-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA\r
-*/\r
-\r
-#include "q_shared.h"\r
-\r
-mat3_t mat3_default( idVec3( 1, 0, 0 ), idVec3( 0, 1, 0 ), idVec3( 0, 0, 1 ) );\r
-\r
-void toMatrix( quat_t const &src, mat3_t &dst ) {\r
- float wx, wy, wz;\r
- float xx, yy, yz;\r
- float xy, xz, zz;\r
- float x2, y2, z2;\r
-\r
- x2 = src.x + src.x;\r
- y2 = src.y + src.y;\r
- z2 = src.z + src.z;\r
-\r
- xx = src.x * x2;\r
- xy = src.x * y2;\r
- xz = src.x * z2;\r
-\r
- yy = src.y * y2;\r
- yz = src.y * z2;\r
- zz = src.z * z2;\r
-\r
- wx = src.w * x2;\r
- wy = src.w * y2;\r
- wz = src.w * z2;\r
-\r
- dst[ 0 ][ 0 ] = 1.0f - ( yy + zz );\r
- dst[ 0 ][ 1 ] = xy - wz;\r
- dst[ 0 ][ 2 ] = xz + wy;\r
-\r
- dst[ 1 ][ 0 ] = xy + wz;\r
- dst[ 1 ][ 1 ] = 1.0f - ( xx + zz );\r
- dst[ 1 ][ 2 ] = yz - wx;\r
-\r
- dst[ 2 ][ 0 ] = xz - wy;\r
- dst[ 2 ][ 1 ] = yz + wx;\r
- dst[ 2 ][ 2 ] = 1.0f - ( xx + yy );\r
-}\r
-\r
-void toMatrix( angles_t const &src, mat3_t &dst ) {\r
- float angle;\r
- static float sr, sp, sy, cr, cp, cy; // static to help MS compiler fp bugs\r
- \r
- angle = src.yaw * ( M_PI * 2.0f / 360.0f );\r
- sy = sin( angle );\r
- cy = cos( angle );\r
-\r
- angle = src.pitch * ( M_PI * 2.0f / 360.0f );\r
- sp = sin( angle );\r
- cp = cos( angle );\r
-\r
- angle = src.roll * ( M_PI * 2.0f / 360.0f );\r
- sr = sin( angle );\r
- cr = cos( angle );\r
-\r
- dst[ 0 ].set( cp * cy, cp * sy, -sp );\r
- dst[ 1 ].set( sr * sp * cy + cr * -sy, sr * sp * sy + cr * cy, sr * cp );\r
- dst[ 2 ].set( cr * sp * cy + -sr * -sy, cr * sp * sy + -sr * cy, cr * cp );\r
-}\r
-\r
-void toMatrix( idVec3 const &src, mat3_t &dst ) {\r
- angles_t sup = src;\r
- toMatrix(sup, dst);\r
-}\r
-\r
-void mat3_t::ProjectVector( const idVec3 &src, idVec3 &dst ) const {\r
- dst.x = src * mat[ 0 ];\r
- dst.y = src * mat[ 1 ];\r
- dst.z = src * mat[ 2 ];\r
-}\r
-\r
-void mat3_t::UnprojectVector( const idVec3 &src, idVec3 &dst ) const {\r
- dst = mat[ 0 ] * src.x + mat[ 1 ] * src.y + mat[ 2 ] * src.z;\r
-}\r
-\r
-void mat3_t::Transpose( mat3_t &matrix ) {\r
- int i;\r
- int j;\r
- \r
- for( i = 0; i < 3; i++ ) {\r
- for( j = 0; j < 3; j++ ) {\r
- matrix[ i ][ j ] = mat[ j ][ i ];\r
- }\r
- }\r
-}\r
-\r
-void mat3_t::Transpose( void ) {\r
- float temp;\r
- int i;\r
- int j;\r
- \r
- for( i = 0; i < 3; i++ ) {\r
- for( j = i + 1; j < 3; j++ ) {\r
- temp = mat[ i ][ j ];\r
- mat[ i ][ j ] = mat[ j ][ i ];\r
- mat[ j ][ i ] = temp;\r
- }\r
- }\r
-}\r
-\r
-mat3_t mat3_t::Inverse( void ) const {\r
- mat3_t inv( *this );\r
-\r
- inv.Transpose();\r
-\r
- return inv;\r
-}\r
-\r
-void mat3_t::Clear( void ) {\r
- mat[0].set( 1, 0, 0 );\r
- mat[1].set( 0, 1, 0 );\r
- mat[2].set( 0, 0, 1 );\r
-}\r
+/*
+Copyright (C) 1999-2007 id Software, Inc. and contributors.
