d t;
|
|
|
|
a = acosf(vm_vec_dot(v0,v1));
|
|
|
|
if (fvec) {
|
|
vm_vec_cross(&t,v0,v1);
|
|
if ( vm_vec_dot(&t,fvec) < 0.0 ) {
|
|
a = -a;
|
|
}
|
|
}
|
|
|
|
return a;
|
|
}
|
|
|
|
static matrix *sincos_2_matrix(matrix *m, float sinp, float cosp, float sinb, float cosb, float sinh, float cosh)
|
|
{
|
|
float sbsh,cbch,cbsh,sbch;
|
|
|
|
|
|
sbsh = sinb*sinh;
|
|
cbch = cosb*cosh;
|
|
cbsh = cosb*sinh;
|
|
sbch = sinb*cosh;
|
|
|
|
m->vec.rvec.xyz.x = cbch + sinp*sbsh; //m1
|
|
m->vec.uvec.xyz.z = sbsh + sinp*cbch; //m8
|
|
|
|
m->vec.uvec.xyz.x = sinp*cbsh - sbch; //m2
|
|
m->vec.rvec.xyz.z = sinp*sbch - cbsh; //m7
|
|
|
|
m->vec.fvec.xyz.x = sinh*cosp; //m3
|
|
m->vec.rvec.xyz.y = sinb*cosp; //m4
|
|
m->vec.uvec.xyz.y = cosb*cosp; //m5
|
|
m->vec.fvec.xyz.z = cosh*cosp; //m9
|
|
|
|
m->vec.fvec.xyz.y = -sinp; //m6
|
|
|
|
|
|
return m;
|
|
|
|
}
|
|
|
|
//computes a matrix from a set of three angles. returns ptr to matrix
|
|
matrix *vm_angles_2_matrix(matrix *m, const angles *a)
|
|
{
|
|
matrix * t;
|
|
float sinp,cosp,sinb,cosb,sinh,cosh;
|
|
|
|
sinp = sinf(a->p); cosp = cosf(a->p);
|
|
sinb = sinf(a->b); cosb = cosf(a->b);
|
|
sinh = sinf(a->h); cosh = cosf(a->h);
|
|
|
|
t = sincos_2_matrix(m,sinp,cosp,sinb,cosb,sinh,cosh);
|
|
|
|
return t;
|
|
}
|
|
|
|
//computes a matrix from one angle.
|
|
// angle_index = 0,1,2 for p,b,h
|
|
matrix *vm_angle_2_matrix(matrix *m, float a, int angle_index)
|
|
{
|
|
matrix * t;
|
|
float sinp,cosp,sinb,cosb,sinh,cosh;
|
|
|
|
/*
|
|
* Initialize sin and cos variables using an initial angle of
|
|
* zero degrees. Recall that sin(0) = 0 and cos(0) = 1.
|
|
*/
|
|
|
|
sinp = 0.0f; cosp = 1.0f;
|
|
sinb = 0.0f; cosb = 1.0f;
|
|
sinh = 0.0f; cosh = 1.0f;
|
|
|
|
switch (angle_index) {
|
|
case 0:
|
|
sinp = sinf(a); cosp = cosf(a);
|
|
break;
|
|
case 1:
|
|
sinb = sinf(a); cosb = cosf(a);
|
|
break;
|
|
case 2:
|
|
sinh = sinf(a); cosh = cosf(a);
|
|
break;
|
|
}
|
|
|
|
t = sincos_2_matrix(m,sinp,cosp,sinb,cosb,sinh,cosh);
|
|
|
|
return t;
|
|
}
|
|
|
|
|
|
//computes a matrix from a forward vector and an angle
|
|
matrix *vm_vec_ang_2_matrix(matrix *m, const vec3d *v, float a)
|
|
{
|
|
matrix * t;
|
|
float sinb,cosb,sinp,cosp,sinh,cosh;
|
|
|
|
sinb = sinf(a); cosb = cosf(a);
|
|
|
|
sinp = -v->xyz.y;
|
|
cosp = fl_sqrt(1.0f - sinp*sinp);
|
|
|
|
sinh = v->xyz.x / cosp;
|
|
cosh = v->xyz.z / cosp;
|
|
|
|
t = sincos_2_matrix(m,sinp,cosp,sinb,cosb,sinh,cosh);
|
|
|
|
return t;
|
|
}
|
|
|
|
/**
|
|
* @brief Generates a matrix from a normalized fvec.
|
|
*
|
|
* @param[in,out] matrix The matrix to generate
|
|
*
|
|
* @details The matrix's fvec is used to generate the uvec and rvec
|
|
*
|
|
* @sa vm_vector_2_matrix(), vm_vector_2_matrix_norm()
|
|
*/
|
|
void vm_vector_2_matrix_gen_vectors(matrix *m)
|
|
{
|
|
vec3d *xvec=&m->vec.rvec;
|
|
vec3d *yvec=&m->vec.uvec;
|
|
vec3d *zvec=&m->vec.fvec;
|
|
|
|
if ((zvec->xyz.x==0.0f) && (zvec->xyz.z==0.0f)) { //forward vec is straight up or down
|
|
m->vec.rvec.xyz.x = 1.0f;
|
|
m->vec.uvec.xyz.z = (zvec->xyz.y<0.0f)?1.0f:-1.0f;
|
|
|
|
m->vec.rvec.xyz.y = m->vec.rvec.xyz.z = m->vec.uvec.xyz.x = m->vec.uvec.xyz.y = 0.0f;
|
|
}
|
|
else { //not straight up or down
|
|
|
|
xvec->xyz.x = zvec->xyz.z;
|
|
xvec->xyz.y = 0.0f;
|
|
xvec->xyz.z = -zvec->xyz.x;
|
|
|
|
vm_vec_normalize(xvec);
|
|
|
|
vm_vec_cross(yvec,zvec,xvec);
|
|
|
|
}
|
|
}
|
|
|
|
matrix *vm_vector_2_matrix(matrix *m, const vec3d *fvec, const vec3d *uvec, const vec3d *rvec)
|
|
{
|
|
vec3d fvec_norm;
|
|
vm_vec_copy_normalize(&fvec_norm, fvec);
|
|
fvec = &fvec_norm;
|
|
|
|
vec3d uvec_norm;
|
|
if (uvec != nullptr) {
|
|
vm_vec_copy_normalize(&uvec_norm, uvec);
|
|
uvec = &uvec_norm;
|
|
}
|
|
|
|
vec3d rvec_norm;
|
|
if (rvec != nullptr) {
|
|
vm_vec_copy_normalize(&rvec_norm, rvec);
|
|
rvec = &rvec_norm;
|
|
}
|
|
|
|
// Call the actuall function for normalized vectors
|
|
return vm_vector_2_matrix_norm(m, fvec, uvec, rvec);
|
|
}
|
|
|
|
matrix *vm_vector_2_matrix_norm(matrix *m, const vec3d *fvec, const vec3d *uvec, const vec3d *rvec)
|
|
{
|
|
matrix temp = *m;
|
|
|
|
vec3d *xvec=&temp.vec.rvec;
|
|
vec3d *yvec=&temp.vec.uvec;
|
|
vec3d *zvec=&temp.vec.fvec;
|
|
|
|
Assert(fvec != NULL);
|
|
|
|
*zvec = *fvec;
|
|
|
|
if (uvec == NULL) {
|
|
if (rvec == NULL) { //just forward vec
|
|
vm_vector_2_matrix_gen_vectors(&temp);
|
|
}
|
|
else { //use right vec
|
|
*xvec = *rvec;
|
|
|
|
vm_vec_cross(yvec,zvec,xvec);
|
|
|
|
//normalize new perpendicular vector
|
|
vm_vec_normalize(yvec);
|
|
|
|
//now recompute right vector, in case it wasn't entirely perpendiclar
|
|
vm_vec_cross(xvec,yvec,zvec);
|
|
}
|
|
}
|
|
else { //use up vec
|
|
*yvec = *uvec;
|
|
|
|
vm_vec_cross(xvec,yvec,zvec);
|
|
|
|
if (vm_vec_equal(*xvec, vmd_zero_vector)) {
|
|
// uvec was bogus (either same as fvec or -fvec)
|
|
// Reset temp to the original values and do the setup again
|
|
temp = *m;
|
|
|
|
temp.vec.fvec = *fvec;
|
|
|
|
vm_vector_2_matrix_gen_vectors(&temp);
|
|
}
|
|
else {
|
|
//normalize new perpendicular vector
|
|
vm_vec_normalize(xvec);
|
|
|
|
//now recompute up vector, in case it wasn't entirely perpendiclar
|
|
vm_vec_cross(yvec,zvec,xvec);
|
|
}
|
|
}
|
|
|
|
// Copy the computed values into the output parameter
|
|
*m = temp;
|
|
return m;
|
|
}
|
|
|
|
|
|
//rotates a vector through a matrix. returns ptr to dest vector
|
|
//dest CANNOT equal source
|
|
//
|
|
// Goober5000: FYI, the result of rotating a normalized vector through a rotation matrix will
|
|
// also be a normalized vector. It took me awhile to verify online that this was true. ;)
|
|
vec3d *vm_vec_rotate(vec3d *dest, const vec3d *src, const matrix *m)
|
|
{
|
|
Assert(dest != src);
|
|
|
|
dest->xyz.x = (src->xyz.x*m->vec.rvec.xyz.x)+(src->xyz.y*m->vec.rvec.xyz.y)+(src->xyz.z*m->vec.rvec.xyz.z);
|
|
dest->xyz.y = (src->xyz.x*m->vec.uvec.xyz.x)+(src->xyz.y*m->vec.uvec.xyz.y)+(src->xyz.z*m->vec.uvec.xyz.z);
|
|
dest->xyz.z = (src->xyz.x*m->vec.fvec.xyz.x)+(src->xyz.y*m->vec.fvec.xyz.y)+(src->xyz.z*m->vec.fvec.xyz.z);
|
|
|
|
return dest;
|
|
}
|
|
|
|
//rotates a vector through the transpose of the given matrix.
|
|
//returns ptr to dest vector
|
|
//dest CANNOT equal source
|
|
// This is a faster replacement for this common code sequence:
|
|
// vm_copy_transpose(&tempm,src_matrix);
|
|
// vm_vec_rotate(dst_vec,src_vect,&tempm);
|
|
// Replace with:
|
|
// vm_vec_unrotate(dst_vec,src_vect, src_matrix)
|
|
//
|
|
// THIS DOES NOT ACTUALLY TRANSPOSE THE SOURCE MATRIX!!! So if
|
|
// you need it transposed later on, you should use the
|
|
// vm_vec_transpose() / vm_vec_rotate() technique.
