]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - mathlib.c
Make PAK loading case insensitive for quake2 pak files...
[xonotic/darkplaces.git] / mathlib.c
index cbd57db1d5d68458324733e17218a62cd512b8e4..60cc04b0d58ed6393d061ccbbb6dcfff4dd68538 100644 (file)
--- a/mathlib.c
+++ b/mathlib.c
@@ -198,30 +198,61 @@ void PerpendicularVector( vec3_t dst, const vec3_t src )
 // LordHavoc: like AngleVectors, but taking a forward vector instead of angles, useful!
 void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up)
 {
-       float d;
-
-       right[0] = forward[2];
-       right[1] = -forward[0];
-       right[2] = forward[1];
-
-       d = DotProduct(forward, right);
-       VectorMA(right, -d, forward, right);
-       VectorNormalize(right);
-       CrossProduct(right, forward, up);
+       // NOTE: this is consistent to AngleVectors applied to AnglesFromVectors
+       if (forward[0] == 0 && forward[1] == 0)
+       {
+               if(forward[2] > 0)
+               {
+                       VectorSet(right, 0, -1, 0);
+                       VectorSet(up, -1, 0, 0);
+               }
+               else
+               {
+                       VectorSet(right, 0, -1, 0);
+                       VectorSet(up, 1, 0, 0);
+               }
+       }
+       else
+       {
+               right[0] = forward[1];
+               right[1] = -forward[0];
+               right[2] = 0;
+               VectorNormalize(right);
+
+               up[0] = (-forward[2]*forward[0]);
+               up[1] = (-forward[2]*forward[1]);
+               up[2] = (forward[0]*forward[0] + forward[1]*forward[1]);
+               VectorNormalize(up);
+       }
 }
 
 void VectorVectorsDouble(const double *forward, double *right, double *up)
 {
-       double d;
-
-       right[0] = forward[2];
-       right[1] = -forward[0];
-       right[2] = forward[1];
-
-       d = DotProduct(forward, right);
-       VectorMA(right, -d, forward, right);
-       VectorNormalize(right);
-       CrossProduct(right, forward, up);
+       if (forward[0] == 0 && forward[1] == 0)
+       {
+               if(forward[2] > 0)
+               {
+                       VectorSet(right, 0, -1, 0);
+                       VectorSet(up, -1, 0, 0);
+               }
+               else
+               {
+                       VectorSet(right, 0, -1, 0);
+                       VectorSet(up, 1, 0, 0);
+               }
+       }
+       else
+       {
+               right[0] = forward[1];
+               right[1] = -forward[0];
+               right[2] = 0;
+               VectorNormalize(right);
+
+               up[0] = (-forward[2]*forward[0]);
+               up[1] = (-forward[2]*forward[1]);
+               up[2] = (forward[0]*forward[0] + forward[1]*forward[1]);
+               VectorNormalize(up);
+       }
 }
 
 void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees )
@@ -523,17 +554,27 @@ void AnglesFromVectors (vec3_t angles, const vec3_t forward, const vec3_t up, qb
 {
        if (forward[0] == 0 && forward[1] == 0)
        {
-               angles[PITCH] = forward[2] > 0 ? -M_PI * 0.5 : M_PI * 0.5;
-               angles[YAW] = up ? atan2(-up[1], -up[0]) : 0;
+               if(forward[2] > 0)
+               {
+                       angles[PITCH] = -M_PI * 0.5;
+                       angles[YAW] = up ? atan2(-up[1], -up[0]) : 0;
+               }
+               else
+               {
+                       angles[PITCH] = M_PI * 0.5;
+                       angles[YAW] = up ? atan2(up[1], up[0]) : 0;
+               }
                angles[ROLL] = 0;
        }
        else
        {
                angles[YAW] = atan2(forward[1], forward[0]);
                angles[PITCH] = -atan2(forward[2], sqrt(forward[0]*forward[0] + forward[1]*forward[1]));
+               // note: we know that angles[PITCH] is in ]-pi/2..pi/2[ due to atan2(anything, positive)
                if (up)
                {
                        vec_t cp = cos(angles[PITCH]), sp = sin(angles[PITCH]);
+                       // note: we know cp > 0, due to the range angles[pitch] is in
                        vec_t cy = cos(angles[YAW]), sy = sin(angles[YAW]);
                        vec3_t tleft, tup;
                        tleft[0] = -sy;
@@ -543,9 +584,14 @@ void AnglesFromVectors (vec3_t angles, const vec3_t forward, const vec3_t up, qb
                        tup[1] = sp*sy;
                        tup[2] = cp;
                        angles[ROLL] = -atan2(DotProduct(up, tleft), DotProduct(up, tup));
+                       // for up == '0 0 1', this is
+                       // angles[ROLL] = -atan2(0, cp);
+                       // which is 0
                }
                else
                        angles[ROLL] = 0;
+
+               // so no up vector is equivalent to '1 0 0'!
        }
 
        // now convert radians to degrees, and make all values positive
@@ -714,7 +760,7 @@ void Matrix4x4_Print(const matrix4x4_t *in)
        , in->m[3][0], in->m[3][1], in->m[3][2], in->m[3][3]);
 }
 
-int Math_atov(const char *s, vec3_t out)
+int Math_atov(const char *s, prvm_vec3_t out)
 {
        int i;
        VectorClear(out);
@@ -748,3 +794,12 @@ void BoxFromPoints(vec3_t mins, vec3_t maxs, int numpoints, vec_t *point3f)
        }
 }
 
+// LordHavoc: this has to be done right or you get severe precision breakdown
+int LoopingFrameNumberFromDouble(double t, int loopframes)
+{
+       if (loopframes)
+               return (int)(t - floor(t/loopframes)*loopframes);
+       else
+               return (int)t;
+}
+