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;
double sqrt(double x);
float Length(const float *v)
{
int i;
float length;
length = 0;
for (i=0 ; i< 3 ; i++)
length += v[i]*v[i];
length = sqrt (length); // FIXME
return length;
}
void VectorAngles( const float *forward, float *angles )
{
float tmp, yaw, pitch;
if (forward[1] == 0 && forward[0] == 0)
{
yaw = 0;
if (forward[2] > 0)
pitch = 90;
else
pitch = 270;
}
else
{
yaw = (atan2(forward[1], forward[0]) * 180 / M_PI);
if (yaw < 0)
yaw += 360;
tmp = sqrt (forward[0]*forward[0] + forward[1]*forward[1]);
pitch = (atan2(forward[2], tmp) * 180 / M_PI);
if (pitch < 0)
pitch += 360;
}
angles[0] = pitch;
angles[1] = yaw;
angles[2] = 0;
}
float VectorNormalize (float *v)
{
float length, ilength;
length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
length = sqrt (length); // FIXME
if (length)
{
ilength = 1/length;
v[0] *= ilength;
v[1] *= ilength;
v[2] *= ilength;
}
return length;
}
void VectorInverse ( float *v )
{
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
}
void VectorScale (const float *in, float scale, float *out)
{
out[0] = in[0]*scale;
out[1] = in[1]*scale;
out[2] = in[2]*scale;
}
void VectorMA (const float *veca, float scale, const float *vecb, float *vecc)
{
vecc[0] = veca[0] + scale*vecb[0];
vecc[1] = veca[1] + scale*vecb[1];
vecc[2] = veca[2] + scale*vecb[2];
}
HSPRITE LoadSprite(const char *pszName)
{
int i;
char sz[256];
if (ScreenWidth < 640)
i = 320;
else
i = 640;
sprintf(sz, pszName, i);
return SPR_Load(sz);
}