|
|
//
|
|
// Goober5000: FYI, the result of rotating a normalized vector through a rotation matrix will
|
|
// also be a normalized vector. It took me awhile to verify online that this was true. ;)
|
|
vec3d *vm_vec_unrotate(vec3d *dest, const vec3d *src, const matrix *m)
|
|
{
|
|
Assert(dest != src);
|
|
|
|
dest->xyz.x = (src->xyz.x*m->vec.rvec.xyz.x)+(src->xyz.y*m->vec.uvec.xyz.x)+(src->xyz.z*m->vec.fvec.xyz.x);
|
|
dest->xyz.y = (src->xyz.x*m->vec.rvec.xyz.y)+(src->xyz.y*m->vec.uvec.xyz.y)+(src->xyz.z*m->vec.fvec.xyz.y);
|
|
dest->xyz.z = (src->xyz.x*m->vec.rvec.xyz.z)+(src->xyz.y*m->vec.uvec.xyz.z)+(src->xyz.z*m->vec.fvec.xyz.z);
|
|
|
|
return dest;
|
|
}
|
|
|
|
//transpose a matrix in place. returns ptr to matrix
|
|
matrix *vm_transpose(matrix *m)
|
|
{
|
|
float t;
|
|
|
|
t = m->vec.uvec.xyz.x; m->vec.uvec.xyz.x = m->vec.rvec.xyz.y; m->vec.rvec.xyz.y = t;
|
|
t = m->vec.fvec.xyz.x; m->vec.fvec.xyz.x = m->vec.rvec.xyz.z; m->vec.rvec.xyz.z = t;
|
|
t = m->vec.fvec.xyz.y; m->vec.fvec.xyz.y = m->vec.uvec.xyz.z; m->vec.uvec.xyz.z = t;
|
|
|
|
return m;
|
|
}
|
|
|
|
//copy and transpose a matrix. returns ptr to matrix
|
|
//dest CANNOT equal source. use vm_transpose() if this is the case
|
|
matrix *vm_copy_transpose(matrix *dest, const matrix *src)
|
|
{
|
|
Assert(dest != src);
|
|
|
|
dest->vec.rvec.xyz.x = src->vec.rvec.xyz.x;
|
|
dest->vec.rvec.xyz.y = src->vec.uvec.xyz.x;
|
|
dest->vec.rvec.xyz.z = src->vec.fvec.xyz.x;
|
|
|
|
dest->vec.uvec.xyz.x = src->vec.rvec.xyz.y; //-V537
|
|
dest->vec.uvec.xyz.y = src->vec.uvec.xyz.y;
|
|
dest->vec.uvec.xyz.z = src->vec.fvec.xyz.y; //-V537
|
|
|
|
dest->vec.fvec.xyz.x = src->vec.rvec.xyz.z;
|
|
dest->vec.fvec.xyz.y = src->vec.uvec.xyz.z; //-V537
|
|
dest->vec.fvec.xyz.z = src->vec.fvec.xyz.z;
|
|
|
|
|
|
return dest;
|
|
}
|
|
|
|
//mulitply 2 matrices, fill in dest. returns ptr to dest
|
|
//dest CANNOT equal either source
|
|
matrix *vm_matrix_x_matrix(matrix *dest, const matrix *src0, const matrix *src1)
|
|
{
|
|
Assert(dest!=src0 && dest!=src1);
|
|
|
|
dest->vec.rvec.xyz.x = vm_vec_dot3(src0->vec.rvec.xyz.x,src0->vec.uvec.xyz.x,src0->vec.fvec.xyz.x, &src1->vec.rvec);
|
|
dest->vec.uvec.xyz.x = vm_vec_dot3(src0->vec.rvec.xyz.x,src0->vec.uvec.xyz.x,src0->vec.fvec.xyz.x, &src1->vec.uvec);
|
|
dest->vec.fvec.xyz.x = vm_vec_dot3(src0->vec.rvec.xyz.x,src0->vec.uvec.xyz.x,src0->vec.fvec.xyz.x, &src1->vec.fvec);
|
|
|
|
dest->vec.rvec.xyz.y = vm_vec_dot3(src0->vec.rvec.xyz.y,src0->vec.uvec.xyz.y,src0->vec.fvec.xyz.y, &src1->vec.rvec);
|
|
dest->vec.uvec.xyz.y = vm_vec_dot3(src0->vec.rvec.xyz.y,src0->vec.uvec.xyz.y,src0->vec.fvec.xyz.y, &src1->vec.uvec);
|
|
dest->vec.fvec.xyz.y = vm_vec_dot3(src0->vec.rvec.xyz.y,src0->vec.uvec.xyz.y,src0->vec.fvec.xyz.y, &src1->vec.fvec);
|
|
|
|
dest->vec.rvec.xyz.z = vm_vec_dot3(src0->vec.rvec.xyz.z,src0->vec.uvec.xyz.z,src0->vec.fvec.xyz.z, &src1->vec.rvec);
|
|
dest->vec.uvec.xyz.z = vm_vec_dot3(src0->vec.rvec.xyz.z,src0->vec.uvec.xyz.z,src0->vec.fvec.xyz.z, &src1->vec.uvec);
|
|
dest->vec.fvec.xyz.z = vm_vec_dot3(src0->vec.rvec.xyz.z,src0->vec.uvec.xyz.z,src0->vec.fvec.xyz.z, &src1->vec.fvec);
|
|
|
|
return dest;
|
|
}
|
|
|
|
|
|
//extract angles from a matrix
|
|
angles *vm_extract_angles_matrix(angles *a, const matrix *m)
|
|
{
|
|
float sinh,cosh,cosp;
|
|
|
|
a->h = atan2_safe(m->vec.fvec.xyz.x,m->vec.fvec.xyz.z);
|
|
|
|
sinh = sinf(a->h); cosh = cosf(a->h);
|
|
|
|
if (fl_abs(sinh) > fl_abs(cosh)) //sine is larger, so use it
|
|
cosp = m->vec.fvec.xyz.x*sinh;
|
|
else //cosine is larger, so use it
|
|
cosp = m->vec.fvec.xyz.z*cosh;
|
|
|
|
a->p = atan2_safe(-m->vec.fvec.xyz.y, cosp);
|
|
|
|
if (cosp == 0.0f) //the cosine of pitch is zero. we're pitched straight up. say no bank
|
|
|
|
a->b = 0.0f;
|
|
|
|
else {
|
|
float sinb,cosb;
|
|
|
|
sinb = m->vec.rvec.xyz.y/cosp;
|
|
cosb = m->vec.uvec.xyz.y/cosp;
|
|
|
|
a->b = atan2_safe(sinb,cosb);
|
|
}
|
|
|
|
|
|
return a;
|
|
}
|
|
|
|
// alternate method for extracting angles which seems to be
|
|
// less susceptible to rounding errors -- see section 8.7.2
|
|
// (pages 278-281) of 3D Math Primer for Graphics and Game
|
|
// Development, 2nd Edition
|
|
// http://books.google.com/books?id=X3hmuhBoFF0C&printsec=frontcover#v=onepage&q&f=false
|
|
angles *vm_extract_angles_matrix_alternate(angles *a, const matrix *m)
|
|
{
|
|
Assert(a != NULL);
|
|
Assert(m != NULL);
|
|
|
|
// Extract pitch from m32, being careful for domain errors with
|
|
// asin(). We could have values slightly out of range due to
|
|
// floating point arithmetic.
|
|
float sp = -m->vec.fvec.xyz.y;
|
|
if (sp <= -1.0f) {
|
|
a->p = -PI_2; // -pi/2
|
|
} else if (sp >= 1.0f) {
|
|
a->p = PI_2; // pi/2
|
|
} else {
|
|
a->p = asinf(sp);
|
|
}
|
|
|
|
// Check for the Gimbal lock case, giving a slight tolerance
|
|
// for numerical imprecision
|
|
if (fabs(sp) > 0.9999f) {
|
|
// We are looking straight up or down.
|
|
// Slam bank to zero and just set heading
|
|
a->b = 0.0f;
|
|
a->h = atan2(-m->vec.rvec.xyz.z, m->vec.rvec.xyz.x);
|
|
} else {
|
|
// Compute heading
|
|
a->h = atan2(m->vec.fvec.xyz.x, m->vec.fvec.xyz.z);
|
|
|
|
// Compute bank
|
|
a->b = atan2(m->vec.rvec.xyz.y, m->vec.uvec.xyz.y);
|
|
}
|
|
|
|
return a;
|
|
}
|
|
|
|
|
|
//extract heading and pitch from a vector, assuming bank==0
|
|
static angles *vm_extract_angles_vector_normalized(angles *a, const vec3d *v)
|
|
{
|
|
|
|
a->b = 0.0f; //always zero bank
|
|
|
|
a->p = asinf(-v->xyz.y);
|
|
|
|
a->h = atan2_safe(v->xyz.z,v->xyz.x);
|
|
|
|
return a;
|
|
}
|
|
|
|
//extract heading and pitch from a vector, assuming bank==0
|
|
angles *vm_extract_angles_vector(angles *a, const vec3d *v)
|
|
{
|
|
vec3d t;
|
|
|
|
vm_vec_copy_normalize(&t,v);
|
|
vm_extract_angles_vector_normalized(a,&t);
|
|
|
|
return a;
|
|
}
|
|
|
|
//compute the distance from a point to a plane. takes the normalized normal
|
|
//of the plane (ebx), a point on the plane (edi), and the point to check (esi).
|
|
//returns distance in eax
|
|
//distance is signed, so negative dist is on the back of the plane
|
|
float vm_dist_to_plane(const vec3d *checkp, const vec3d *norm, const vec3d *planep)
|
|
{
|
|
float t1;
|
|
vec3d t;
|
|
|
|
vm_vec_sub(&t,checkp,planep);
|
|
|
|
t1 = vm_vec_dot(&t,norm);
|
|
|
|
return t1;
|
|
|
|
}
|
|
|
|
// Given mouse movement in dx, dy, returns a 3x3 rotation matrix in RotMat.
|
|
// Taken from Graphics Gems III, page 51, "The Rolling Ball"
|
|
// Example:
|
|
//if ( (Mouse.dx!=0) || (Mouse.dy!=0) ) {
|
|
// GetMouseRotation( Mouse.dx, Mouse.dy, &MouseRotMat );
|
|
// vm_matrix_x_matrix(&tempm,&LargeView.ev_matrix,&MouseRotMat);
|
|
// LargeView.ev_matrix = tempm;
|
|
//}
|
|
|
|
|
|
void vm_trackball( int idx, int idy, matrix * RotMat )
|
|
{
|
|
float dr, cos_theta, sin_theta, denom, cos_theta1;
|
|
float Radius = 100.0f;
|
|
float dx,dy;
|
|
float dxdr,dydr;
|
|
|
|
idy *= -1;
|
|
|
|
dx = (float)idx; dy = (float)idy;
|
|
|
|
dr = fl_sqrt(dx*dx+dy*dy);
|
|
|
|
denom = fl_sqrt(Radius*Radius+dr*dr);
|
|
|
|
cos_theta = Radius/denom;
|
|
sin_theta = dr/denom;
|
|
|
|
cos_theta1 = 1.0f - cos_theta;
|
|
|
|
dxdr = dx/dr;
|
|
dydr = dy/dr;
|
|
|
|
RotMat->vec.rvec.xyz.x = cos_theta + (dydr*dydr)*cos_theta1;
|
|
RotMat->vec.uvec.xyz.x = - ((dxdr*dydr)*cos_theta1);
|
|
RotMat->vec.fvec.xyz.x = (dxdr*sin_theta);
|
|
|
|
RotMat->vec.rvec.xyz.y = RotMat->vec.uvec.xyz.x;
|
|
RotMat->vec.uvec.xyz.y = cos_theta + ((dxdr*dxdr)*cos_theta1);
|
|
RotMat->vec.fvec.xyz.y = (dydr*sin_theta);
|
|
|
|
RotMat->vec.rvec.xyz.z = -RotMat->vec.fvec.xyz.x;
|
|
RotMat->vec.uvec.xyz.z = -RotMat->vec.fvec.xyz.y;
|
|
RotMat->vec.fvec.xyz.z = cos_theta;
|
|
}
|
|
|
|
// Compute the outer product of A = A * transpose(A). 1x3 vector becomes 3x3 matrix.
|
|
static void vm_vec_outer_product(matrix *mat, const vec3d *vec)
|
|
{
|
|
mat->vec.rvec.xyz.x = vec->xyz.x * vec->xyz.x;
|
|
mat->vec.rvec.xyz.y = vec->xyz.x * vec->xyz.y;
|
|
mat->vec.rvec.xyz.z = vec->xyz.x * vec->xyz.z;
|
|
|
|
mat->vec.uvec.xyz.x = vec->xyz.y * vec->xyz.x; //-V537
|
|
mat->vec.uvec.xyz.y = vec->xyz.y * vec->xyz.y;
|
|
mat->vec.uvec.xyz.z = vec->xyz.y * vec->xyz.z; //-V537
|
|
|
|
mat->vec.fvec.xyz.x = vec->xyz.z * vec->xyz.x;
|
|
mat->vec.fvec.xyz.y = vec->xyz.z * vec->xyz.y; //-V537
|
|
mat->vec.fvec.xyz.z = vec->xyz.z * vec->xyz.z;
|
|
}
|
|
|
|
// Find the point on the line between p0 and p1 that is nearest to int_pnt.
|
|
// Stuff result in nearest_point.
|
|
// Uses algorithm from page 148 of Strang, Linear Algebra and Its Applications.
|
|
// Returns value indicating whether *nearest_point is between *p0 and *p1.
|
|
// 0.0f means *nearest_point is *p0, 1.0f means it's *p1. 2.0f means it's beyond p1 by 2x.
|
|
// -1.0f means it's "before" *p0 by 1x.
|
|
float find_nearest_point_on_line(vec3d *nearest_point, const vec3d *p0, const vec3d *p1, const vec3d *int_pnt)
|
|
{
|
|
vec3d norm, xlated_int_pnt, projected_point;
|
|
matrix mat;
|
|
float mag, dot;
|
|
|
|
vm_vec_sub(&norm, p1, p0);
|
|
vm_vec_sub(&xlated_int_pnt, int_pnt, p0);
|
|
|
|
if (IS_VEC_NULL_SQ_SAFE(&norm)) {
|
|
*nearest_point = *int_pnt;
|
|
return 9999.9f;
|
|
}
|
|
|
|
mag = vm_vec_normalize(&norm); // Normalize vector so we don't have to divide by dot product.
|
|
|
|
if (mag < 0.01f) {
|
|
*nearest_point = *int_pnt;
|
|
return 9999.9f;
|
|
// Warning(LOCATION, "Very small magnitude in find_nearest_point_on_line.\n");
|
|
}
|
|
|
|
vm_vec_outer_product(&mat, &norm);
|
|
|
|
vm_vec_rotate(&projected_point, &xlated_int_pnt, &mat);
|
|
vm_vec_add(nearest_point, &projected_point, p0);
|
|
|
|
dot = vm_vec_dot(&norm, &projected_point);
|
|
|
|
return dot/mag;
|
|
}
|
|
|
|
//make sure matrix is orthogonal
|
|
//computes a matrix from one or more vectors. The forward vector is required,
|
|
//with the other two being optional. If both up & right vectors are passed,
|
|
//the up vector is used. If only the forward vector is passed, a bank of
|
|
//zero is assumed
|
|
//returns ptr to matrix
|
|
void vm_orthogonalize_matrix(matrix *m_src)
|
|
{
|
|
float umag, rmag;
|
|
matrix tempm;
|
|
matrix * m = &tempm;
|
|
|
|
vm_vec_copy_normalize(&m->vec.fvec,&m_src->vec.fvec);
|
|
|
|
umag = vm_vec_mag(&m_src->vec.uvec);
|
|
rmag = vm_vec_mag(&m_src->vec.rvec);
|
|
if (umag <= 0.0f) { // no up vector to use..
|
|
if (rmag <= 0.0f) { // no right vector either, so make something up
|
|
if (!m->vec.fvec.xyz.x && !m->vec.fvec.xyz.z && m->vec.fvec.xyz.y) // vertical vector
|
|
vm_vec_make(&m->vec.uvec, 0.0f, 0.0f, 1.0f);
|
|
else
|
|
vm_vec_make(&m->vec.uvec, 0.0f, 1.0f, 0.0f);
|
|
|
|
} else { // use the right vector to figure up vector
|
|
vm_vec_cross(&m->vec.uvec, &m->vec.fvec, &m_src->vec.rvec);
|
|
vm_vec_normalize(&m->vec.uvec);
|
|
}
|
|
|
|
} else { // use source up vector
|
|
vm_vec_copy_normalize(&m->vec.uvec, &m_src->vec.uvec);
|
|
}
|
|
|
|
// use forward and up vectors as good vectors to calculate right vector
|
|
vm_vec_cross(&m->vec.rvec, &m->vec.uvec, &m->vec.fvec);
|
|
|
|
//normalize new perpendicular vector
|
|
vm_vec_normalize(&m->vec.rvec);
|
|
|
|
//now recompute up vector, in case it wasn't entirely perpendicular
|
|
vm_vec_cross(&m->vec.uvec, &m->vec.fvec, &m->vec.rvec);
|
|
*m_src = tempm;
|
|
}
|
|
|
|
// like vm_orthogonalize_matrix(), except that zero vectors can exist within the
|
|
// matrix without causing problems. Valid vectors will be created where needed.
