+++ /dev/null
-#include "anglestransform.qh"
-
-#if defined(CSQC)
-#elif defined(MENUQC)
-#elif defined(SVQC)
-#endif
-
-#ifdef POSITIVE_PITCH_IS_DOWN
-vector fixedvectoangles(vector a)
-{
- vector ang;
- ang = vectoangles(a);
- ang.x = -ang.x;
- return ang;
-}
-vector fixedvectoangles2(vector a, vector b)
-{
- vector ang;
- ang = vectoangles2(a, b);
- ang.x = -ang.x;
- return ang;
-}
-#else
-void fixedmakevectors(vector a)
-{
- // a makevectors that actually inverts vectoangles
- a.x = -a.x;
- makevectors(a);
-}
-#endif
-
-// angles transforms
-// angles in fixedmakevectors/fixedvectoangles space
-vector AnglesTransform_Apply(vector transform, vector v)
-{
- fixedmakevectors(transform);
- return v_forward * v.x
- + v_right * (-v.y)
- + v_up * v.z;
-}
-
-vector AnglesTransform_Multiply(vector t1, vector t2)
-{
- vector m_forward, m_up;
- fixedmakevectors(t2); m_forward = v_forward; m_up = v_up;
- m_forward = AnglesTransform_Apply(t1, m_forward); m_up = AnglesTransform_Apply(t1, m_up);
- return fixedvectoangles2(m_forward, m_up);
-}
-
-vector AnglesTransform_Invert(vector transform)
-{
- vector i_forward, i_up;
- fixedmakevectors(transform);
- // we want angles that turn v_forward into '1 0 0', v_right into '0 1 0' and v_up into '0 0 1'
- // but these are orthogonal unit vectors!
- // so to invert, we can simply fixedvectoangles the TRANSPOSED matrix
- // TODO is this always -transform?
- i_forward.x = v_forward.x;
- i_forward.y = -v_right.x;
- i_forward.z = v_up.x;
- i_up.x = v_forward.z;
- i_up.y = -v_right.z;
- i_up.z = v_up.z;
- return fixedvectoangles2(i_forward, i_up);
-}
-
-vector AnglesTransform_TurnDirectionFR(vector transform)
-{
- // turn 180 degrees around v_up
- // changes in-direction to out-direction
- //fixedmakevectors(transform);
- //return fixedvectoangles2(-1 * v_forward, 1 * v_up);
- transform.x = -transform.x;
- transform.y = 180 + transform.y;
- transform.z = -transform.z;
- // pitch: -s +c
- // yaw: -s -c
- // roll: -s +c
- return transform;
-}
-
-vector AnglesTransform_TurnDirectionFU(vector transform)
-{
- // turn 180 degrees around v_up
- // changes in-direction to out-direction
- //fixedmakevectors(transform);
- //return fixedvectoangles2(-1 * v_forward, 1 * v_up);
- transform.x = -transform.x;
- transform.y = 180 + transform.y;
- transform.z = 180 - transform.z;
- return transform;
-}
-
-vector AnglesTransform_RightDivide(vector to_transform, vector from_transform)
-{
- return AnglesTransform_Multiply(to_transform, AnglesTransform_Invert(from_transform));
-}
-
-vector AnglesTransform_LeftDivide(vector from_transform, vector to_transform)
-{
- return AnglesTransform_Multiply(AnglesTransform_Invert(from_transform), to_transform);
-}
-
-vector AnglesTransform_Normalize(vector t, float minimize_roll)
-{
- float need_flip;
- // first, bring all angles in their range...
- t.x = t.x - 360 * rint(t.x / 360);
- t.y = t.y - 360 * rint(t.y / 360);
- t.z = t.z - 360 * rint(t.z / 360);
- if(minimize_roll)
- need_flip = (t.z > 90 || t.z <= -90);
- else
- need_flip = (t.x > 90 || t.x < -90); // for pitch we prefer to allow exactly -90 degrees for looking straight down
- if(need_flip)
- {
- if(t.x >= 0) t.x = 180 - t.x; else t.x = -180 - t.x;
- if(t.y > 0) t.y -= 180; else t.y += 180;
- if(t.z > 0) t.z -= 180; else t.z += 180;
- }
- return t;
-}
-
-vector AnglesTransform_CancelRoll(vector t)
-{
- const float epsilon = 30;
- float f;
-
- // constraints:
- // forward vector (NOT SO important)
- // right vector, up vector: screen rotation (MORE important)
- // choose best match among all pitch-yaw only rotations
-
- // FIXME find a better method
-
- f = fabs(t.x - (-90)) / epsilon;
- if(f < 1)
- {
- //t_x = -90;
- t.y += t.z;
- t.z = 0;
- }
- else
- {
- f = fabs(t.x - 90) / epsilon;
- if(f < 1)
- {
- //t_x = 90;
- t.y -= t.z;
- t.z = 0;
- }
- }
- return t;
-}
-
-#ifdef POSITIVE_PITCH_IS_DOWN
-vector AnglesTransform_ApplyToAngles(vector transform, vector v)
-{
- v.x = -v.x;
- v = AnglesTransform_Multiply(transform, v);
- v.x = -v.x;
- return v;
-}
-vector AnglesTransform_ApplyToVAngles(vector transform, vector v)
-{
- v = AnglesTransform_Multiply(transform, v);
- return v;
-}
-vector AnglesTransform_FromAngles(vector v)
-{
- v.x = -v.x;
- return v;
-}
-vector AnglesTransform_ToAngles(vector v)
-{
- v.x = -v.x;
- return v;
-}
-vector AnglesTransform_FromVAngles(vector v)
-{
- return v;
-}
-vector AnglesTransform_ToVAngles(vector v)
-{
- return v;
-}
-#else
-vector AnglesTransform_ApplyToAngles(vector transform, vector v)
-{
- v = AnglesTransform_Multiply(transform, v);
- return v;
-}
-vector AnglesTransform_ApplyToVAngles(vector transform, vector v)
-{
- v.x = -v.x;
- v = AnglesTransform_Multiply(transform, v);
- v.x = -v.x;
- return v;
-}
-vector AnglesTransform_FromAngles(vector v)
-{
- return v;
-}
-vector AnglesTransform_ToAngles(vector v)
-{
- return v;
-}
-vector AnglesTransform_FromVAngles(vector v)
-{
- v.x = -v.x;
- return v;
-}
-vector AnglesTransform_ToVAngles(vector v)
-{
- v.x = -v.x;
- return v;
-}
-#endif
-
-vector AnglesTransform_Multiply_GetPostShift(vector t0, vector st0, vector t1, vector st1)
-{
- // we want the result of:
- // t0 * (t1 * p + st1) + st0
- // t0 * t1 * p + t0 * st1 + st0
- return st0 + AnglesTransform_Apply(t0, st1);
-}
-vector AnglesTransform_PrePostShift_GetPostShift(vector sf, vector t, vector st)
-{
- return st - AnglesTransform_Apply(t, sf);
-}