Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// util.cpp
//
// implementation of class-less helper functions
//
#include "stdio.h"
#include "stdlib.h"
#include "math.h"
#include "hud.h"
#include "cl_util.h"
#include <string.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
extern vec3_t vec3_origin;
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#ifdef _MSC_VER
vec3_t vec3_origin;
#endif
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double sqrt( double x );
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float Length( const float *v )
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{
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int i;
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float length;
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length = 0;
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for( i = 0; i < 3; i++ )
length += v[i] * v[i];
length = sqrt( length ); // FIXME
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return length;
}
void VectorAngles( const float *forward, float *angles )
{
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float tmp, yaw, pitch;
if( forward[1] == 0 && forward[0] == 0 )
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{
yaw = 0;
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if( forward[2] > 0 )
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pitch = 90;
else
pitch = 270;
}
else
{
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yaw = ( atan2( forward[1], forward[0]) * 180 / M_PI );
if( yaw < 0 )
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yaw += 360;
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tmp = sqrt( forward[0] * forward[0] + forward[1] * forward[1] );
pitch = ( atan2( forward[2], tmp ) * 180 / M_PI );
if( pitch < 0 )
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pitch += 360;
}
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angles[0] = pitch;
angles[1] = yaw;
angles[2] = 0;
}
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float VectorNormalize( float *v )
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{
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float length, ilength;
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length = v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
length = sqrt( length ); // FIXME
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if( length )
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{
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ilength = 1 / length;
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v[0] *= ilength;
v[1] *= ilength;
v[2] *= ilength;
}
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return length;
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}
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void VectorInverse( float *v )
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{
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
}
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void VectorScale( const float *in, float scale, float *out )
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{
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out[0] = in[0] * scale;
out[1] = in[1] * scale;
out[2] = in[2] * scale;
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}
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void VectorMA( const float *veca, float scale, const float *vecb, float *vecc )
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{
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vecc[0] = veca[0] + scale * vecb[0];
vecc[1] = veca[1] + scale * vecb[1];
vecc[2] = veca[2] + scale * vecb[2];
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}
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HSPRITE LoadSprite( const char *pszName )
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{
int i;
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char sz[256];
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if( ScreenWidth < 640 )
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i = 320;
else
i = 640;
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sprintf( sz, pszName, i );
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return SPR_Load( sz );
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}