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136 lines (114 loc) · 3 KB
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vec.cpp
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136 lines (114 loc) · 3 KB
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#include "pch.h"
#include "vec.h"
float DotProduct(const vec3_t vec1, const vec3_t vec2)
{
return vec1[0] * vec2[0] + vec1[1] * vec2[1] + vec1[2] * vec2[2];
}
//-------------------------------------------------------------//
void VecAdd(vec3_t in, vec3_t added)
{
in[0] += added[0];
in[1] += added[1];
in[2] += added[2];
}
//-------------------------------------------------------------//
void VecSub(vec3_t in, vec3_t added)
{
in[0] -= added[0];
in[1] -= added[1];
in[2] -= added[2];
}
//-------------------------------------------------------------//
void VectorSubtract(const vec3_t vec1, const vec3_t vec2, vec3_t vecOut)
{
vecOut[0] = vec1[0] - vec2[0];
vecOut[1] = vec1[1] - vec2[1];
vecOut[2] = vec1[2] - vec2[2];
}
//-------------------------------------------------------------//
void VecDivByNum(vec3_t in, float numDiv)
{
in[0] = in[0] / numDiv;
in[1] = in[1] / numDiv;
in[2] = in[2] / numDiv;
}
//-------------------------------------------------------------//
float VecDistance(vec3_t &start, vec3_t &end)
{
float crd0 = (end[0] - start[0]) * (end[0] - start[0]);
float crd1 = (end[1] - start[1]) * (end[1] - start[1]);
float crd2 = (end[2] - start[2]) * (end[2] - start[2]);
float distance = sqrt(crd0 + crd1 + crd2);
return distance;
}
//-------------------------------------------------------------//
float VecDistance2(vec3_t& start, vec3_t& end)
{
float crd0 = (end[0] - start[0]) * (end[0] - start[0]);
float crd1 = (end[1] - start[1]) * (end[1] - start[1]);
float distance = sqrt(crd0 + crd1);
return distance;
}
//-------------------------------------------------------------//
void VecNull(vec3_t in)
{
in[0] = 0;
in[1] = 0;
in[2] = 0;
}
//-------------------------------------------------------------//
float VecMult(vec3_t out, vec3_t in)
{
float result = 0;
result = out[0] * in[0] + out[1] * in[1] + out[2] * in[2];
return result;
}
//-------------------------------------------------------------//
void VecCopy(vec3_t out, vec3_t in)
{
out[0] = in[0];
out[1] = in[1];
out[2] = in[2];
}
//-------------------------------------------------------------//
void VecFill(vec3_t in, float x, float y, float z)
{
in[0] = x;
in[1] = y;
in[2] = z;
}
//-------------------------------------------------------------//
void AngleVectors(float yaw, float pitch, float roll, vec3_t forward, vec3_t right, vec3_t up)
{
float angle;
static float sr, sp, sy, cr, cp, cy;
// static to help MS compiler fp bugs
float angleDegrees = (float)(PI * 2 / 360);
angle = yaw * angleDegrees;
sy = sinf(angle);
cy = cosf(angle);
angle = pitch * angleDegrees;
sp = sinf(angle);
cp = cosf(angle);
angle = roll * angleDegrees;
sr = sinf(angle);
cr = cosf(angle);
if (forward)
{
forward[0] = cp * cy;
forward[1] = cp * sy;
forward[2] = -sp;
}
if (right)
{
right[0] = (-1 * sr * sp * cy + -1 * cr * -sy);
right[1] = (-1 * sr * sp * sy + -1 * cr * cy);
right[2] = -1 * sr * cp;
}
if (up)
{
up[0] = (cr * sp * cy + -sr * -sy);
up[1] = (cr * sp * sy + -sr * cy);
up[2] = cr * cp;
}
}