2 Copyright (C) 1999-2006 Id Software, Inc. and contributors.
3 For a list of contributors, see the accompanying CONTRIBUTORS file.
5 This file is part of GtkRadiant.
7 GtkRadiant is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 GtkRadiant is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with GtkRadiant; if not, write to the Free Software
19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
22 // mathlib.c -- math primitives
24 // we use memcpy and memset
27 const vec3_t vec3_origin = {0.0f,0.0f,0.0f};
29 const vec3_t g_vec3_axis_x = { 1, 0, 0, };
30 const vec3_t g_vec3_axis_y = { 0, 1, 0, };
31 const vec3_t g_vec3_axis_z = { 0, 0, 1, };
38 qboolean VectorIsOnAxis(vec3_t v)
40 int i, zeroComponentCount;
42 zeroComponentCount = 0;
43 for (i = 0; i < 3; i++)
51 if (zeroComponentCount > 1)
53 // The zero vector will be on axis.
65 qboolean VectorIsOnAxialPlane(vec3_t v)
69 for (i = 0; i < 3; i++)
73 // The zero vector will be on axial plane.
85 Given a normalized forward vector, create two
86 other perpendicular vectors
89 void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up)
93 // this rotate and negate guarantees a vector
94 // not colinear with the original
95 right[1] = -forward[0];
96 right[2] = forward[1];
97 right[0] = forward[2];
99 d = DotProduct (right, forward);
100 VectorMA (right, -d, forward, right);
101 VectorNormalize (right, right);
102 CrossProduct (right, forward, up);
105 vec_t VectorLength(const vec3_t v)
111 for (i=0 ; i< 3 ; i++)
113 length = (float)sqrt (length);
118 qboolean VectorCompare (const vec3_t v1, const vec3_t v2)
122 for (i=0 ; i<3 ; i++)
123 if (fabs(v1[i]-v2[i]) > EQUAL_EPSILON)
129 void VectorMA( const vec3_t va, vec_t scale, const vec3_t vb, vec3_t vc )
131 vc[0] = va[0] + scale*vb[0];
132 vc[1] = va[1] + scale*vb[1];
133 vc[2] = va[2] + scale*vb[2];
136 void _CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross)
138 cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
139 cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
140 cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
143 vec_t _DotProduct (vec3_t v1, vec3_t v2)
145 return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
148 void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out)
150 out[0] = va[0]-vb[0];
151 out[1] = va[1]-vb[1];
152 out[2] = va[2]-vb[2];
155 void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out)
157 out[0] = va[0]+vb[0];
158 out[1] = va[1]+vb[1];
159 out[2] = va[2]+vb[2];
162 void _VectorCopy (vec3_t in, vec3_t out)
169 vec_t VectorNormalize( const vec3_t in, vec3_t out ) {
171 // The sqrt() function takes double as an input and returns double as an
172 // output according the the man pages on Debian and on FreeBSD. Therefore,
173 // I don't see a reason why using a double outright (instead of using the
174 // vec_accu_t alias for example) could possibly be frowned upon.