+For a list of contributors, see the accompanying CONTRIBUTORS file.
+
+This file is part of GtkRadiant.
+
+GtkRadiant is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+GtkRadiant is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with GtkRadiant; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+*/
+
+#include "q_shared.h"
+
+mat3_t mat3_default( idVec3( 1, 0, 0 ), idVec3( 0, 1, 0 ), idVec3( 0, 0, 1 ) );
+
+void toMatrix( quat_t const &src, mat3_t &dst ) {
+ float wx, wy, wz;
+ float xx, yy, yz;
+ float xy, xz, zz;
+ float x2, y2, z2;
+
+ x2 = src.x + src.x;
+ y2 = src.y + src.y;
+ z2 = src.z + src.z;
+
+ xx = src.x * x2;
+ xy = src.x * y2;
+ xz = src.x * z2;
+
+ yy = src.y * y2;
+ yz = src.y * z2;
+ zz = src.z * z2;
+
+ wx = src.w * x2;
+ wy = src.w * y2;
+ wz = src.w * z2;
+
+ dst[ 0 ][ 0 ] = 1.0f - ( yy + zz );
+ dst[ 0 ][ 1 ] = xy - wz;
+ dst[ 0 ][ 2 ] = xz + wy;
+
+ dst[ 1 ][ 0 ] = xy + wz;
+ dst[ 1 ][ 1 ] = 1.0f - ( xx + zz );
+ dst[ 1 ][ 2 ] = yz - wx;
+
+ dst[ 2 ][ 0 ] = xz - wy;
+ dst[ 2 ][ 1 ] = yz + wx;
+ dst[ 2 ][ 2 ] = 1.0f - ( xx + yy );
+}
+
+void toMatrix( angles_t const &src, mat3_t &dst ) {
+ float angle;
+ static float sr, sp, sy, cr, cp, cy; // static to help MS compiler fp bugs
+
+ angle = src.yaw * ( M_PI * 2.0f / 360.0f );
+ sy = sin( angle );
+ cy = cos( angle );
+
+ angle = src.pitch * ( M_PI * 2.0f / 360.0f );
+ sp = sin( angle );
+ cp = cos( angle );
+
+ angle = src.roll * ( M_PI * 2.0f / 360.0f );
+ sr = sin( angle );
+ cr = cos( angle );
+
+ dst[ 0 ].set( cp * cy, cp * sy, -sp );
+ dst[ 1 ].set( sr * sp * cy + cr * -sy, sr * sp * sy + cr * cy, sr * cp );
+ dst[ 2 ].set( cr * sp * cy + -sr * -sy, cr * sp * sy + -sr * cy, cr * cp );
+}
+
+void toMatrix( idVec3 const &src, mat3_t &dst ) {
+ angles_t sup = src;
+ toMatrix(sup, dst);
+}
+
+void mat3_t::ProjectVector( const idVec3 &src, idVec3 &dst ) const {
+ dst.x = src * mat[ 0 ];
+ dst.y = src * mat[ 1 ];
+ dst.z = src * mat[ 2 ];
+}
+
+void mat3_t::UnprojectVector( const idVec3 &src, idVec3 &dst ) const {
+ dst = mat[ 0 ] * src.x + mat[ 1 ] * src.y + mat[ 2 ] * src.z;
+}
+
+void mat3_t::Transpose( mat3_t &matrix ) {
+ int i;
+ int j;
+
+ for( i = 0; i < 3; i++ ) {
+ for( j = 0; j < 3; j++ ) {
+ matrix[ i ][ j ] = mat[ j ][ i ];
+ }
+ }
+}
+
+void mat3_t::Transpose( void ) {
+ float temp;
+ int i;
+ int j;
+
+ for( i = 0; i < 3; i++ ) {
+ for( j = i + 1; j < 3; j++ ) {
+ temp = mat[ i ][ j ];
+ mat[ i ][ j ] = mat[ j ][ i ];
+ mat[ j ][ i ] = temp;
+ }
+ }
+}
+
+mat3_t mat3_t::Inverse( void ) const {
+ mat3_t inv( *this );
+
+ inv.Transpose();
+
+ return inv;
+}
+
+void mat3_t::Clear( void ) {
+ mat[0].set( 1, 0, 0 );
+ mat[1].set( 0, 1, 0 );
+ mat[2].set( 0, 0, 1 );
+}