use dynamic eye position-centered bouncegrid when rendering in dynamic
[xonotic/darkplaces.git] / mathlib.c
index c1e65b5..d6170d2 100644 (file)
--- a/mathlib.c
+++ b/mathlib.c
@@ -518,6 +518,82 @@ void AngleVectorsFLU (const vec3_t angles, vec3_t forward, vec3_t left, vec3_t u
        }
 }
 
+// LordHavoc: calculates pitch/yaw/roll angles from forward and up vectors
+void AnglesFromVectors (vec3_t angles, const vec3_t forward, const vec3_t up, qboolean flippitch)
+{
+       if (forward[0] == 0 && forward[1] == 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]));
+               if (up)
+               {
+                       vec_t cp = cos(angles[PITCH]), sp = sin(angles[PITCH]);
+                       vec_t cy = cos(angles[YAW]), sy = sin(angles[YAW]);
+                       vec3_t tleft, tup;
+                       tleft[0] = -sy;
+                       tleft[1] = cy;
+                       tleft[2] = 0;
+                       tup[0] = sp*cy;
+                       tup[1] = sp*sy;
+                       tup[2] = cp;
+                       angles[ROLL] = -atan2(DotProduct(up, tleft), DotProduct(up, tup));
+               }
+               else
+                       angles[ROLL] = 0;
+       }
+
+       // now convert radians to degrees, and make all values positive
+       VectorScale(angles, 180.0 / M_PI, angles);
+       if (flippitch)
+               angles[PITCH] *= -1;
+       if (angles[PITCH] < 0) angles[PITCH] += 360;
+       if (angles[YAW] < 0) angles[YAW] += 360;
+       if (angles[ROLL] < 0) angles[ROLL] += 360;
+
+#if 0
+{
+       // debugging code
+       vec3_t tforward, tleft, tup, nforward, nup;
+       VectorCopy(forward, nforward);
+       VectorNormalize(nforward);
+       if (up)
+       {
+               VectorCopy(up, nup);
+               VectorNormalize(nup);
+               AngleVectors(angles, tforward, tleft, tup);
+               if (VectorDistance(tforward, nforward) > 0.01 || VectorDistance(tup, nup) > 0.01)
+               {
+                       Con_Printf("vectoangles('%f %f %f', '%f %f %f') = %f %f %f\n", nforward[0], nforward[1], nforward[2], nup[0], nup[1], nup[2], angles[0], angles[1], angles[2]);
+                       Con_Printf("^3But that is '%f %f %f', '%f %f %f'\n", tforward[0], tforward[1], tforward[2], tup[0], tup[1], tup[2]);
+               }
+       }
+       else
+       {
+               AngleVectors(angles, tforward, tleft, tup);
+               if (VectorDistance(tforward, nforward) > 0.01)
+               {
+                       Con_Printf("vectoangles('%f %f %f') = %f %f %f\n", nforward[0], nforward[1], nforward[2], angles[0], angles[1], angles[2]);
+                       Con_Printf("^3But that is '%f %f %f'\n", tforward[0], tforward[1], tforward[2]);
+               }
+       }
+}
+#endif
+}
+
 #if 0
 void AngleMatrix (const vec3_t angles, const vec3_t translate, vec_t matrix[][4])
 {