176 double x, y, z, length;
182 length = sqrt((x * x) + (y * y) + (z * z));
189 out[0] = (vec_t) (x / length);
190 out[1] = (vec_t) (y / length);
191 out[2] = (vec_t) (z / length);
193 return (vec_t) length;
196 vec_t ColorNormalize( const vec3_t in, vec3_t out ) {
206 out[0] = out[1] = out[2] = 1.0;
212 VectorScale (in, scale, out);
217 void VectorInverse (vec3_t v)
225 void VectorScale (vec3_t v, vec_t scale, vec3_t out)
227 out[0] = v[0] * scale;
228 out[1] = v[1] * scale;
229 out[2] = v[2] * scale;
233 void VectorRotate (vec3_t vIn, vec3_t vRotation, vec3_t out)
240 VectorCopy(va, vWork);
241 nIndex[0][0] = 1; nIndex[0][1] = 2;
242 nIndex[1][0] = 2; nIndex[1][1] = 0;
243 nIndex[2][0] = 0; nIndex[2][1] = 1;
245 for (i = 0; i < 3; i++)
247 if (vRotation[i] != 0)
249 float dAngle = vRotation[i] * Q_PI / 180.0f;
250 float c = (vec_t)cos(dAngle);
251 float s = (vec_t)sin(dAngle);
252 vWork[nIndex[i][0]] = va[nIndex[i][0]] * c - va[nIndex[i][1]] * s;
253 vWork[nIndex[i][1]] = va[nIndex[i][0]] * s + va[nIndex[i][1]] * c;
255 VectorCopy(vWork, va);
257 VectorCopy(vWork, out);
260 void VectorRotateOrigin (vec3_t vIn, vec3_t vRotation, vec3_t vOrigin, vec3_t out)
262 vec3_t vTemp, vTemp2;
264 VectorSubtract(vIn, vOrigin, vTemp);
265 VectorRotate(vTemp, vRotation, vTemp2);
266 VectorAdd(vTemp2, vOrigin, out);
269 void VectorPolar(vec3_t v, float radius, float theta, float phi)
271 v[0]=(float)(radius * cos(theta) * cos(phi));
272 v[1]=(float)(radius * sin(theta) * cos(phi));
273 v[2]=(float)(radius * sin(phi));
276 void VectorSnap(vec3_t v)
279 for (i = 0; i < 3; i++)
281 v[i] = (vec_t)FLOAT_TO_INTEGER(v[i]);
285 void VectorISnap(vec3_t point, int snap)
288 for (i = 0 ;i < 3 ; i++)
290 point[i] = (vec_t)FLOAT_SNAP(point[i], snap);
294 void VectorFSnap(vec3_t point, float snap)
297 for (i = 0 ;i < 3 ; i++)
299 point[i] = (vec_t)FLOAT_SNAP(point[i], snap);
303 void _Vector5Add (vec5_t va, vec5_t vb, vec5_t out)
305 out[0] = va[0]+vb[0];
306 out[1] = va[1]+vb[1];
307 out[2] = va[2]+vb[2];
308 out[3] = va[3]+vb[3];
309 out[4] = va[4]+vb[4];
312 void _Vector5Scale (vec5_t v, vec_t scale, vec5_t out)
314 out[0] = v[0] * scale;
315 out[1] = v[1] * scale;
316 out[2] = v[2] * scale;
317 out[3] = v[3] * scale;
318 out[4] = v[4] * scale;
321 void _Vector53Copy (vec5_t in, vec3_t out)
328 // NOTE: added these from Ritual's Q3Radiant
329 #define INVALID_BOUNDS 99999
330 void ClearBounds (vec3_t mins, vec3_t maxs)
332 mins[0] = mins[1] = mins[2] = +INVALID_BOUNDS;
333 maxs[0] = maxs[1] = maxs[2] = -INVALID_BOUNDS;
336 void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs)
341 if(mins[0] == +INVALID_BOUNDS)
342 if(maxs[0] == -INVALID_BOUNDS)
348 for (i=0 ; i<3 ; i++)
358 void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
361 static float sr, sp, sy, cr, cp, cy;
362 // static to help MS compiler fp bugs
364 angle = angles[YAW] * (Q_PI*2.0f / 360.0f);
365 sy = (vec_t)sin(angle);
366 cy = (vec_t)cos(angle);
367 angle = angles[PITCH] * (Q_PI*2.0f / 360.0f);
368 sp = (vec_t)sin(angle);
369 cp = (vec_t)cos(angle);
370 angle = angles[ROLL] * (Q_PI*2.0f / 360.0f);
371 sr = (vec_t)sin(angle);
372 cr = (vec_t)cos(angle);
382 right[0] = -sr*sp*cy+cr*sy;
383 right[1] = -sr*sp*sy-cr*cy;
388 up[0] = cr*sp*cy+sr*sy;
389 up[1] = cr*sp*sy-sr*cy;
394 void VectorToAngles( vec3_t vec, vec3_t angles )
399 if ( ( vec[ 0 ] == 0 ) && ( vec[ 1 ] == 0 ) )
413 yaw = (vec_t)atan2( vec[ 1 ], vec[ 0 ] ) * 180 / Q_PI;
419 forward = ( float )sqrt( vec[ 0 ] * vec[ 0 ] + vec[ 1 ] * vec[ 1 ] );
420 pitch = (vec_t)atan2( vec[ 2 ], forward ) * 180 / Q_PI;
