]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - mathlib.c
keys: do not send the text event of the toggleconsole bind to the console.
[xonotic/darkplaces.git] / mathlib.c
index b4a1b6a0b1d847032cd783c05b4d5975fb6455fd..a58d76e8cdfd97e4f9fd5f612bc5a03aa431bf50 100644 (file)
--- a/mathlib.c
+++ b/mathlib.c
@@ -549,6 +549,103 @@ void AngleVectorsFLU (const vec3_t angles, vec3_t forward, vec3_t left, vec3_t u
        }
 }
 
+void AngleVectorsDuke3DFLU (const vec3_t angles, vec3_t forward, vec3_t left, vec3_t up, double maxShearAngle)
+{
+       double angle, sr, sy, cr, cy;
+       double sxx, sxz, szx, szz;
+       double cosMaxShearAngle = cos(maxShearAngle * (M_PI*2 / 360));
+       double tanMaxShearAngle = tan(maxShearAngle * (M_PI*2 / 360));
+
+       angle = angles[YAW] * (M_PI*2 / 360);
+       sy = sin(angle);
+       cy = cos(angle);
+       angle = angles[PITCH] * (M_PI*2 / 360);
+
+       // We will calculate a shear matrix pitch = [[sxx sxz][szx szz]].
+
+       if (fabs(cos(angle)) > cosMaxShearAngle)
+       {
+               // Pure shear. Keep the original sign of the coefficients.
+               sxx = 1;
+               sxz = 0;
+               szx = -tan(angle);
+               szz = 1;
+               // Covering angle per screen coordinate:
+               // d/dt arctan((sxz + t*szz) / (sxx + t*szx)) @ t=0
+               // d_angle = det(S) / (sxx*sxx + szx*szx)
+               //         = 1 / (1 + tan^2 angle)
+               //         = cos^2 angle.
+       }
+       else
+       {
+               // A mix of shear and rotation. Implementation-wise, we're
+               // looking at a capsule, and making the screen surface
+               // tangential to it... and if we get here, we're looking at the
+               // two half-spheres of the capsule (and the cylinder part is
+               // handled above).
+               double x, y, h, t, d, f;
+               h = tanMaxShearAngle;
+               x = cos(angle);
+               y = sin(angle);
+               t = h * fabs(y) + sqrt(1 - (h * x) * (h * x));
+               sxx =  x * t;
+               sxz =  y * t - h * (y > 0 ? 1.0 : -1.0);
+               szx = -y * t;
+               szz =  x * t;
+               // BUT: keep the amount of a sphere we see in pitch direction
+               // invariant.
+               // Covering angle per screen coordinate:
+               // d_angle = det(S) / (sxx*sxx + szx*szx)
+               d = (sxx * szz - sxz * szx) / (sxx * sxx + szx * szx);
+               f = cosMaxShearAngle * cosMaxShearAngle / d;
+               sxz *= f;
+               szz *= f;
+       }
+
+       if (forward)
+       {
+               forward[0] = sxx*cy;
+               forward[1] = sxx*sy;
+               forward[2] = szx;
+       }
+       if (left || up)
+       {
+               if (angles[ROLL])
+               {
+                       angle = angles[ROLL] * (M_PI*2 / 360);
+                       sr = sin(angle);
+                       cr = cos(angle);
+                       if (left)
+                       {
+                               left[0] = sr*sxz*cy+cr*-sy;
+                               left[1] = sr*sxz*sy+cr*cy;
+                               left[2] = sr*szz;
+                       }
+                       if (up)
+                       {
+                               up[0] = cr*sxz*cy+-sr*-sy;
+                               up[1] = cr*sxz*sy+-sr*cy;
+                               up[2] = cr*szz;
+                       }
+               }
+               else
+               {
+                       if (left)
+                       {
+                               left[0] = -sy;
+                               left[1] = cy;
+                               left[2] = 0;
+                       }
+                       if (up)
+                       {
+                               up[0] = sxz*cy;
+                               up[1] = sxz*sy;
+                               up[2] = szz;
+                       }
+               }
+       }
+}
+
 // 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)
 {
@@ -760,7 +857,7 @@ 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);