|
|
void vm_fix_matrix(matrix *m)
|
|
{
|
|
float fmag, umag, rmag;
|
|
|
|
fmag = vm_vec_mag(&m->vec.fvec);
|
|
umag = vm_vec_mag(&m->vec.uvec);
|
|
rmag = vm_vec_mag(&m->vec.rvec);
|
|
if (fmag <= 0.0f) {
|
|
if ((umag > 0.0f) && (rmag > 0.0f) && !vm_test_parallel(&m->vec.uvec, &m->vec.rvec)) {
|
|
vm_vec_cross(&m->vec.fvec, &m->vec.uvec, &m->vec.rvec);
|
|
vm_vec_normalize(&m->vec.fvec);
|
|
|
|
} else if (umag > 0.0f) {
|
|
if (!m->vec.uvec.xyz.x && !m->vec.uvec.xyz.y && m->vec.uvec.xyz.z) // z vector
|
|
vm_vec_make(&m->vec.fvec, 1.0f, 0.0f, 0.0f);
|
|
else
|
|
vm_vec_make(&m->vec.fvec, 0.0f, 0.0f, 1.0f);
|
|
}
|
|
|
|
} else
|
|
vm_vec_normalize(&m->vec.fvec);
|
|
|
|
// we now have a valid and normalized forward vector
|
|
|
|
if ((umag <= 0.0f) || vm_test_parallel(&m->vec.fvec, &m->vec.uvec)) { // no up vector to use..
|
|
if ((rmag <= 0.0f) || vm_test_parallel(&m->vec.fvec, &m->vec.rvec)) { // no right vector either, so make something up
|
|
if (!m->vec.fvec.xyz.x && m->vec.fvec.xyz.y && !m->vec.fvec.xyz.z) // vertical vector
|
|
vm_vec_make(&m->vec.uvec, 0.0f, 0.0f, -1.0f);
|
|
else
|
|
vm_vec_make(&m->vec.uvec, 0.0f, 1.0f, 0.0f);
|
|
|
|
} else { // use the right vector to figure up vector
|
|
vm_vec_cross(&m->vec.uvec, &m->vec.fvec, &m->vec.rvec);
|
|
vm_vec_normalize(&m->vec.uvec);
|
|
}
|
|
|
|
} else
|
|
vm_vec_normalize(&m->vec.uvec);
|
|
|
|
// we now have both valid and normalized forward and up vectors
|
|
|
|
vm_vec_cross(&m->vec.rvec, &m->vec.uvec, &m->vec.fvec);
|
|
|
|
//normalize new perpendicular vector
|
|
vm_vec_normalize(&m->vec.rvec);
|
|
|
|
//now recompute up vector, in case it wasn't entirely perpendiclar
|
|
vm_vec_cross(&m->vec.uvec, &m->vec.fvec, &m->vec.rvec);
|
|
}
|
|
|
|
//Rotates the orient matrix by the angles in tangles and then
|
|
//makes sure that the matrix is orthogonal.
|
|
void vm_rotate_matrix_by_angles( matrix *orient, const angles *tangles )
|
|
{
|
|
matrix rotmat,new_orient;
|
|
vm_angles_2_matrix(&rotmat,tangles);
|
|
vm_matrix_x_matrix(&new_orient,orient,&rotmat);
|
|
*orient = new_orient;
|
|
vm_orthogonalize_matrix(orient);
|
|
}
|
|
|
|
// dir must be normalized!
|
|
float vm_vec_dot_to_point(const vec3d *dir, const vec3d *p1, const vec3d *p2)
|
|
{
|
|
vec3d tvec;
|
|
|
|
vm_vec_sub(&tvec, p2, p1);
|
|
// VECMAT-ERROR: NULL VEC3D (p1 == p2)
|
|
vm_vec_normalize_safe(&tvec);
|
|
|
|
return vm_vec_dot(dir, &tvec);
|
|
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////
|
|
// Given a plane and a point, return the point on the plane closest the the point.
|
|
// Result returned in q.
|
|
void compute_point_on_plane(vec3d *q, const plane *planep, const vec3d *p)
|
|
{
|
|
float k;
|
|
vec3d normal;
|
|
|
|
normal.xyz.x = planep->A;
|
|
normal.xyz.y = planep->B;
|
|
normal.xyz.z = planep->C;
|
|
|
|
k = (planep->D + vm_vec_dot(&normal, p)) / vm_vec_dot(&normal, &normal);
|
|
|
|
vm_vec_scale_add(q, p, &normal, -k);
|
|
}
|
|
|
|
|
|
// Generate a fairly random vector that's fairly near normalized.
|
|
void vm_vec_rand_vec_quick(vec3d *rvec)
|
|
{
|
|
rvec->xyz.x = (frand() - 0.5f) * 2;
|
|
rvec->xyz.y = (frand() - 0.5f) * 2;
|
|
rvec->xyz.z = (frand() - 0.5f) * 2;
|
|
|
|
if (IS_VEC_NULL_SQ_SAFE(rvec))
|
|
rvec->xyz.x = 1.0f;
|
|
|
|
vm_vec_normalize_quick(rvec);
|
|
}
|
|
|
|
// Given an point "in" rotate it by "angle" around an
|
|
// arbritary line defined by a point on the line "line_point"
|
|
// and the normalized line direction, "line_dir"
|
|
// Returns the rotated point in "out".
|
|
void vm_rot_point_around_line(vec3d *out, const vec3d *in, float angle, const vec3d *line_point, const vec3d *line_dir)
|
|
{
|
|
vec3d tmp, tmp1;
|
|
matrix m, r;
|
|
angles ta;
|
|
|
|
vm_vector_2_matrix_norm(&m, line_dir, NULL, NULL );
|
|
|
|
ta.p = ta.h = 0.0f;
|
|
ta.b = angle;
|
|
vm_angles_2_matrix(&r,&ta);
|
|
|
|
vm_vec_sub( &tmp, in, line_point ); // move relative to a point on line
|
|
vm_vec_rotate( &tmp1, &tmp, &m); // rotate into line's base
|
|
vm_vec_rotate( &tmp, &tmp1, &r); // rotate around Z
|
|
vm_vec_unrotate( &tmp1, &tmp, &m); // unrotate out of line's base
|
|
vm_vec_add( out, &tmp1, line_point ); // move back to world coordinates
|
|
}
|
|
|
|
// Given two position vectors, return 0 if the same, else non-zero.
|
|
int vm_vec_cmp( const vec3d * a, const vec3d * b )
|
|
{
|
|
float diff = vm_vec_dist(a,b);
|
|
//mprintf(( "Diff=%.32f\n", diff ));
|
|
if ( diff > 0.005f )
|
|
return 1;
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
// Given two orientation matrices, return 0 if the same, else non-zero.
|
|
int vm_matrix_cmp(const matrix * a, const matrix * b)
|
|
{
|
|
float tmp1,tmp2,tmp3;
|
|
tmp1 = fl_abs(vm_vec_dot( &a->vec.uvec, &b->vec.uvec ) - 1.0f);
|
|
tmp2 = fl_abs(vm_vec_dot( &a->vec.fvec, &b->vec.fvec ) - 1.0f);
|
|
tmp3 = fl_abs(vm_vec_dot( &a->vec.rvec, &b->vec.rvec ) - 1.0f);
|
|
// mprintf(( "Mat=%.16f, %.16f, %.16f\n", tmp1, tmp2, tmp3 ));
|
|
|
|
if ( tmp1 > 0.0000005f ) return 1;
|
|
if ( tmp2 > 0.0000005f ) return 1;
|
|
if ( tmp3 > 0.0000005f ) return 1;
|
|
return 0;
|
|
}
|
|
|
|
|
|
// Moves angle 'h' towards 'desired_angle', taking the shortest
|
|
// route possible. It will move a maximum of 'step_size' radians
|
|
// each call. All angles in radians.
|
|
float vm_interp_angle( float *h, float desired_angle, float step_size, bool force_front )
|
|
{
|
|
float delta;
|
|
float abs_delta;
|
|
|
|
if ( desired_angle < 0.0f ) desired_angle += PI2;
|
|
if ( desired_angle > PI2 ) desired_angle -= PI2;
|
|
|
|
delta = desired_angle - *h;
|
|
abs_delta = fl_abs(delta);
|
|
|
|
if ((force_front) && ((desired_angle > PI) ^ (*h > PI)) ) {
|
|
// turn away from PI
|
|
if ( *h > PI )
|
|
delta = abs_delta;
|
|
else
|
|
delta = -abs_delta;
|
|
} else {
|
|
if ( abs_delta > PI ) {
|
|
// Go the other way, since it will be shorter.
|
|
if ( delta > 0.0f ) {
|
|
delta = delta - PI2;
|
|
} else {
|
|
delta = PI2 - delta;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( delta > step_size )
|
|
*h += step_size;
|
|
else if ( delta < -step_size )
|
|
*h -= step_size;
|
|
else
|
|
*h = desired_angle;
|
|
|
|
// If we wrap outside of 0 to 2*PI, then put the
|
|
// angle back in the range 0 to 2*PI.
|
|
if ( *h > PI2 ) *h -= PI2;
|
|
if ( *h < 0.0f ) *h += PI2;
|
|
|
|
return delta;
|
|
}
|
|
|
|
float vm_delta_from_interp_angle( float current_angle, float desired_angle )
|
|
{
|
|
float delta;
|
|
if ( desired_angle < 0.0f ) desired_angle += PI2;
|
|
if ( desired_angle > PI2 ) desired_angle -= PI2;
|
|
|
|
delta = desired_angle - current_angle;
|
|
|
|
if ( fl_abs(delta) > PI ) {
|
|
if ( delta > 0.0f ) {
|
|
delta = delta - PI2;
|
|
} else {
|
|
delta = PI2 - delta;
|
|
}
|
|
}
|
|
return delta;
|
|
}
|
|
|
|
// check a matrix for zero rows and columns
|
|
int vm_check_matrix_for_zeros(const matrix *m)
|
|
{
|
|
if (!m->vec.fvec.xyz.x && !m->vec.fvec.xyz.y && !m->vec.fvec.xyz.z)
|
|
return 1;
|
|
if (!m->vec.rvec.xyz.x && !m->vec.rvec.xyz.y && !m->vec.rvec.xyz.z)
|
|
return 1;
|
|
if (!m->vec.uvec.xyz.x && !m->vec.uvec.xyz.y && !m->vec.uvec.xyz.z)
|
|
return 1;
|
|
|
|
if (!m->vec.fvec.xyz.x && !m->vec.rvec.xyz.x && !m->vec.uvec.xyz.x)
|
|
return 1;
|
|
if (!m->vec.fvec.xyz.y && !m->vec.rvec.xyz.y && !m->vec.uvec.xyz.y)
|
|
return 1;
|
|
if (!m->vec.fvec.xyz.z && !m->vec.rvec.xyz.z && !m->vec.uvec.xyz.z)
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
// see if two vectors are the same
|
|
int vm_vec_same(const vec3d *v1, const vec3d *v2)
|
|
{
|
|
if ( v1->xyz.x == v2->xyz.x && v1->xyz.y == v2->xyz.y && v1->xyz.z == v2->xyz.z )
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
// see if two matrices are the same
|
|
int vm_matrix_same(matrix *m1, matrix *m2)
|
|
{
|
|
int i;
|
|
for (i = 0; i < 9; i++)
|
|
if (m1->a1d[i] != m2->a1d[i])
|
|
return 0;
|
|
|
|
return 1;
|
|
}
|
|
|
|
|
|
// --------------------------------------------------------------------------------------
|
|
|
|
void vm_quaternion_rotate(matrix *M, float theta, const vec3d *u)
|
|
// given an arbitrary rotation axis and rotation angle, function generates the
|
|
// corresponding rotation matrix
|
|
//
|
|
// M is the return rotation matrix theta is the angle of rotation
|
|
// u is the direction of the axis.