433 =====================
436 Returns false if the triangle is degenrate.
437 The normal will point out of the clock for clockwise ordered points
438 =====================
440 qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c ) {
443 VectorSubtract( b, a, d1 );
444 VectorSubtract( c, a, d2 );
445 CrossProduct( d2, d1, plane );
446 if ( VectorNormalize( plane, plane ) == 0 ) {
450 plane[3] = DotProduct( a, plane );
457 ** We use two byte encoded normals in some space critical applications.
458 ** Lat = 0 at (1,0,0) to 360 (-1,0,0), encoded in 8-bit sine table format
459 ** Lng = 0 at (0,0,1) to 180 (0,0,-1), encoded in 8-bit sine table format
462 void NormalToLatLong( const vec3_t normal, byte bytes[2] ) {
463 // check for singularities
464 if ( normal[0] == 0 && normal[1] == 0 ) {
465 if ( normal[2] > 0 ) {
467 bytes[1] = 0; // lat = 0, long = 0
470 bytes[1] = 0; // lat = 0, long = 128
475 a = (int)( RAD2DEG( atan2( normal[1], normal[0] ) ) * (255.0f / 360.0f ) );
478 b = (int)( RAD2DEG( acos( normal[2] ) ) * ( 255.0f / 360.0f ) );
481 bytes[0] = b; // longitude
482 bytes[1] = a; // lattitude
491 int PlaneTypeForNormal (vec3_t normal) {
492 if (normal[0] == 1.0 || normal[0] == -1.0)
494 if (normal[1] == 1.0 || normal[1] == -1.0)
496 if (normal[2] == 1.0 || normal[2] == -1.0)
499 return PLANE_NON_AXIAL;
507 void MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]) {
508 out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
509 in1[0][2] * in2[2][0];
510 out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
511 in1[0][2] * in2[2][1];
512 out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
513 in1[0][2] * in2[2][2];
514 out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
515 in1[1][2] * in2[2][0];
516 out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
517 in1[1][2] * in2[2][1];
518 out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
519 in1[1][2] * in2[2][2];
520 out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
521 in1[2][2] * in2[2][0];
522 out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
523 in1[2][2] * in2[2][1];
524 out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
525 in1[2][2] * in2[2][2];
528 void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal )
534 inv_denom = 1.0F / DotProduct( normal, normal );
536 d = DotProduct( normal, p ) * inv_denom;
538 n[0] = normal[0] * inv_denom;
539 n[1] = normal[1] * inv_denom;
540 n[2] = normal[2] * inv_denom;
542 dst[0] = p[0] - d * n[0];
543 dst[1] = p[1] - d * n[1];
544 dst[2] = p[2] - d * n[2];
548 ** assumes "src" is normalized
550 void PerpendicularVector( vec3_t dst, const vec3_t src )
554 vec_t minelem = 1.0F;
558 ** find the smallest magnitude axially aligned vector
560 for ( pos = 0, i = 0; i < 3; i++ )
562 if ( fabs( src[i] ) < minelem )
565 minelem = (vec_t)fabs( src[i] );
568 tempvec[0] = tempvec[1] = tempvec[2] = 0.0F;
