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MathFunctions.cpp
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MathFunctions.cpp
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/*
Syn's AyyWare Framework 2015
*/
#include "MathFunctions.h"
#include "CommonIncludes.h"
void AngleVectors(const Vector &angles, Vector *forward)
{
Assert(s_bMathlibInitialized);
Assert(forward);
float sp, sy, cp, cy;
sy = sin(DEG2RAD(angles[1]));
cy = cos(DEG2RAD(angles[1]));
sp = sin(DEG2RAD(angles[0]));
cp = cos(DEG2RAD(angles[0]));
forward->x = cp*cy;
forward->y = cp*sy;
forward->z = -sp;
}
void VectorTransform(const Vector in1, float in2[3][4], Vector &out)
{
out[0] = DotProduct(in1, Vector(in2[0][0], in2[0][1], in2[0][2])) + in2[0][3];
out[1] = DotProduct(in1, Vector(in2[1][0], in2[1][1], in2[1][2])) + in2[1][3];
out[2] = DotProduct(in1, Vector(in2[2][0], in2[2][1], in2[2][2])) + in2[2][3];
}
void SinCos(float a, float* s, float*c)
{
*s = sin(a);
*c = cos(a);
}
void VectorAngles(Vector forward, Vector &angles)
{
float tmp, yaw, pitch;
if (forward[2] == 0 && forward[0] == 0)
{
yaw = 0;
if (forward[2] > 0)
pitch = 90;
else
pitch = 270;
}
else
{
yaw = (atan2(forward[1], forward[0]) * 180 / PI);
if (yaw < 0)
yaw += 360;
tmp = sqrt(forward[0] * forward[0] + forward[1] * forward[1]);
pitch = (atan2(-forward[2], tmp) * 180 / PI);
if (pitch < 0)
pitch += 360;
}
if (pitch > 180)
pitch -= 360;
else if (pitch < -180)
pitch += 360;
if (yaw > 180)
yaw -= 360;
else if (yaw < -180)
yaw += 360;
if (pitch > 89)
pitch = 89;
else if (pitch < -89)
pitch = -89;
if (yaw > 180)
yaw = 180;
else if (yaw < -180)
yaw = -180;
angles[0] = pitch;
angles[1] = yaw;
angles[2] = 0;
}
void AngleVectors(const Vector &angles, Vector *forward, Vector *right, Vector *up)
{
float sr, sp, sy, cr, cp, cy;
SinCos(DEG2RAD(angles[1]), &sy, &cy);
SinCos(DEG2RAD(angles[0]), &sp, &cp);
SinCos(DEG2RAD(angles[2]), &sr, &cr);
if (forward)
{
forward->x = cp*cy;
forward->y = cp*sy;
forward->z = -sp;
}
if (right)
{
right->x = (-1 * sr*sp*cy + -1 * cr*-sy);
right->y = (-1 * sr*sp*sy + -1 * cr*cy);
right->z = -1 * sr*cp;
}
if (up)
{
up->x = (cr*sp*cy + -sr*-sy);
up->y = (cr*sp*sy + -sr*cy);
up->z = cr*cp;
}
}
void Normalize(Vector &vIn, Vector &vOut)
{
float flLen = vIn.Length();
if (flLen == 0){
vOut.Init(0, 0, 1);
return;
}
flLen = 1 / flLen;
vOut.Init(vIn.x * flLen, vIn.y * flLen, vIn.z * flLen);
}
void CalcAngle(Vector src, Vector dst, Vector &angles)
{
Vector delta = src - dst;
double hyp = delta.Length2D(); //delta.Length
angles.y = (atan(delta.y / delta.x) * 57.295779513082f);
angles.x = (atan(delta.z / hyp) * 57.295779513082f);
angles[2] = 0.00;
if (delta.x >= 0.0)
angles.y += 180.0f;
}
bool IsVisible(IClientEntity* pLocal, IClientEntity* pEntity, int BoneID)
{
if (BoneID < 0) return false;
trace_t Trace;
Vector start = pLocal->GetOrigin() + pLocal->GetViewOffset();
Vector end = GetHitboxPosition(pEntity, BoneID);//pEntity->GetBonePos(BoneID);
UTIL_TraceLine(start, end, MASK_SOLID, pLocal, 0, &Trace);
if (Trace.m_pEnt == pEntity)
{
return true;
}
if (Trace.fraction == 1.0f)
{
return true;
}
return false;
}
void NormalizeVector(Vector& vec) {
for (int i = 0; i < 3; ++i) {
while (vec[i] > 180.f)
vec[i] -= 360.f;
while (vec[i] < -180.f)
vec[i] += 360.f;
}
vec[2] = 0.f;
}
void CalcAngleYawOnly(Vector src, Vector dst, Vector &angles)
{
Vector delta = src - dst;
double hyp = delta.Length2D();
angles.y = (atan(delta.y / delta.x) * 57.295779513082f);
// angles.x = (atan(delta.z / hyp) * 57.295779513082f);
angles[2] = 0.00;
if (delta.x >= 0.0)
angles.y += 180.0f;
}