|
|
// this is adapted from Computer Graphics (Hearn and Bker 2nd ed.) p. 420
|
|
//
|
|
{
|
|
float a,b,c, s;
|
|
float sin_theta = sinf(theta * 0.5f);
|
|
|
|
a = (u->xyz.x * sin_theta);
|
|
b = (u->xyz.y * sin_theta);
|
|
c = (u->xyz.z * sin_theta);
|
|
s = cosf(theta * 0.5f);
|
|
|
|
// 1st ROW vector
|
|
M->vec.rvec.xyz.x = 1.0f - 2.0f*b*b - 2.0f*c*c;
|
|
M->vec.rvec.xyz.y = 2.0f*a*b + 2.0f*s*c;
|
|
M->vec.rvec.xyz.z = 2.0f*a*c - 2.0f*s*b;
|
|
// 2nd ROW vector
|
|
M->vec.uvec.xyz.x = 2.0f*a*b - 2.0f*s*c;
|
|
M->vec.uvec.xyz.y = 1.0f - 2.0f*a*a - 2.0f*c*c;
|
|
M->vec.uvec.xyz.z = 2.0f*b*c + 2.0f*s*a;
|
|
// 3rd ROW vector
|
|
M->vec.fvec.xyz.x = 2.0f*a*c + 2.0f*s*b;
|
|
M->vec.fvec.xyz.y = 2.0f*b*c - 2.0f*s*a;
|
|
M->vec.fvec.xyz.z = 1.0f - 2.0f*a*a - 2.0f*b*b;
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------------
|
|
|
|
//void vm_matrix_to_rot_axis_and_angle(matrix *m, float *theta, vec3d *rot_axis)
|
|
// Converts a matrix into a rotation axis and an angle around that axis
|
|
// Note for angle is very near 0, returns 0 with axis of (1,0,0)
|
|
// For angles near PI, returns PI with correct axis
|
|
//
|
|
// rot_axis - the resultant axis of rotation
|
|
// theta - the resultatn rotation around the axis
|
|
// m - the initial matrix
|
|
void vm_matrix_to_rot_axis_and_angle(const matrix *m, float *theta, vec3d *rot_axis)
|
|
{
|
|
float trace = m->a2d[0][0] + m->a2d[1][1] + m->a2d[2][2];
|
|
float cos_theta = 0.5f * (trace - 1.0f);
|
|
|
|
if (cos_theta > 0.999999875f) { // angle is less than 1 milirad (0.057 degrees)
|
|
*theta = 0.0f;
|
|
|
|
vm_vec_make(rot_axis, 1.0f, 0.0f, 0.0f);
|
|
} else if (cos_theta > -0.999999875f) { // angle is within limits between 0 and PI
|
|
*theta = acosf(cos_theta);
|
|
Assert( !fl_is_nan(*theta) );
|
|
|
|
rot_axis->xyz.x = (m->vec.uvec.xyz.z - m->vec.fvec.xyz.y);
|
|
rot_axis->xyz.y = (m->vec.fvec.xyz.x - m->vec.rvec.xyz.z);
|
|
rot_axis->xyz.z = (m->vec.rvec.xyz.y - m->vec.uvec.xyz.x);
|
|
if (IS_VEC_NULL_SQ_SAFE(rot_axis)) {
|
|
vm_vec_make(rot_axis, 1.0f, 0.0f, 0.0f);
|
|
} else {
|
|
vm_vec_normalize(rot_axis);
|
|
}
|
|
} else { // angle is PI within limits
|
|
*theta = PI;
|
|
|
|
// find index of largest diagonal term
|
|
int largest_diagonal_index = 0;
|
|
|
|
if (m->a2d[1][1] > m->a2d[0][0]) {
|
|
largest_diagonal_index = 1;
|
|
}
|
|
if (m->a2d[2][2] > m->a2d[largest_diagonal_index][largest_diagonal_index]) {
|
|
largest_diagonal_index = 2;
|
|
}
|
|
|
|
switch (largest_diagonal_index) {
|
|
case 0:
|
|
float ix;
|
|
|
|
rot_axis->xyz.x = fl_sqrt(m->a2d[0][0] + 1.0f);
|
|
ix = 1.0f / rot_axis->xyz.x;
|
|
rot_axis->xyz.y = m->a2d[0][1] * ix;
|
|
rot_axis->xyz.z = m->a2d[0][2] * ix;
|
|
break;
|
|
|
|
case 1:
|
|
float iy;
|
|
|
|
rot_axis->xyz.y = fl_sqrt(m->a2d[1][1] + 1.0f);
|
|
iy = 1.0f / rot_axis->xyz.y;
|
|
rot_axis->xyz.x = m->a2d[1][0] * iy;
|
|
rot_axis->xyz.z = m->a2d[1][2] * iy;
|
|
break;
|
|
|
|
case 2:
|
|
float iz;
|
|
|
|
rot_axis->xyz.z = fl_sqrt(m->a2d[2][2] + 1.0f);
|
|
iz = 1.0f / rot_axis->xyz.z;
|
|
rot_axis->xyz.x = m->a2d[2][0] * iz;
|
|
rot_axis->xyz.y = m->a2d[2][1] * iz;
|
|
break;
|
|
|
|
default:
|
|
Int3(); // this should never happen
|
|
break;
|
|
}
|
|
|
|
// normalize rotation axis
|
|
vm_vec_normalize(rot_axis);
|
|
}
|
|
}
|
|
|
|
|
|
// --------------------------------------------------------------------------------------
|
|
// This routine determines the resultant angular displacement and angular velocity in trying to reach a goal
|
|
// given an angular velocity APPROACHing a goal. It uses maximal acceleration to a point (called peak), then maximal
|
|
// deceleration to arrive at the goal with zero angular velocity. This can occasionally cause overshoot.
|
|
// w_in > 0
|
|
// w_max > 0
|
|
// theta_goal > 0
|
|
// aa > 0
|
|
// returns delta_theta
|
|
static float away(float w_in, float w_max, float theta_goal, float aa, float delta_t, float *w_out, int no_overshoot);
|
|
static float approach(float w_in, float w_max, float theta_goal, float aa, float delta_t, float *w_out, int no_overshoot)
|
|
{
|
|
float delta_theta; // amount rotated during time delta_t
|
|
Assert(w_in >= 0);
|
|
Assert(theta_goal > 0);
|
|
float effective_aa;
|
|
|
|
if (aa == 0) {
|
|
*w_out = w_in;
|
|
delta_theta = w_in*delta_t;
|
|
return delta_theta;
|
|
}
|
|
|
|
if (no_overshoot && (w_in*w_in > 2.0f*1.05f*aa*theta_goal)) {
|
|
w_in = fl_sqrt(2.0f*aa*theta_goal);
|
|
}
|
|
|
|
if (w_in*w_in > 2.0f*1.05f*aa*theta_goal) { // overshoot condition
|
|
effective_aa = 1.05f*aa;
|
|
delta_theta = w_in*delta_t - 0.5f*effective_aa*delta_t*delta_t;
|
|
|
|
if (delta_theta > theta_goal) { // pass goal during this frame
|
|
float t_goal = (-w_in + fl_sqrt(w_in*w_in +2.0f*effective_aa*theta_goal)) / effective_aa;
|
|
// get time to theta_goal and away
|
|
Assert(t_goal < delta_t);
|
|
w_in -= effective_aa*t_goal;
|
|
delta_theta = w_in*t_goal + 0.5f*effective_aa*t_goal*t_goal;
|
|
delta_theta -= away(-w_in, w_max, 0.0f, aa, delta_t - t_goal, w_out, no_overshoot);
|
|
*w_out = -*w_out;
|
|
return delta_theta;
|
|
} else {
|
|
if (delta_theta < 0) {
|
|
// pass goal and return this frame
|
|
*w_out = 0.0f;
|
|
return theta_goal;
|
|
} else {
|
|
// do not pass goal this frame
|
|
*w_out = w_in - effective_aa*delta_t;
|
|
return delta_theta;
|
|
}
|
|
}
|
|
} else if (w_in*w_in < 2.0f*0.95f*aa*theta_goal) { // undershoot condition
|
|
// find peak angular velocity
|
|
float wp_sqr = fl_abs(aa*theta_goal + 0.5f*w_in*w_in);
|
|
Assert(wp_sqr >= 0);
|
|
|
|
if (wp_sqr > w_max*w_max) {
|
|
float time_to_w_max = (w_max - w_in) / aa;
|
|
if (time_to_w_max < 0) {
|
|
// speed already too high
|
|
// TODO: consider possible ramp down to below w_max
|
|
*w_out = w_in - aa*delta_t;
|
|
if (*w_out < 0) {
|
|
*w_out = 0.0f;
|
|
}
|
|
|
|
delta_theta = 0.5f*(w_in + *w_out)*delta_t;
|
|
return delta_theta;
|
|
} else if (time_to_w_max > delta_t) {
|
|
// does not reach w_max this frame
|
|
*w_out = w_in + aa*delta_t;
|
|
delta_theta = 0.5f*(w_in + *w_out)*delta_t;
|
|
return delta_theta;
|
|
} else {
|
|
// reaches w_max this frame
|
|
// TODO: consider when to ramp down from w_max
|
|
*w_out = w_max;
|
|
delta_theta = 0.5f*(w_in + *w_out)*delta_t;
|
|
return delta_theta;
|
|
}
|
|
} else { // wp < w_max
|
|
if (wp_sqr > (w_in + aa*delta_t)*(w_in + aa*delta_t)) {
|
|
// does not reach wp this frame
|
|
*w_out = w_in + aa*delta_t;
|
|
delta_theta = 0.5f*(w_in + *w_out)*delta_t;
|
|
return delta_theta;
|
|
} else {
|
|
// reaches wp this frame
|
|
float wp = fl_sqrt(wp_sqr);
|
|
float time_to_wp = (wp - w_in) / aa;
|
|
//Assert(time_to_wp > 0); //WMC - this is not needed, right?
|
|
|
|
// accel
|
|
*w_out = wp;
|
|
delta_theta = 0.5f*(w_in + *w_out)*time_to_wp;
|
|
|
|
// decel
|
|
float time_remaining = delta_t - time_to_wp;
|
|
*w_out -= aa*time_remaining;
|
|
if (*w_out < 0) { // reached goal
|
|
*w_out = 0.0f;
|
|
delta_theta = theta_goal;
|
|
return delta_theta;
|
|
}
|
|
delta_theta += 0.5f*(wp + *w_out)*time_remaining;
|
|
return delta_theta;
|
|
}
|
|
}
|
|
} else { // on target
|
|
// reach goal this frame
|
|
if (w_in - aa*delta_t < 0) {
|
|
// reach goal this frame
|
|
*w_out = 0.0f;
|
|
return theta_goal;
|
|
} else {
|
|
// move toward goal
|
|
*w_out = w_in - aa*delta_t;
|
|
Assert(*w_out >= 0);
|
|
delta_theta = 0.5f*(w_in + *w_out)*delta_t;
|
|
return delta_theta;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// --------------------------------------------------------------------------------------
|
|
|
|
// This routine determines the resultant angular displacement and angular velocity in trying to reach a goal
|
|
// given an angular velocity AWAY from a goal. It uses maximal acceleration to a point (called peak), then maximal
|
|
// deceleration to arrive at the goal with zero angular acceleration.