572 ** project the point onto the plane defined by src
574 ProjectPointOnPlane( dst, tempvec, src );
577 ** normalize the result
579 VectorNormalize( dst, dst );
584 RotatePointAroundVector
586 This is not implemented very well...
589 void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point,
604 PerpendicularVector( vr, dir );
605 CrossProduct( vr, vf, vup );
619 memcpy( im, m, sizeof( im ) );
628 memset( zrot, 0, sizeof( zrot ) );
629 zrot[0][0] = zrot[1][1] = zrot[2][2] = 1.0F;
631 rad = (float)DEG2RAD( degrees );
632 zrot[0][0] = (vec_t)cos( rad );
633 zrot[0][1] = (vec_t)sin( rad );
634 zrot[1][0] = (vec_t)-sin( rad );
635 zrot[1][1] = (vec_t)cos( rad );
637 MatrixMultiply( m, zrot, tmpmat );
638 MatrixMultiply( tmpmat, im, rot );
640 for ( i = 0; i < 3; i++ ) {
641 dst[i] = rot[i][0] * point[0] + rot[i][1] * point[1] + rot[i][2] * point[2];
646 ////////////////////////////////////////////////////////////////////////////////
647 // Below is double-precision math stuff. This was initially needed by the new
648 // "base winding" code in q3map2 brush processing in order to fix the famous
649 // "disappearing triangles" issue. These definitions can be used wherever extra
650 // precision is needed.
651 ////////////////////////////////////////////////////////////////////////////////
658 vec_accu_t VectorLengthAccu(const vec3_accu_t v)
660 return (vec_accu_t) sqrt((v[0] * v[0]) + (v[1] * v[1]) + (v[2] * v[2]));
668 vec_accu_t DotProductAccu(const vec3_accu_t a, const vec3_accu_t b)
670 return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]);
678 void VectorSubtractAccu(const vec3_accu_t a, const vec3_accu_t b, vec3_accu_t out)
680 out[0] = a[0] - b[0];
681 out[1] = a[1] - b[1];
682 out[2] = a[2] - b[2];
690 void VectorAddAccu(const vec3_accu_t a, const vec3_accu_t b, vec3_accu_t out)
692 out[0] = a[0] + b[0];
693 out[1] = a[1] + b[1];
694 out[2] = a[2] + b[2];
702 void VectorCopyAccu(const vec3_accu_t in, vec3_accu_t out)
714 void VectorScaleAccu(const vec3_accu_t in, vec_accu_t scaleFactor, vec3_accu_t out)
716 out[0] = in[0] * scaleFactor;
717 out[1] = in[1] * scaleFactor;
718 out[2] = in[2] * scaleFactor;
726 void CrossProductAccu(const vec3_accu_t a, const vec3_accu_t b, vec3_accu_t out)
728 out[0] = (a[1] * b[2]) - (a[2] * b[1]);
729 out[1] = (a[2] * b[0]) - (a[0] * b[2]);
730 out[2] = (a[0] * b[1]) - (a[1] * b[0]);
738 vec_accu_t Q_rintAccu(vec_accu_t val)
740 return (vec_accu_t) floor(val + 0.5);
745 VectorCopyAccuToRegular
748 void VectorCopyAccuToRegular(const vec3_accu_t in, vec3_t out)
750 out[0] = (vec_t) in[0];
751 out[1] = (vec_t) in[1];
752 out[2] = (vec_t) in[2];
757 VectorCopyRegularToAccu
760 void VectorCopyRegularToAccu(const vec3_t in, vec3_accu_t out)
762 out[0] = (vec_accu_t) in[0];
763 out[1] = (vec_accu_t) in[1];
764 out[2] = (vec_accu_t) in[2];
772 vec_accu_t VectorNormalizeAccu(const vec3_accu_t in, vec3_accu_t out)
774 // The sqrt() function takes double as an input and returns double as an
775 // output according the the man pages on Debian and on FreeBSD. Therefore,
776 // I don't see a reason why using a double outright (instead of using the
777 // vec_accu_t alias for example) could possibly be frowned upon.
781 length = (vec_accu_t) sqrt((in[0] * in[0]) + (in[1] * in[1]) + (in[2] * in[2]));
788 out[0] = in[0] / length;
789 out[1] = in[1] / length;
790 out[2] = in[2] / length;