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280 lines
7.3 KiB
280 lines
7.3 KiB
1 year ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef CONVERT_H
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#define CONVERT_H
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#pragma once
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#include "mathlib/vector.h"
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#include "mathlib/mathlib.h"
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#include "ivp_physics.hxx"
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struct cplane_t;
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#include "vphysics_interface.h"
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// UNDONE: Remove all conversion/scaling
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// Convert our units (inches) to IVP units (meters)
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struct vphysics_units_t
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{
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float unitScaleMeters; // factor that converts game units to meters
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float unitScaleMetersInv; // factor that converts meters to game units
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float globalCollisionTolerance; // global collision tolerance in game units
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float collisionSweepEpsilon; // collision sweep tests clip at this, must be the same as engine's DIST_EPSILON
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float collisionSweepIncrementalEpsilon; // near-zero test for incremental steps in collision sweep tests
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};
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extern vphysics_units_t g_PhysicsUnits;
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#define HL2IVP_FACTOR g_PhysicsUnits.unitScaleMeters
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#define IVP2HL(x) (float)(x * (g_PhysicsUnits.unitScaleMetersInv))
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#define HL2IVP(x) (double)(x * HL2IVP_FACTOR)
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// Convert HL engine units to IVP units
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inline void ConvertPositionToIVP( const Vector &in, IVP_U_Float_Point &out )
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{
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float tmpZ;
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tmpZ = in[1];
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out.k[0] = HL2IVP(in[0]);
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out.k[1] = -HL2IVP(in[2]);
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out.k[2] = HL2IVP(tmpZ);
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}
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inline void ConvertPositionToIVP( const Vector &in, IVP_U_Point &out )
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{
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float tmpZ;
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tmpZ = in[1];
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out.k[0] = HL2IVP(in[0]);
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out.k[1] = -HL2IVP(in[2]);
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out.k[2] = HL2IVP(tmpZ);
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}
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inline void ConvertPositionToIVP( const Vector &in, IVP_U_Float_Point3 &out )
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{
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float tmpZ;
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tmpZ = in[1];
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out.k[0] = HL2IVP(in[0]);
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out.k[1] = -HL2IVP(in[2]);
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out.k[2] = HL2IVP(tmpZ);
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}
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inline void ConvertPositionToIVP( float &x, float &y, float &z )
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{
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float tmpZ;
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tmpZ = y;
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y = -HL2IVP(z);
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z = HL2IVP(tmpZ);
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x = HL2IVP(x);
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}
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inline void ConvertDirectionToIVP( const Vector &in, IVP_U_Float_Point &out )
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{
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float tmpZ;
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tmpZ = in[1];
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out.k[0] = in[0];
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out.k[1] = -in[2];
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out.k[2] = tmpZ;
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}
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inline void ConvertDirectionToIVP( const Vector &in, IVP_U_Point &out )
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{
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float tmpZ;
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tmpZ = in[1];
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out.k[0] = in[0];
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out.k[1] = -in[2];
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out.k[2] = tmpZ;
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}
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// forces are handled the same as positions & velocities (scaled by distance conversion factor)
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#define ConvertForceImpulseToIVP ConvertPositionToIVP
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#define ConvertForceImpulseToHL ConvertPositionToHL
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inline float ConvertAngleToIVP( float angleIn )
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{
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return DEG2RAD(angleIn);
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}
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inline void ConvertAngularImpulseToIVP( const AngularImpulse &in, IVP_U_Float_Point &out )
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{
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float tmpZ;
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tmpZ = in[1];
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out.k[0] = DEG2RAD(in[0]);
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out.k[1] = -DEG2RAD(in[2]);
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out.k[2] = DEG2RAD(tmpZ);
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}
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inline float ConvertDistanceToIVP( float distance )
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{
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return HL2IVP( distance );
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}
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inline void ConvertPlaneToIVP( const Vector &pNormal, float dist, IVP_U_Hesse &plane )
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{
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ConvertDirectionToIVP( pNormal, (IVP_U_Point &)plane );
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// HL stores planes as Ax + By + Cz = D
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// IVP stores them as Ax + BY + Cz + D = 0
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plane.hesse_val = -ConvertDistanceToIVP( dist );
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}
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inline void ConvertPlaneToIVP( const Vector &pNormal, float dist, IVP_U_Float_Hesse &plane )
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{
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ConvertDirectionToIVP( pNormal, (IVP_U_Float_Point &)plane );
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// HL stores planes as Ax + By + Cz = D
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// IVP stores them as Ax + BY + Cz + D = 0
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plane.hesse_val = -ConvertDistanceToIVP( dist );
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}
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inline float ConvertDensityToIVP( float density )
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{
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return density;
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}
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// in convert.cpp
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extern void ConvertMatrixToIVP( const matrix3x4_t& matrix, IVP_U_Matrix &out );
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extern void ConvertRotationToIVP( const QAngle &angles, IVP_U_Matrix3 &out );