|
|
// w_in < 0
|
|
// w_max > 0
|
|
// theta_goal > 0
|
|
// aa > 0
|
|
// returns angle rotated this frame
|
|
static float away(float w_in, float w_max, float theta_goal, float aa, float delta_t, float *w_out, int no_overshoot)
|
|
|
|
{
|
|
float delta_theta;// amount rotated during time
|
|
float t0; // time to velocity is 0
|
|
float t_excess; // time remaining in interval after velocity is 0
|
|
|
|
Assert(theta_goal >=0);
|
|
Assert(w_in <= 0);
|
|
|
|
if ((-w_in < 1e-5) && (theta_goal < 1e-5)) {
|
|
*w_out = 0.0f;
|
|
return theta_goal;
|
|
}
|
|
|
|
if (aa == 0) {
|
|
*w_out = w_in;
|
|
delta_theta = w_in*delta_t;
|
|
return delta_theta;
|
|
}
|
|
|
|
t0 = -w_in / aa;
|
|
|
|
if (t0 > delta_t) { // no reversal in this time interval
|
|
*w_out = w_in + aa * delta_t;
|
|
delta_theta = (w_in + *w_out) / 2.0f * delta_t;
|
|
return delta_theta;
|
|
}
|
|
|
|
// use time remaining after v = 0
|
|
delta_theta = 0.5f*w_in*t0;
|
|
theta_goal -= delta_theta; // delta_theta is *negative*
|
|
t_excess = delta_t - t0;
|
|
delta_theta += approach(0.0f, w_max, theta_goal, aa, t_excess, w_out, no_overshoot);
|
|
return delta_theta;
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------------
|
|
|
|
void vm_matrix_interpolate(const matrix *goal_orient, const matrix *curr_orient, const vec3d *w_in, float delta_t,
|
|
matrix *next_orient, vec3d *w_out, const vec3d *vel_limit, const vec3d *acc_limit, int no_overshoot)
|
|
{
|
|
matrix rot_matrix; // rotation matrix from curr_orient to goal_orient
|
|
matrix Mtemp1; // temp matrix
|
|
vec3d rot_axis; // vector indicating direction of rotation axis
|
|
vec3d theta_goal; // desired angular position at the end of the time interval
|
|
vec3d theta_end; // actual angular position at the end of the time interval
|
|
float theta; // magnitude of rotation about the rotation axis
|
|
|
|
// FIND ROTATION NEEDED FOR GOAL
|
|
// goal_orient = R curr_orient, so R = goal_orient curr_orient^-1
|
|
vm_copy_transpose(&Mtemp1, curr_orient); // Mtemp1 = curr ^-1
|
|
vm_matrix_x_matrix(&rot_matrix, &Mtemp1, goal_orient); // R = goal * Mtemp1
|
|
vm_orthogonalize_matrix(&rot_matrix);
|
|
vm_matrix_to_rot_axis_and_angle(&rot_matrix, &theta, &rot_axis); // determines angle and rotation axis from curr to goal
|
|
|
|
// find theta to goal
|
|
vm_vec_copy_scale(&theta_goal, &rot_axis, theta);
|
|
|
|
if (theta < SMALL_NUM) {
|
|
*next_orient = *goal_orient;
|
|
vm_vec_zero(w_out);
|
|
return;
|
|
}
|
|
|
|
theta_end = vmd_zero_vector;
|
|
float delta_theta;
|
|
|
|
// find rotation about x
|
|
if (theta_goal.xyz.x > 0) {
|
|
if (w_in->xyz.x >= 0) {
|
|
delta_theta = approach(w_in->xyz.x, vel_limit->xyz.x, theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
|
|
theta_end.xyz.x = delta_theta;
|
|
} else { // w_in->xyz.x < 0
|
|
delta_theta = away(w_in->xyz.x, vel_limit->xyz.x, theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
|
|
theta_end.xyz.x = delta_theta;
|
|
}
|
|
} else if (theta_goal.xyz.x < 0) {
|
|
if (w_in->xyz.x <= 0) {
|
|
delta_theta = approach(-w_in->xyz.x, vel_limit->xyz.x, -theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
|
|
theta_end.xyz.x = -delta_theta;
|
|
w_out->xyz.x = -w_out->xyz.x;
|
|
} else { // w_in->xyz.x > 0
|
|
delta_theta = away(-w_in->xyz.x, vel_limit->xyz.x, -theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
|
|
theta_end.xyz.x = -delta_theta;
|
|
w_out->xyz.x = -w_out->xyz.x;
|
|
}
|
|
} else { // theta_goal == 0
|
|
if (w_in->xyz.x < 0) {
|
|
delta_theta = away(w_in->xyz.x, vel_limit->xyz.x, theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
|
|
theta_end.xyz.x = delta_theta;
|
|
} else {
|
|
delta_theta = away(-w_in->xyz.x, vel_limit->xyz.x, theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
|
|
theta_end.xyz.x = -delta_theta;
|
|
w_out->xyz.x = -w_out->xyz.x;
|
|
}
|
|
}
|
|
|
|
|
|
// find rotation about y
|
|
if (theta_goal.xyz.y > 0) {
|
|
if (w_in->xyz.y >= 0) {
|
|
delta_theta = approach(w_in->xyz.y, vel_limit->xyz.y, theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
|
|
theta_end.xyz.y = delta_theta;
|
|
} else { // w_in->xyz.y < 0
|
|
delta_theta = away(w_in->xyz.y, vel_limit->xyz.y, theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
|
|
theta_end.xyz.y = delta_theta;
|
|
}
|
|
} else if (theta_goal.xyz.y < 0) {
|
|
if (w_in->xyz.y <= 0) {
|
|
delta_theta = approach(-w_in->xyz.y, vel_limit->xyz.y, -theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
|
|
theta_end.xyz.y = -delta_theta;
|
|
w_out->xyz.y = -w_out->xyz.y;
|
|
} else { // w_in->xyz.y > 0
|
|
delta_theta = away(-w_in->xyz.y, vel_limit->xyz.y, -theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
|
|
theta_end.xyz.y = -delta_theta;
|
|
w_out->xyz.y = -w_out->xyz.y;
|
|
}
|
|
} else { // theta_goal == 0
|
|
if (w_in->xyz.y < 0) {
|
|
delta_theta = away(w_in->xyz.y, vel_limit->xyz.y, theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
|
|
theta_end.xyz.y = delta_theta;
|
|
} else {
|
|
delta_theta = away(-w_in->xyz.y, vel_limit->xyz.y, theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
|
|
theta_end.xyz.y = -delta_theta;
|
|
w_out->xyz.y = -w_out->xyz.y;
|
|
}
|
|
}
|
|
|
|
// find rotation about z
|
|
if (theta_goal.xyz.z > 0) {
|
|
if (w_in->xyz.z >= 0) {
|
|
delta_theta = approach(w_in->xyz.z, vel_limit->xyz.z, theta_goal.xyz.z, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
|
|
theta_end.xyz.z = delta_theta;
|
|
} else { // w_in->xyz.z < 0
|
|
delta_theta = away(w_in->xyz.z, vel_limit->xyz.z, theta_goal.xyz.z, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
|
|
theta_end.xyz.z = delta_theta;
|
|
}
|
|
} else if (theta_goal.xyz.z < 0) {
|
|
if (w_in->xyz.z <= 0) {
|
|
delta_theta = approach(-w_in->xyz.z, vel_limit->xyz.z, -theta_goal.xyz.z, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
|
|
theta_end.xyz.z = -delta_theta;
|
|
w_out->xyz.z = -w_out->xyz.z;
|
|
} else { // w_in->xyz.z > 0
|
|
delta_theta = away(-w_in->xyz.z, vel_limit->xyz.z, -theta_goal.xyz.z, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
|
|
theta_end.xyz.z = -delta_theta;
|
|
w_out->xyz.z = -w_out->xyz.z;
|
|
}
|
|
} else { // theta_goal == 0
|
|
if (w_in->xyz.z < 0) {
|
|
delta_theta = away(w_in->xyz.z, vel_limit->xyz.z, theta_goal.xyz.z, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
|
|
theta_end.xyz.z = delta_theta;
|
|
} else {
|
|
delta_theta = away(-w_in->xyz.z, vel_limit->xyz.z, theta_goal.xyz.z, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
|
|
theta_end.xyz.z = -delta_theta;
|
|
w_out->xyz.z = -w_out->xyz.z;
|
|
}
|
|
}
|
|
|
|
// the amount of rotation about each axis is determined in
|
|
// functions approach and away. first find the magnitude
|
|
// of the rotation and then normalize the axis
|
|
rot_axis = theta_end;
|
|
Assert(is_valid_vec(&rot_axis));
|
|
Assert(vm_vec_mag(&rot_axis) > 0);
|
|
|
|
// normalize rotation axis and determine total rotation angle
|
|
theta = vm_vec_normalize(&rot_axis);
|
|
|
|
// arrived at goal?
|
|
if (theta_end.xyz.x == theta_goal.xyz.x && theta_end.xyz.y == theta_goal.xyz.y && theta_end.xyz.z == theta_goal.xyz.z) {
|
|
*next_orient = *goal_orient;
|
|
} else {
|
|
// otherwise rotate to better position
|
|
vm_quaternion_rotate(&Mtemp1, theta, &rot_axis);
|
|
Assert(is_valid_matrix(&Mtemp1));
|
|
vm_matrix_x_matrix(next_orient, curr_orient, &Mtemp1);
|
|
vm_orthogonalize_matrix(next_orient);
|
|
}
|
|
} // end matrix_interpolate
|
|
|
|
|
|
// --------------------------------------------------------------------------------------
|
|
|
|
|
|
void get_camera_limits(const matrix *start_camera, const matrix *end_camera, float time, vec3d *acc_max, vec3d *w_max)
|
|
{
|
|
matrix temp, rot_matrix;
|
|
float theta;
|
|
vec3d rot_axis;
|
|
vec3d angle;
|
|
|
|
// determine the necessary rotation matrix
|
|
vm_copy_transpose(&temp, start_camera);
|
|
vm_matrix_x_matrix(&rot_matrix, &temp, end_camera);
|
|
vm_orthogonalize_matrix(&rot_matrix);
|
|
|
|
// determine the rotation axis and angle
|
|
vm_matrix_to_rot_axis_and_angle(&rot_matrix, &theta, &rot_axis);
|
|
|
|
// find the rotation about each axis
|
|
angle.xyz.x = theta * rot_axis.xyz.x;
|
|
angle.xyz.y = theta * rot_axis.xyz.y;
|
|
angle.xyz.z = theta * rot_axis.xyz.z;
|
|
|
|
// allow for 0 time input
|
|
if (time <= 1e-5f) {
|
|
vm_vec_make(acc_max, 0.0f, 0.0f, 0.0f);
|
|
vm_vec_make(w_max, 0.0f, 0.0f, 0.0f);
|
|
} else {
|
|
|
|
// find acceleration limit using (theta/2) takes (time/2)
|
|
// and using const accel theta = 1/2 acc * time^2
|
|
acc_max->xyz.x = 4.0f * fl_abs(angle.xyz.x) / (time * time);
|
|
acc_max->xyz.y = 4.0f * fl_abs(angle.xyz.y) / (time * time);
|
|
acc_max->xyz.z = 4.0f * fl_abs(angle.xyz.z) / (time * time);
|
|
|
|
// find angular velocity limits
|
|
// w_max = acc_max * time / 2
|
|
w_max->xyz.x = acc_max->xyz.x * time / 2.0f;
|
|
w_max->xyz.y = acc_max->xyz.y * time / 2.0f;
|
|
w_max->xyz.z = acc_max->xyz.z * time / 2.0f;
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------------------------
|
|
//
|
|
// inputs: goal_f => goal forward vector
|
|
// orient => current orientation matrix (with current forward vector)
|
|
// w_in => current input angular velocity
|
|
// delta_t => time to move toward goal
|
|
// delta_bank => desired change in bank in degrees
|
|
// next_orient => the orientation matrix at time delta_t (with current forward vector)
|
|
// NOTE: this does not include any rotation about z (bank)
|
|
// w_out => the angular velocity of the ship at delta_t
|
|
// vel_limit => maximum rotational speed
|
|
// acc_limit => maximum rotational speed
|
|
//
|
|
// function moves the forward vector toward the goal forward vector taking account of anglular
|
|
// momentum (velocity) Attempt to try to move bank by goal delta_bank. Rotational velocity
|
|
// on x/y is rotated with bank, giving smoother motion.
|
|
void vm_forward_interpolate(const vec3d *goal_f, const matrix *orient, const vec3d *w_in, float delta_t, float delta_bank,
|
|
matrix *next_orient, vec3d *w_out, const vec3d *vel_limit, const vec3d *acc_limit, int no_overshoot)
|
|
{
|
|
matrix Mtemp1; // temporary matrix
|
|
vec3d local_rot_axis; // vector indicating direction of rotation axis (local coords)
|
|
vec3d rot_axis; // vector indicating direction of rotation axis (world coords)
|
|
vec3d theta_goal; // desired angular position at the end of the time interval
|
|
vec3d theta_end; // actual angular position at the end of the time interval
|
|
float theta; // magnitude of rotation about the rotation axis
|
|
float bank; // magnitude of rotation about the forward axis
|
|
int no_bank; // flag set if there is no bank for the object
|
|
vec3d vtemp; //
|
|
float z_dotprod;
|
|
|
|
// FIND ROTATION NEEDED FOR GOAL
|
|
// rotation vector is (current fvec) orient->vec.fvec x goal_f
|
|
// magnitude = asin ( magnitude of crossprod )
|
|
vm_vec_cross( &rot_axis, &orient->vec.fvec, goal_f );
|
|
|
|
float t = vm_vec_mag(&rot_axis);
|
|
if (t > 1.0f)
|
|
t = 1.0f;
|
|
|
|
z_dotprod = vm_vec_dot( &orient->vec.fvec, goal_f );
|
|
|
|
if ( t < SMALLER_NUM ) {
|
|
if ( z_dotprod > 0.0f )
|
|
theta = 0.0f;
|
|
else { // the forward vector is pointing exactly opposite of goal
|
|
// arbitrarily choose the x axis to rotate around until t becomes large enough
|
|
theta = PI;
|
|
rot_axis = orient->vec.rvec;
|
|
}
|
|
} else {
|
|
theta = asinf( t );
|
|
vm_vec_scale ( &rot_axis, 1/t );
|
|
if ( z_dotprod < 0.0f )
|
|
theta = PI - theta;
|
|
}
|
|
|
|
// rotate rot_axis into ship reference frame
|
|
vm_vec_rotate( &local_rot_axis, &rot_axis, orient );
|
|
|
|
// find theta to goal
|
|
vm_vec_copy_scale(&theta_goal, &local_rot_axis, theta);
|
|
|
|
// DO NOT COMMENT THIS OUT!!