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extern void ConvertRotationToIVP( const QAngle& angles, IVP_U_Quat &out );
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extern void ConvertBoxToIVP( const Vector &mins, const Vector &maxs, Vector &outmins, Vector &outmaxs );
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extern int ConvertCoordinateAxisToIVP( int axisIndex );
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extern int ConvertCoordinateAxisToHL( int axisIndex );
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// IVP to HL conversions
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inline void ConvertPositionToHL( const IVP_U_Point &point, Vector& out )
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{
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float tmpY = IVP2HL(point.k[2]);
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out[2] = -IVP2HL(point.k[1]);
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out[1] = tmpY;
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out[0] = IVP2HL(point.k[0]);
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}
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inline void ConvertPositionToHL( const IVP_U_Float_Point &point, Vector& out )
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{
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float tmpY = IVP2HL(point.k[2]);
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out[2] = -IVP2HL(point.k[1]);
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out[1] = tmpY;
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out[0] = IVP2HL(point.k[0]);
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}
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inline void ConvertPositionToHL( const IVP_U_Float_Point3 &point, Vector& out )
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{
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float tmpY = IVP2HL(point.k[2]);
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out[2] = -IVP2HL(point.k[1]);
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out[1] = tmpY;
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out[0] = IVP2HL(point.k[0]);
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}
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inline void ConvertDirectionToHL( const IVP_U_Point &point, Vector& out )
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{
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float tmpY = point.k[2];
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out[2] = -point.k[1];
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out[1] = tmpY;
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out[0] = point.k[0];
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}
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inline void ConvertDirectionToHL( const IVP_U_Float_Point &point, Vector& out )
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{
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float tmpY = point.k[2];
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out[2] = -point.k[1];
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out[1] = tmpY;
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out[0] = point.k[0];
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}
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inline float ConvertAngleToHL( float angleIn )
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{
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return RAD2DEG(angleIn);
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}
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inline void ConvertAngularImpulseToHL( const IVP_U_Float_Point &point, AngularImpulse &out )
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{
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float tmpY = point.k[2];
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out[2] = -RAD2DEG(point.k[1]);
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out[1] = RAD2DEG(tmpY);
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out[0] = RAD2DEG(point.k[0]);
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}
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inline float ConvertDistanceToHL( float distance )
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{
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return IVP2HL( distance );
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}
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// NOTE: Converts in place
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inline void ConvertPlaneToHL( cplane_t &plane )
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{
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IVP_U_Float_Hesse tmp(plane.normal.x, plane.normal.y, plane.normal.z, -plane.dist);
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ConvertDirectionToHL( (IVP_U_Float_Point &)tmp, plane.normal );
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// HL stores planes as Ax + By + Cz = D
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// IVP stores them as Ax + BY + Cz + D = 0
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plane.dist = -ConvertDistanceToHL( tmp.hesse_val );
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}
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inline void ConvertPlaneToHL( const IVP_U_Float_Hesse &plane, Vector *pNormalOut, float *pDistOut )
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{
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if ( pNormalOut )
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{
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ConvertDirectionToHL( plane, *pNormalOut );
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}
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// HL stores planes as Ax + By + Cz = D
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// IVP stores them as Ax + BY + Cz + D = 0
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if ( pDistOut )
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{
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*pDistOut = -ConvertDistanceToHL( plane.hesse_val );
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}
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}
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inline float ConvertVolumeToHL( float volume )
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{
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float factor = IVP2HL(1.0);
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factor = (factor * factor * factor);
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return factor * volume;
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}
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#define INSQR_PER_METERSQR (1.f / (METERS_PER_INCH*METERS_PER_INCH))
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inline float ConvertEnergyToHL( float energy )
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{
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return energy * INSQR_PER_METERSQR;
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}
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inline void IVP_Float_PointAbs( IVP_U_Float_Point &out, const IVP_U_Float_Point &in )
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{
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out.k[0] = fabsf( in.k[0] );
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out.k[1] = fabsf( in.k[1] );
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out.k[2] = fabsf( in.k[2] );
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}
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// convert.cpp
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extern void ConvertRotationToHL( const IVP_U_Matrix3 &in, QAngle &angles );
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extern void ConvertMatrixToHL( const IVP_U_Matrix &in, matrix3x4_t& output );
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extern void ConvertRotationToHL( const IVP_U_Quat &in, QAngle& angles );
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extern void TransformIVPToLocal( IVP_U_Point &pointInOut, IVP_Real_Object *pObject, bool translate );
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extern void TransformLocalToIVP( IVP_U_Point &pointInOut, IVP_Real_Object *pObject, bool translate );
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extern void TransformIVPToLocal( const IVP_U_Point &pointIn, IVP_U_Point &pointOut, IVP_Real_Object *pObject, bool translate );
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extern void TransformLocalToIVP( const IVP_U_Point &pointIn, IVP_U_Point &pointOut, IVP_Real_Object *pObject, bool translate );
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extern void TransformLocalToIVP( const IVP_U_Float_Point &pointIn, IVP_U_Point &pointOut, IVP_Real_Object *pObject, bool translate );
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extern void TransformLocalToIVP( const IVP_U_Float_Point &pointIn, IVP_U_Float_Point &pointOut, IVP_Real_Object *pObject, bool translate );
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#endif // CONVERT_H
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