|
|
if(!(fl_abs(theta_goal.xyz.z) < 0.001f))
|
|
// check for proper rotation
|
|
mprintf(("vm_forward_interpolate: Bad rotation\n"));
|
|
|
|
theta_end = vmd_zero_vector;
|
|
float delta_theta;
|
|
|
|
// find rotation about x
|
|
if (theta_goal.xyz.x > 0) {
|
|
if (w_in->xyz.x >= 0) {
|
|
delta_theta = approach(w_in->xyz.x, vel_limit->xyz.x, theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
|
|
theta_end.xyz.x = delta_theta;
|
|
} else { // w_in->xyz.x < 0
|
|
delta_theta = away(w_in->xyz.x, vel_limit->xyz.x, theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
|
|
theta_end.xyz.x = delta_theta;
|
|
}
|
|
} else if (theta_goal.xyz.x < 0) {
|
|
if (w_in->xyz.x <= 0) {
|
|
delta_theta = approach(-w_in->xyz.x, vel_limit->xyz.x, -theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
|
|
theta_end.xyz.x = -delta_theta;
|
|
w_out->xyz.x = -w_out->xyz.x;
|
|
} else { // w_in->xyz.x > 0
|
|
delta_theta = away(-w_in->xyz.x, vel_limit->xyz.x, -theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
|
|
theta_end.xyz.x = -delta_theta;
|
|
w_out->xyz.x = -w_out->xyz.x;
|
|
}
|
|
} else { // theta_goal == 0
|
|
if (w_in->xyz.x < 0) {
|
|
delta_theta = away(w_in->xyz.x, vel_limit->xyz.x, theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
|
|
theta_end.xyz.x = delta_theta;
|
|
} else {
|
|
delta_theta = away(-w_in->xyz.x, vel_limit->xyz.x, theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
|
|
theta_end.xyz.x = -delta_theta;
|
|
w_out->xyz.x = -w_out->xyz.x;
|
|
}
|
|
}
|
|
|
|
// find rotation about y
|
|
if (theta_goal.xyz.y > 0) {
|
|
if (w_in->xyz.y >= 0) {
|
|
delta_theta = approach(w_in->xyz.y, vel_limit->xyz.y, theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
|
|
theta_end.xyz.y = delta_theta;
|
|
} else { // w_in->xyz.y < 0
|
|
delta_theta = away(w_in->xyz.y, vel_limit->xyz.y, theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
|
|
theta_end.xyz.y = delta_theta;
|
|
}
|
|
} else if (theta_goal.xyz.y < 0) {
|
|
if (w_in->xyz.y <= 0) {
|
|
delta_theta = approach(-w_in->xyz.y, vel_limit->xyz.y, -theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
|
|
theta_end.xyz.y = -delta_theta;
|
|
w_out->xyz.y = -w_out->xyz.y;
|
|
} else { // w_in->xyz.y > 0
|
|
delta_theta = away(-w_in->xyz.y, vel_limit->xyz.y, -theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
|
|
theta_end.xyz.y = -delta_theta;
|
|
w_out->xyz.y = -w_out->xyz.y;
|
|
}
|
|
} else { // theta_goal == 0
|
|
if (w_in->xyz.y < 0) {
|
|
delta_theta = away(w_in->xyz.y, vel_limit->xyz.y, theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
|
|
theta_end.xyz.y = delta_theta;
|
|
} else {
|
|
delta_theta = away(-w_in->xyz.y, vel_limit->xyz.y, theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
|
|
theta_end.xyz.y = -delta_theta;
|
|
w_out->xyz.y = -w_out->xyz.y;
|
|
}
|
|
}
|
|
|
|
// no rotation if delta_bank and w_in both 0 or rotational acc in forward is 0
|
|
no_bank = ( delta_bank == 0.0f && vel_limit->xyz.z == 0.0f && acc_limit->xyz.z == 0.0f );
|
|
|
|
// do rotation about z
|
|
bank = 0.0f;
|
|
if ( !no_bank ) {
|
|
// convert delta_bank to radians
|
|
delta_bank *= (float) CONVERT_RADIANS;
|
|
|
|
// find rotation about z
|
|
if (delta_bank > 0) {
|
|
if (w_in->xyz.z >= 0) {
|
|
delta_theta = approach(w_in->xyz.z, vel_limit->xyz.z, delta_bank, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
|
|
bank = delta_theta;
|
|
} else { // w_in->xyz.z < 0
|
|
delta_theta = away(w_in->xyz.z, vel_limit->xyz.z, delta_bank, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
|
|
bank = delta_theta;
|
|
}
|
|
} else if (delta_bank < 0) {
|
|
if (w_in->xyz.z <= 0) {
|
|
delta_theta = approach(-w_in->xyz.z, vel_limit->xyz.z, -delta_bank, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
|
|
bank = -delta_theta;
|
|
w_out->xyz.z = -w_out->xyz.z;
|
|
} else { // w_in->xyz.z > 0
|
|
delta_theta = away(-w_in->xyz.z, vel_limit->xyz.z, -delta_bank, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
|
|
bank = -delta_theta;
|
|
w_out->xyz.z = -w_out->xyz.z;
|
|
}
|
|
} else { // theta_goal == 0
|
|
if (w_in->xyz.z < 0) {
|
|
delta_theta = away(w_in->xyz.z, vel_limit->xyz.z, delta_bank, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
|
|
bank = delta_theta;
|
|
} else {
|
|
delta_theta = away(-w_in->xyz.z, vel_limit->xyz.z, delta_bank, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
|
|
bank = -delta_theta;
|
|
w_out->xyz.z = -w_out->xyz.z;
|
|
}
|
|
}
|
|
}
|
|
|
|
// the amount of rotation about each axis is determined in
|
|
// functions approach and away. first find the magnitude
|
|
// of the rotation and then normalize the axis (ship coords)
|
|
theta_end.xyz.z = bank;
|
|
rot_axis = theta_end;
|
|
|
|
// normalize rotation axis and determine total rotation angle
|
|
theta = vm_vec_mag(&rot_axis);
|
|
if ( theta > SMALL_NUM )
|
|
vm_vec_scale( &rot_axis, 1/theta );
|
|
|
|
if ( theta < SMALL_NUM ) {
|
|
*next_orient = *orient;
|
|
return;
|
|
} else {
|
|
vm_quaternion_rotate( &Mtemp1, theta, &rot_axis );
|
|
vm_matrix_x_matrix( next_orient, orient, &Mtemp1 );
|
|
Assert(is_valid_matrix(next_orient));
|
|
vtemp = *w_out;
|
|
vm_vec_rotate( w_out, &vtemp, &Mtemp1 );
|
|
}
|
|
} // end vm_forward_interpolate
|
|
|
|
// ------------------------------------------------------------------------------------
|
|
// vm_find_bounding_sphere()
|
|
//
|
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// Calculate a bounding sphere for a set of points.
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//
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// input: pnts => array of world positions
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// num_pnts => number of points inside pnts array
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// center => OUTPUT PARAMETER: contains world pos of bounding sphere center
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// radius => OUTPUT PARAMETER: continas radius of bounding sphere
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//
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#define BIGNUMBER 100000000.0f
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void vm_find_bounding_sphere(const vec3d *pnts, int num_pnts, vec3d *center, float *radius)
|
|
{
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int i;
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float rad, rad_sq, xspan, yspan, zspan, maxspan;
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float old_to_p, old_to_p_sq, old_to_new;
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vec3d diff, xmin, xmax, ymin, ymax, zmin, zmax, dia1, dia2;
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const vec3d *p;
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xmin = vmd_zero_vector;
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ymin = vmd_zero_vector;
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zmin = vmd_zero_vector;
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xmax = vmd_zero_vector;
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ymax = vmd_zero_vector;
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zmax = vmd_zero_vector;
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xmin.xyz.x = ymin.xyz.y = zmin.xyz.z = BIGNUMBER;
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xmax.xyz.x = ymax.xyz.y = zmax.xyz.z = -BIGNUMBER;
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for ( i = 0; i < num_pnts; i++ ) {
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p = &pnts[i];
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if ( p->xyz.x < xmin.xyz.x )
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xmin = *p;
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if ( p->xyz.x > xmax.xyz.x )
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xmax = *p;
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if ( p->xyz.y < ymin.xyz.y )
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ymin = *p;
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if ( p->xyz.y > ymax.xyz.y )
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ymax = *p;
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if ( p->xyz.z < zmin.xyz.z )
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zmin = *p;
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if ( p->xyz.z > zmax.xyz.z )
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zmax = *p;
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}
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// find distance between two min and max points (squared)
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vm_vec_sub(&diff, &xmax, &xmin);
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xspan = vm_vec_mag_squared(&diff);
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vm_vec_sub(&diff, &ymax, &ymin);
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yspan = vm_vec_mag_squared(&diff);
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vm_vec_sub(&diff, &zmax, &zmin);
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zspan = vm_vec_mag_squared(&diff);
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dia1 = xmin;
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dia2 = xmax;
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maxspan = xspan;
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if ( yspan > maxspan ) {
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maxspan = yspan;
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dia1 = ymin;
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dia2 = ymax;
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}
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if ( zspan > maxspan ) {
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maxspan = zspan;
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dia1 = zmin;
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dia2 = zmax;
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}
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|
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// calc initial center
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vm_vec_add(center, &dia1, &dia2);
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vm_vec_scale(center, 0.5f);
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vm_vec_sub(&diff, &dia2, center);
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rad_sq = vm_vec_mag_squared(&diff);
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rad = fl_sqrt(rad_sq);
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Assert( !fl_is_nan(rad) );
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|
|
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// second pass
|
|
for ( i = 0; i < num_pnts; i++ ) {
|
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p = &pnts[i];
|
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vm_vec_sub(&diff, p, center);
|
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old_to_p_sq = vm_vec_mag_squared(&diff);
|
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if ( old_to_p_sq > rad_sq ) {
|
|
old_to_p = fl_sqrt(old_to_p_sq);
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// calc radius of new sphere
|
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rad = (rad + old_to_p) / 2.0f;
|
|
rad_sq = rad * rad;
|
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old_to_new = old_to_p - rad;
|
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// calc new center of sphere
|
|
center->xyz.x = (rad*center->xyz.x + old_to_new*p->xyz.x) / old_to_p;
|
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center->xyz.y = (rad*center->xyz.y + old_to_new*p->xyz.y) / old_to_p;
|
|
center->xyz.z = (rad*center->xyz.z + old_to_new*p->xyz.z) / old_to_p;
|
|
nprintf(("Alan", "New sphere: cen,rad = %f %f %f %f\n", center->xyz.x, center->xyz.y, center->xyz.z, rad));
|
|
}
|
|
}
|
|
|
|
*radius = rad;
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// vm_rotate_vec_to_body()
|
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//
|
|
// rotates a vector from world coordinates to body coordinates
|
|
//
|
|
// inputs: body_vec => vector in body coordinates
|
|
// world_vec => vector in world coordinates
|
|
// orient => orientation matrix
|
|
//
|
|
vec3d* vm_rotate_vec_to_body(vec3d *body_vec, const vec3d *world_vec, const matrix *orient)
|
|
{
|
|
return vm_vec_unrotate(body_vec, world_vec, orient);
|
|
}
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// vm_rotate_vec_to_world()
|
|
//
|
|
// rotates a vector from body coordinates to world coordinates
|
|
//
|
|
// inputs world_vec => vector in world coordinates
|
|
// body_vec => vector in body coordinates
|
|
// orient => orientation matrix
|
|
//
|
|
vec3d* vm_rotate_vec_to_world(vec3d *world_vec, const vec3d *body_vec, const matrix *orient)
|
|
{
|
|
return vm_vec_rotate(world_vec, body_vec, orient);
|
|
}
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
// vm_estimate_next_orientation()
|
|
//
|
|
// given a last orientation and current orientation, estimate the next orientation
|
|
//
|
|
// inputs: last_orient => last orientation matrix
|
|
// current_orient => current orientation matrix
|
|
// next_orient => next orientation matrix [the result]
|
|
//
|
|
void vm_estimate_next_orientation(const matrix *last_orient, const matrix *current_orient, matrix *next_orient)
|
|
{
|
|
// R L = C => R = C (L)^-1
|
|
// N = R C => N = C (L)^-1 C
|
|
|
|
matrix Mtemp;
|
|
matrix Rot_matrix;
|
|
vm_copy_transpose(&Mtemp, last_orient); // Mtemp = (L)^-1
|
|
vm_matrix_x_matrix(&Rot_matrix, &Mtemp, current_orient); // R = C Mtemp1
|
|
vm_matrix_x_matrix(next_orient, current_orient, &Rot_matrix);
|
|
}
|
|
|
|
// Return true if all elements of *vec are legal, that is, not a NAN.
|
|
int is_valid_vec(const vec3d *vec)
|
|
{
|
|
return !std::isnan(vec->xyz.x) && !std::isnan(vec->xyz.y) && !std::isnan(vec->xyz.z);
|
|
}
|
|
|
|
// Return true if all elements of *m are legal, that is, not a NAN.
|
|
int is_valid_matrix(const matrix *m)
|
|
{
|
|
return is_valid_vec(&m->vec.fvec) && is_valid_vec(&m->vec.uvec) && is_valid_vec(&m->vec.rvec);
|
|
}
|
|
|
|
// interpolate between 2 vectors. t goes from 0.0 to 1.0. at
|
|
void vm_vec_interp_constant(vec3d *out, const vec3d *v0, const vec3d *v1, float t)
|
|
{
|
|
vec3d cross;
|
|
float total_ang;
|
|
|
|
// get the cross-product of the 2 vectors
|
|
vm_vec_cross(&cross, v0, v1);
|
|
vm_vec_normalize(&cross);
|
|
|
|
// get the total angle between the 2 vectors
|
|
total_ang = -(acosf(vm_vec_dot(v0, v1)));
|
|
|
|
// rotate around the cross product vector by the appropriate angle
|
|
vm_rot_point_around_line(out, v0, t * total_ang, &vmd_zero_vector, &cross);
|
|
}
|
|
|
|
// randomly perturb a vector around a given (normalized vector) or optional orientation matrix
|
|
void vm_vec_random_cone(vec3d *out, const vec3d *in, float max_angle, const matrix *orient)
|
|
{
|
|
vec3d t1, t2;
|
|
const matrix *rot;
|
|
matrix m;
|
|
|
|
// get an orientation matrix
|
|
if(orient != NULL){
|
|
rot = orient;
|
|
} else {
|
|
vm_vector_2_matrix(&m, in, NULL, NULL);
|
|
rot = &m;
|
|
}
|
|
|
|
// axis 1
|
|
vm_rot_point_around_line(&t1, in, fl_radians(frand_range(-max_angle, max_angle)), &vmd_zero_vector, &rot->vec.fvec);
|
|
|
|
// axis 2
|
|
vm_rot_point_around_line(&t2, &t1, fl_radians(frand_range(-max_angle, max_angle)), &vmd_zero_vector, &rot->vec.rvec);
|
|
|
|
// axis 3
|
|
vm_rot_point_around_line(out, &t2, fl_radians(frand_range(-max_angle, max_angle)), &vmd_zero_vector, &rot->vec.uvec);
|
|
}
|
|
|
|
void vm_vec_random_cone(vec3d *out, const vec3d *in, float min_angle, float max_angle, const matrix *orient){
|
|
vec3d t1, t2;
|
|
const matrix *rot;
|
|
matrix m;
|
|
|
|
// get an orientation matrix
|
|
if(orient != NULL){
|
|
rot = orient;
|
|
} else {
|
|
vm_vector_2_matrix(&m, in, NULL, NULL);
|
|
rot = &m;
|
|
}
|
|
float dif_angle = max_angle - min_angle;
|
|
|
|
// axis 1
|
|
float temp_ang = (frand_range(-dif_angle, dif_angle));
|
|
if(temp_ang < 0)temp_ang -= (min_angle);
|
|
else temp_ang += (min_angle);
|
|
|
|
vm_rot_point_around_line(&t1, in, fl_radians(temp_ang), &vmd_zero_vector, &rot->vec.fvec);
|
|
|
|
// axis 2
|
|
temp_ang = (frand_range(-dif_angle, dif_angle));
|
|
if(temp_ang < 0)temp_ang -= (min_angle);
|
|
else temp_ang += (min_angle);
|
|
|
|
vm_rot_point_around_line(&t2, &t1, fl_radians(temp_ang), &vmd_zero_vector, &rot->vec.rvec);
|
|
|
|
// axis 3
|
|
temp_ang = (frand_range(-dif_angle, dif_angle));
|
|
if(temp_ang < 0)temp_ang -= (min_angle);
|
|
else temp_ang += (min_angle);
|
|
|
|
vm_rot_point_around_line(out, &t2, fl_radians(temp_ang), &vmd_zero_vector, &rot->vec.uvec);
|
|
}
|
|
|
|
|
|
// given a start vector, an orientation and a radius, give a point on the plane of the circle
|
|
// if on_edge is 1, the point is on the very edge of the circle
|
|
void vm_vec_random_in_circle(vec3d *out, const vec3d *in, const matrix *orient, float radius, int on_edge)
|
|
{
|
|
vec3d temp;
|
|
|
|
// point somewhere in the plane
|
|
vm_vec_scale_add(&temp, in, &orient->vec.rvec, on_edge ? radius : frand_range(0.0f, radius));
|
|
|
|
// rotate to a random point on the circle
|
|
vm_rot_point_around_line(out, &temp, fl_radians(frand_range(0.0f, 359.0f)), in, &orient->vec.fvec);
|
|
}
|
|
|
|
// given a start vector, an orientation, and a radius, give a point in a spherical volume
|
|
// if on_edge is 1, the point is on the very edge of the sphere
|
|
void vm_vec_random_in_sphere(vec3d *out, const vec3d *in, const matrix *orient, float radius, int on_edge)
|
|
{
|
|
vec3d temp;
|
|
vm_vec_random_in_circle(&temp, in, orient, radius, on_edge);
|
|
vm_rot_point_around_line(out, &temp, fl_radians(frand_range(0.0f, 359.0f)), in, &orient->vec.rvec);
|
|
}
|
|
|
|
// find the nearest point on the line to p. if dist is non-NULL, it is filled in
|
|
// returns 0 if the point is inside the line segment, -1 if "before" the line segment and 1 ir "after" the line segment
|
|
int vm_vec_dist_to_line(const vec3d *p, const vec3d *l0, const vec3d *l1, vec3d *nearest, float *dist)
|
|
{
|
|
vec3d a, b, c;
|
|
float b_mag, comp;
|
|
|
|
#ifndef NDEBUG
|
|
if(vm_vec_same(l0, l1)){
|
|
*nearest = vmd_zero_vector;
|
|
return -1;
|
|
}
|
|
#endif
|
|
|
|
// compb_a == a dot b / len(b)
|
|
vm_vec_sub(&a, p, l0);
|
|
vm_vec_sub(&b, l1, l0);
|
|
b_mag = vm_vec_copy_normalize(&c, &b);
|
|
|
|
// calculate component
|
|
comp = vm_vec_dot(&a, &b) / b_mag;
|
|
|
|
// stuff nearest
|
|
vm_vec_scale_add(nearest, l0, &c, comp);
|
|
|
|
// maybe get the distance
|
|
if(dist != NULL){
|
|
*dist = vm_vec_dist(nearest, p);
|
|
}
|
|
|
|
// return the proper value
|
|
if(comp < 0.0f){
|
|
return -1; // before the line
|
|
} else if(comp > b_mag){
|
|
return 1; // after the line
|
|
}
|
|
return 0; // on the line
|
|
}
|
|
|
|
// Goober5000
|
|
// Finds the distance squared to a line. Same as above, except it uses vm_vec_dist_squared, which is faster;
|
|
// and it doesn't check whether the nearest point is on the line segment.
|
|
void vm_vec_dist_squared_to_line(const vec3d *p, const vec3d *l0, const vec3d *l1, vec3d *nearest, float *dist_squared)
|
|
{
|
|
vec3d a, b, c;
|
|
float b_mag, comp;
|
|
|
|
#ifndef NDEBUG
|
|
if(vm_vec_same(l0, l1)){
|
|
*nearest = vmd_zero_vector;
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
// compb_a == a dot b / len(b)
|
|
vm_vec_sub(&a, p, l0);
|
|
vm_vec_sub(&b, l1, l0);
|
|
b_mag = vm_vec_copy_normalize(&c, &b);
|
|
|
|
// calculate component
|
|
comp = vm_vec_dot(&a, &b) / b_mag;
|
|
|
|
// stuff nearest
|
|
vm_vec_scale_add(nearest, l0, &c, comp);
|
|
|
|
// get the distance
|
|
*dist_squared = vm_vec_dist_squared(nearest, p);
|
|
}
|
|
|
|
//SUSHI: 2D vector "box" scaling
|
|
//Scales the vector in-place so that the longest dimension = scale
|
|
void vm_vec_boxscale(vec2d *vec, float scale)
|
|
{
|
|
float ratio = 1.0f / MAX(fl_abs(vec->x), fl_abs(vec->y));
|
|
vec->x *= ratio;
|
|
vec->y *= ratio;
|
|
}
|
|
|
|
// TODO Remove this function if we ever move to a math library like glm
|
|
/**
|
|
* @brief Attempts to invert a 4x4 matrix
|
|
* @param[in] m Pointer to the matrix we want to invert
|
|
* @param[inout] invOut The inverted matrix, or nullptr if inversion is impossible
|
|
*
|
|
* @returns Whether or not the matrix is invertible
|
|
*/
|
|
bool vm_inverse_matrix4(const matrix4 *m, matrix4 *invOut)
|
|
{
|
|
matrix4 inv; // create a temp matrix so we can avoid getting a determinant that is 0
|
|
float det;
|
|
int i, j;
|
|
|
|
// Use a2d so it's easier for people to read
|
|
inv.a2d[0][0] = m->a2d[1][1] * m->a2d[2][2] * m->a2d[3][3] -
|
|
m->a2d[1][1] * m->a2d[2][3] * m->a2d[3][2] -
|
|
m->a2d[2][1] * m->a2d[1][2] * m->a2d[3][3] +
|
|
m->a2d[2][1] * m->a2d[1][3] * m->a2d[3][2] +
|
|
m->a2d[3][1] * m->a2d[1][2] * m->a2d[2][3] -
|
|
m->a2d[3][1] * m->a2d[1][3] * m->a2d[2][2];
|
|
|
|
inv.a2d[1][0] = -m->a2d[1][0] * m->a2d[2][2] * m->a2d[3][3] +
|
|
m->a2d[1][0] * m->a2d[2][3] * m->a2d[3][2] +
|
|
m->a2d[2][0] * m->a2d[1][2] * m->a2d[3][3] -
|
|
m->a2d[2][0] * m->a2d[1][3] * m->a2d[3][2] -
|
|
m->a2d[3][0] * m->a2d[1][2] * m->a2d[2][3] +
|
|
m->a2d[3][0] * m->a2d[1][3] * m->a2d[2][2];
|
|
|
|
inv.a2d[2][0] = m->a2d[1][0] * m->a2d[2][1] * m->a2d[3][3] -
|
|
m->a2d[1][0] * m->a2d[2][3] * m->a2d[3][1] -
|
|
m->a2d[2][0] * m->a2d[1][1] * m->a2d[3][3] +
|
|
m->a2d[2][0] * m->a2d[1][3] * m->a2d[3][1] +
|
|
m->a2d[3][0] * m->a2d[1][1] * m->a2d[2][3] -
|
|
m->a2d[3][0] * m->a2d[1][3] * m->a2d[2][1];
|
|
|
|
inv.a2d[3][0] = -m->a2d[1][0] * m->a2d[2][1] * m->a2d[3][2] +
|
|
m->a2d[1][0] * m->a2d[2][2] * m->a2d[3][1] +
|
|
m->a2d[2][0] * m->a2d[1][1] * m->a2d[3][2] -
|
|
m->a2d[2][0] * m->a2d[1][2] * m->a2d[3][1] -
|
|
m->a2d[3][0] * m->a2d[1][1] * m->a2d[2][2] +
|
|
m->a2d[3][0] * m->a2d[1][2] * m->a2d[2][1];
|
|
|
|
inv.a2d[0][1] = -m->a2d[0][1] * m->a2d[2][2] * m->a2d[3][3] +
|
|
m->a2d[0][1] * m->a2d[2][3] * m->a2d[3][2] +
|
|
m->a2d[2][1] * m->a2d[0][2] * m->a2d[3][3] -
|
|
m->a2d[2][1] * m->a2d[0][3] * m->a2d[3][2] -
|
|
m->a2d[3][1] * m->a2d[0][2] * m->a2d[2][3] +
|
|
m->a2d[3][1] * m->a2d[0][3] * m->a2d[2][2];
|
|
|
|
inv.a2d[1][1] = m->a2d[0][0] * m->a2d[2][2] * m->a2d[3][3] -
|
|
m->a2d[0][0] * m->a2d[2][3] * m->a2d[3][2] -
|
|
m->a2d[2][0] * m->a2d[0][2] * m->a2d[3][3] +
|
|
m->a2d[2][0] * m->a2d[0][3] * m->a2d[3][2] +
|
|
m->a2d[3][0] * m->a2d[0][2] * m->a2d[2][3] -
|
|
m->a2d[3][0] * m->a2d[0][3] * m->a2d[2][2];
|
|
|
|
inv.a2d[2][1] = -m->a2d[0][0] * m->a2d[2][1] * m->a2d[3][3] +
|
|
m->a2d[0][0] * m->a2d[2][3] * m->a2d[3][1] +
|
|
m->a2d[2][0] * m->a2d[0][1] * m->a2d[3][3] -
|
|
m->a2d[2][0] * m->a2d[0][3] * m->a2d[3][1] -
|
|
m->a2d[3][0] * m->a2d[0][1] * m->a2d[2][3] +
|
|
m->a2d[3][0] * m->a2d[0][3] * m->a2d[2][1];
|
|
|
|
inv.a2d[3][1] = m->a2d[0][0] * m->a2d[2][1] * m->a2d[3][2] -
|
|
m->a2d[0][0] * m->a2d[2][2] * m->a2d[3][1] -
|
|
m->a2d[2][0] * m->a2d[0][1] * m->a2d[3][2] +
|
|
m->a2d[2][0] * m->a2d[0][2] * m->a2d[3][1] +
|
|
m->a2d[3][0] * m->a2d[0][1] * m->a2d[2][2] -
|
|
m->a2d[3][0] * m->a2d[0][2] * m->a2d[2][1];
|
|
|
|
inv.a2d[0][2] = m->a2d[0][1] * m->a2d[1][2] * m->a2d[3][3] -
|
|
m->a2d[0][1] * m->a2d[1][3] * m->a2d[3][2] -
|
|
m->a2d[1][1] * m->a2d[0][2] * m->a2d[3][3] +
|
|
m->a2d[1][1] * m->a2d[0][3] * m->a2d[3][2] +
|
|
m->a2d[3][1] * m->a2d[0][2] * m->a2d[1][3] -
|
|
m->a2d[3][1] * m->a2d[0][3] * m->a2d[1][2];
|
|
|
|
inv.a2d[1][2] = -m->a2d[0][0] * m->a2d[1][2] * m->a2d[3][3] +
|
|
m->a2d[0][0] * m->a2d[1][3] * m->a2d[3][2] +
|
|
m->a2d[1][0] * m->a2d[0][2] * m->a2d[3][3] -
|
|
m->a2d[1][0] * m->a2d[0][3] * m->a2d[3][2] -
|
|
m->a2d[3][0] * m->a2d[0][2] * m->a2d[1][3] +
|
|
m->a2d[3][0] * m->a2d[0][3] * m->a2d[1][2];
|
|
|
|
inv.a2d[2][2] = m->a2d[0][0] * m->a2d[1][1] * m->a2d[3][3] -
|
|
m->a2d[0][0] * m->a2d[1][3] * m->a2d[3][1] -
|
|
m->a2d[1][0] * m->a2d[0][1] * m->a2d[3][3] +
|
|
m->a2d[1][0] * m->a2d[0][3] * m->a2d[3][1] +
|
|
m->a2d[3][0] * m->a2d[0][1] * m->a2d[1][3] -
|
|
m->a2d[3][0] * m->a2d[0][3] * m->a2d[1][1];
|
|
|
|
inv.a2d[3][2] = -m->a2d[0][0] * m->a2d[1][1] * m->a2d[3][2] +
|
|
m->a2d[0][0] * m->a2d[1][2] * m->a2d[3][1] +
|
|
m->a2d[1][0] * m->a2d[0][1] * m->a2d[3][2] -
|
|
m->a2d[1][0] * m->a2d[0][2] * m->a2d[3][1] -
|
|
m->a2d[3][0] * m->a2d[0][1] * m->a2d[1][2] +
|
|
m->a2d[3][0] * m->a2d[0][2] * m->a2d[1][1];
|
|
|
|
inv.a2d[0][3] = -m->a2d[0][1] * m->a2d[1][2] * m->a2d[2][3] +
|
|
m->a2d[0][1] * m->a2d[1][3] * m->a2d[2][2] +
|
|
m->a2d[1][1] * m->a2d[0][2] * m->a2d[2][3] -
|
|
m->a2d[1][1] * m->a2d[0][3] * m->a2d[2][2] -
|
|
m->a2d[2][1] * m->a2d[0][2] * m->a2d[1][3] +
|
|
m->a2d[2][1] * m->a2d[0][3] * m->a2d[1][2];
|
|
|
|
inv.a2d[1][3] = m->a2d[0][0] * m->a2d[1][2] * m->a2d[2][3] -
|
|
m->a2d[0][0] * m->a2d[1][3] * m->a2d[2][2] -
|
|
m->a2d[1][0] * m->a2d[0][2] * m->a2d[2][3] +
|
|
m->a2d[1][0] * m->a2d[0][3] * m->a2d[2][2] +
|
|
m->a2d[2][0] * m->a2d[0][2] * m->a2d[1][3] -
|
|
m->a2d[2][0] * m->a2d[0][3] * m->a2d[1][2];
|
|
|
|
inv.a2d[2][3] = -m->a2d[0][0] * m->a2d[1][1] * m->a2d[2][3] +
|
|
m->a2d[0][0] * m->a2d[1][3] * m->a2d[2][1] +
|
|
m->a2d[1][0] * m->a2d[0][1] * m->a2d[2][3] -
|
|
m->a2d[1][0] * m->a2d[0][3] * m->a2d[2][1] -
|
|
m->a2d[2][0] * m->a2d[0][1] * m->a2d[1][3] +
|
|
m->a2d[2][0] * m->a2d[0][3] * m->a2d[1][1];
|
|
|
|
inv.a2d[3][3] = m->a2d[0][0] * m->a2d[1][1] * m->a2d[2][2] -
|
|
m->a2d[0][0] * m->a2d[1][2] * m->a2d[2][1] -
|
|
m->a2d[1][0] * m->a2d[0][1] * m->a2d[2][2] +
|
|
m->a2d[1][0] * m->a2d[0][2] * m->a2d[2][1] +
|
|
m->a2d[2][0] * m->a2d[0][1] * m->a2d[1][2] -
|
|
m->a2d[2][0] * m->a2d[0][2] * m->a2d[1][1];
|
|
|
|
det = m->a2d[0][0] * inv.a2d[0][0] + m->a2d[0][1] * inv.a2d[1][0] + m->a2d[0][2] * inv.a2d[2][0] + m->a2d[0][3] * inv.a2d[3][0];
|
|
|
|
if (det == 0) {
|
|
invOut = nullptr;
|
|
return false;
|
|
}
|
|
|
|
det = 1.0f / det;
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
for (j = 0; j < 4; j++) {
|
|
invOut->a2d[i][j] = inv.a2d[i][j] * det;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void vm_matrix4_set_orthographic(matrix4* out, vec3d *max, vec3d *min)
|
|
{
|
|
memset(out, 0, sizeof(matrix4));
|
|
|
|
out->a1d[0] = 2.0f / (max->xyz.x - min->xyz.x);
|
|
out->a1d[5] = 2.0f / (max->xyz.y - min->xyz.y);
|
|
out->a1d[10] = -2.0f / (max->xyz.z - min->xyz.z);
|
|
out->a1d[12] = -(max->xyz.x + min->xyz.x) / (max->xyz.x - min->xyz.x);
|
|
out->a1d[13] = -(max->xyz.y + min->xyz.y) / (max->xyz.y - min->xyz.y);
|
|
out->a1d[14] = -(max->xyz.z + min->xyz.z) / (max->xyz.z - min->xyz.z);
|
|
out->a1d[15] = 1.0f;
|
|
}
|
|
|
|
void vm_matrix4_set_inverse_transform(matrix4 *out, matrix *m, vec3d *v)
|
|
{
|
|
// this is basically the same function as the opengl view matrix construction
|
|
// except we don't invert the Z-axis
|
|
vec3d scaled_pos;
|
|
vec3d inv_pos;
|
|
matrix inv_orient;
|
|
|
|
vm_vec_copy_scale(&scaled_pos, v, -1.0f);
|
|
|
|
vm_copy_transpose(&inv_orient, m);
|
|
vm_vec_rotate(&inv_pos, &scaled_pos, m);
|
|
|
|
vm_matrix4_set_transform(out, &inv_orient, &inv_pos);
|
|
}
|
|
|
|
void vm_matrix4_set_identity(matrix4 *out)
|
|
{
|
|
out->a2d[0][0] = 1.0f;
|
|
out->a2d[0][1] = 0.0f;
|
|
out->a2d[0][2] = 0.0f;
|
|
out->a2d[0][3] = 0.0f;
|
|
|
|
out->a2d[1][0] = 0.0f;
|
|
out->a2d[1][1] = 1.0f;
|
|
out->a2d[1][2] = 0.0f;
|
|
out->a2d[1][3] = 0.0f;
|
|
|
|
out->a2d[2][0] = 0.0f;
|
|
out->a2d[2][1] = 0.0f;
|
|
out->a2d[2][2] = 1.0f;
|
|
out->a2d[2][3] = 0.0f;
|
|
|
|
out->a2d[3][0] = 0.0f;
|
|
out->a2d[3][1] = 0.0f;
|
|
out->a2d[3][2] = 0.0f;
|
|
out->a2d[3][3] = 1.0f;
|
|
}
|
|
|
|
void vm_matrix4_set_transform(matrix4 *out, matrix *m, vec3d *v)
|
|
{
|
|
vm_matrix4_set_identity(out);
|
|
|
|
out->a2d[0][0] = m->a2d[0][0];
|
|
out->a2d[0][1] = m->a2d[0][1];
|
|
out->a2d[0][2] = m->a2d[0][2];
|
|
|
|
out->a2d[1][0] = m->a2d[1][0];
|
|
out->a2d[1][1] = m->a2d[1][1];
|
|
out->a2d[1][2] = m->a2d[1][2];
|
|
|
|
out->a2d[2][0] = m->a2d[2][0];
|
|
out->a2d[2][1] = m->a2d[2][1];
|
|
out->a2d[2][2] = m->a2d[2][2];
|
|
|
|
out->a2d[3][0] = v->a1d[0];
|
|
out->a2d[3][1] = v->a1d[1];
|
|
out->a2d[3][2] = v->a1d[2];
|
|
}
|
|
|
|
void vm_matrix4_get_orientation(matrix *out, const matrix4 *m)
|
|
{
|
|
out->a2d[0][0] = m->a2d[0][0];
|
|
out->a2d[0][1] = m->a2d[0][1];
|
|
out->a2d[0][2] = m->a2d[0][2];
|
|
|
|
out->a2d[1][0] = m->a2d[1][0];
|
|
out->a2d[1][1] = m->a2d[1][1];
|
|
out->a2d[1][2] = m->a2d[1][2];
|
|
|
|
out->a2d[2][0] = m->a2d[2][0];
|
|
out->a2d[2][1] = m->a2d[2][1];
|
|
out->a2d[2][2] = m->a2d[2][2];
|
|
}
|
|
|
|
void vm_matrix4_get_offset(vec3d *out, matrix4 *m)
|
|
{
|
|
out->xyz.x = m->vec.pos.xyzw.x;
|
|
out->xyz.y = m->vec.pos.xyzw.y;
|
|
out->xyz.z = m->vec.pos.xyzw.z;
|
|
}
|
|
|
|
void vm_matrix4_x_matrix4(matrix4 *dest, const matrix4 *src0, const matrix4 *src1)
|
|
{
|
|
dest->vec.rvec.xyzw.x = vm_vec4_dot4(src0->vec.rvec.xyzw.x, src0->vec.uvec.xyzw.x, src0->vec.fvec.xyzw.x, src0->vec.pos.xyzw.x, &src1->vec.rvec);
|
|
dest->vec.uvec.xyzw.x = vm_vec4_dot4(src0->vec.rvec.xyzw.x, src0->vec.uvec.xyzw.x, src0->vec.fvec.xyzw.x, src0->vec.pos.xyzw.x, &src1->vec.uvec);
|
|
dest->vec.fvec.xyzw.x = vm_vec4_dot4(src0->vec.rvec.xyzw.x, src0->vec.uvec.xyzw.x, src0->vec.fvec.xyzw.x, src0->vec.pos.xyzw.x, &src1->vec.fvec);
|
|
dest->vec.pos.xyzw.x = vm_vec4_dot4(src0->vec.rvec.xyzw.x, src0->vec.uvec.xyzw.x, src0->vec.fvec.xyzw.x, src0->vec.pos.xyzw.x, &src1->vec.pos);
|
|
|
|
dest->vec.rvec.xyzw.y = vm_vec4_dot4(src0->vec.rvec.xyzw.y, src0->vec.uvec.xyzw.y, src0->vec.fvec.xyzw.y, src0->vec.pos.xyzw.y, &src1->vec.rvec);
|
|
dest->vec.uvec.xyzw.y = vm_vec4_dot4(src0->vec.rvec.xyzw.y, src0->vec.uvec.xyzw.y, src0->vec.fvec.xyzw.y, src0->vec.pos.xyzw.y, &src1->vec.uvec);
|
|
dest->vec.fvec.xyzw.y = vm_vec4_dot4(src0->vec.rvec.xyzw.y, src0->vec.uvec.xyzw.y, src0->vec.fvec.xyzw.y, src0->vec.pos.xyzw.y, &src1->vec.fvec);
|
|
dest->vec.pos.xyzw.y = vm_vec4_dot4(src0->vec.rvec.xyzw.y, src0->vec.uvec.xyzw.y, src0->vec.fvec.xyzw.y, src0->vec.pos.xyzw.y, &src1->vec.pos);
|
|
|
|
dest->vec.rvec.xyzw.z = vm_vec4_dot4(src0->vec.rvec.xyzw.z, src0->vec.uvec.xyzw.z, src0->vec.fvec.xyzw.z, src0->vec.pos.xyzw.z, &src1->vec.rvec);
|
|
dest->vec.uvec.xyzw.z = vm_vec4_dot4(src0->vec.rvec.xyzw.z, src0->vec.uvec.xyzw.z, src0->vec.fvec.xyzw.z, src0->vec.pos.xyzw.z, &src1->vec.uvec);
|
|
dest->vec.fvec.xyzw.z = vm_vec4_dot4(src0->vec.rvec.xyzw.z, src0->vec.uvec.xyzw.z, src0->vec.fvec.xyzw.z, src0->vec.pos.xyzw.z, &src1->vec.fvec);
|
|
dest->vec.pos.xyzw.z = vm_vec4_dot4(src0->vec.rvec.xyzw.z, src0->vec.uvec.xyzw.z, src0->vec.fvec.xyzw.z, src0->vec.pos.xyzw.z, &src1->vec.pos);
|
|
|
|
dest->vec.rvec.xyzw.w = vm_vec4_dot4(src0->vec.rvec.xyzw.w, src0->vec.uvec.xyzw.w, src0->vec.fvec.xyzw.w, src0->vec.pos.xyzw.w, &src1->vec.rvec);
|
|
dest->vec.uvec.xyzw.w = vm_vec4_dot4(src0->vec.rvec.xyzw.w, src0->vec.uvec.xyzw.w, src0->vec.fvec.xyzw.w, src0->vec.pos.xyzw.w, &src1->vec.uvec);
|
|
dest->vec.fvec.xyzw.w = vm_vec4_dot4(src0->vec.rvec.xyzw.w, src0->vec.uvec.xyzw.w, src0->vec.fvec.xyzw.w, src0->vec.pos.xyzw.w, &src1->vec.fvec);
|
|
dest->vec.pos.xyzw.w = vm_vec4_dot4(src0->vec.rvec.xyzw.w, src0->vec.uvec.xyzw.w, src0->vec.fvec.xyzw.w, src0->vec.pos.xyzw.w, &src1->vec.pos);
|
|
}
|
|
|
|
float vm_vec4_dot4(float x, float y, float z, float w, const vec4 *v)
|
|
{
|
|
return (x * v->xyzw.x) + (y * v->xyzw.y) + (z * v->xyzw.z) + (w * v->xyzw.w);
|
|
}
|
|
|
|
void vm_vec_transform(vec4 *dest, const vec4 *src, const matrix4 *m)
|
|
{
|
|
dest->xyzw.x = (m->vec.rvec.xyzw.x * src->xyzw.x) + (m->vec.uvec.xyzw.x * src->xyzw.y) + (m->vec.fvec.xyzw.x * src->xyzw.z) + (m->vec.pos.xyzw.x * src->xyzw.w);
|
|
dest->xyzw.y = (m->vec.rvec.xyzw.y * src->xyzw.x) + (m->vec.uvec.xyzw.y * src->xyzw.y) + (m->vec.fvec.xyzw.y * src->xyzw.z) + (m->vec.pos.xyzw.y * src->xyzw.w);
|
|
dest->xyzw.z = (m->vec.rvec.xyzw.z * src->xyzw.x) + (m->vec.uvec.xyzw.z * src->xyzw.y) + (m->vec.fvec.xyzw.z * src->xyzw.z) + (m->vec.pos.xyzw.z * src->xyzw.w);
|
|
dest->xyzw.w = (m->vec.rvec.xyzw.w * src->xyzw.x) + (m->vec.uvec.xyzw.w * src->xyzw.y) + (m->vec.fvec.xyzw.w * src->xyzw.z) + (m->vec.pos.xyzw.w * src->xyzw.w);
|
|
}
|
|
|
|
void vm_vec_transform(vec3d *dest, const vec3d *src, const matrix4 *m, bool pos)
|
|
{
|
|
vec4 temp_src, temp_dest;
|
|
|
|
temp_src.xyzw.x = src->xyz.x;
|
|
temp_src.xyzw.y = src->xyz.y;
|
|
temp_src.xyzw.z = src->xyz.z;
|
|
|
|
// whether to treat vec3d src as a position or a vector.
|
|
// 0.0f will prevent matrix4 m's offset from being added. 1.0f will add the offset.
|
|
temp_src.xyzw.w = pos ? 1.0f : 0.0f;
|
|
|
|
vm_vec_transform(&temp_dest, &temp_src, m);
|
|
|
|
dest->xyz.x = temp_dest.xyzw.x;
|
|
dest->xyz.y = temp_dest.xyzw.y;
|
|
dest->xyz.z = temp_dest.xyzw.z;
|
|
}
|
|
vec3d vm_vec4_to_vec3(const vec4& vec) {
|
|
vec3d out;
|
|
|
|
out.xyz.x = vec.xyzw.x;
|
|
out.xyz.y = vec.xyzw.y;
|
|
out.xyz.z = vec.xyzw.z;
|
|
|
|
return out;
|
|
}
|
|
vec4 vm_vec3_to_ve4(const vec3d& vec, float w) {
|
|
vec4 out;
|
|
|
|
out.xyzw.x = vec.xyz.x;
|
|
out.xyzw.y = vec.xyz.y;
|
|
out.xyzw.z = vec.xyz.z;
|
|
out.xyzw.w = w;
|
|
|
|
return out;
|
|
}
|