ReGameDLL_CS/regamedll/pm_shared/pm_math.cpp
2015-09-22 22:56:27 +06:00

298 lines
7.8 KiB
C++

#include "precompiled.h"
/*
* Globals initialization
*/
#ifndef HOOK_GAMEDLL
vec3_t vec3_origin = {0, 0, 0};
int nanmask = 255<<23;
#else
vec3_t vec3_origin;
int nanmask;
#endif // HOOK_GAMEDLL
/* <2ce436> ../cstrike/pm_shared/pm_math.c:35 */
NOBODY float anglemod(float a)
{
a = (360.0 / 65536) * ((int)(a *(65536 / 360.0)) & 65535);
return a;
}
/* <2ce461> ../cstrike/pm_shared/pm_math.c:41 */
void AngleVectors(const vec_t *angles, vec_t *forward, vec_t *right, vec_t *up)
{
float sr, sp, sy, cr, cp;
float_precision cy;
float_precision angle;
angle = (float_precision)(angles[YAW] * (M_PI * 2 / 360));
sy = sin(angle);
cy = cos(angle);
angle = (float_precision)(angles[PITCH] * (M_PI * 2 / 360));
sp = sin(angle);
cp = cos(angle);
angle = (float_precision)(angles[ROLL] * (M_PI * 2 / 360));
sr = sin(angle);
cr = cos(angle);
if (forward)
{
forward[0] = cp * cy;
forward[1] = cp * sy;
forward[2] = -sp;
}
if (right)
{
right[0] = (-1 * sr * sp * cy + -1 * cr * -sy);
right[1] = (-1 * sr * sp * sy + -1 * cr * cy);
right[2] = -1 * sr * cp;
}
if (up)
{
up[0] = (cr * sp * cy + -sr * -sy);
up[1] = (cr * sp * sy + -sr * cy);
up[2] = cr * cp;
}
}
/* <2ce521> ../cstrike/pm_shared/pm_math.c:76 */
NOBODY void AngleVectorsTranspose(const vec_t *angles, vec_t *forward, vec_t *right, vec_t *up)
{
// float angle; // 78
// float sr; // 79
// float sp; // 79
// float sy; // 79
// float cr; // 79
// float cp; // 79
// float cy; // 79
}
/* <2ce5d0> ../cstrike/pm_shared/pm_math.c:112 */
void AngleMatrix(const vec_t *angles, float (*matrix)[4])
{
float_precision angle;
float_precision sr, sp, sy, cr, cp, cy;
angle = (float_precision)(angles[ROLL] * (M_PI * 2 / 360));
sy = sin(angle);
cy = cos(angle);
angle = (float_precision)(angles[YAW] * (M_PI * 2 / 360));
sp = sin(angle);
cp = cos(angle);
angle = (float_precision)(angles[PITCH] * (M_PI * 2 / 360));
sr = sin(angle);
cr = cos(angle);
matrix[0][0] = cr * cp;
matrix[1][0] = cr * sp;
matrix[2][0] = -sr;
matrix[0][1] = (sy * sr) * cp - cy * sp;
matrix[1][1] = (sy * sr) * sp + cy * cp;
matrix[2][1] = sy * cr;
matrix[0][2] = (cy * sr) * cp + sy * sp;
matrix[1][2] = (cy * sr) * sp - sy * cp;
matrix[2][2] = cy * cr;
matrix[0][3] = 0.0f;
matrix[1][3] = 0.0f;
matrix[2][3] = 0.0f;
}
/* <2ce67b> ../cstrike/pm_shared/pm_math.c:142 */
NOBODY void AngleIMatrix(const vec_t *angles, float (*matrix)[4])
{
// float angle; // 144
// float sr; // 145
// float sp; // 145
// float sy; // 145
// float cr; // 145
// float cp; // 145
// float cy; // 145
}
/* <2ce710> ../cstrike/pm_shared/pm_math.c:172 */
NOBODY void NormalizeAngles(float *angles)
{
// int i; // 174
}
/* <2ce75f> ../cstrike/pm_shared/pm_math.c:198 */
NOBODY void InterpolateAngles(float *start, float *end, float *output, float frac)
{
// int i; // 200
// float ang1; // 201
// float ang2; // 201
// float d; // 202
// NormalizeAngles(float *angles); // 204
// NormalizeAngles(float *angles); // 205
// NormalizeAngles(float *angles); // 225
}
/* <2ce893> ../cstrike/pm_shared/pm_math.c:235 */
NOBODY float AngleBetweenVectors(const vec_t *v1, const vec_t *v2)
{
// float angle; // 237
// float l1; // 238
// float l2; // 239
// Length(const vec_t *v); // 238
// Length(const vec_t *v); // 239
}
/* <2ce953> ../cstrike/pm_shared/pm_math.c:251 */
NOBODY void VectorTransform(const vec_t *in1, float *in2, vec_t *out)
{
}
/* <2ce996> ../cstrike/pm_shared/pm_math.c:259 */
int VectorCompare(const vec_t *v1, const vec_t *v2)
{
int i;
for (i = 0; i < 3; i++)
{
if (v1[i] != v2[i])
return 0;
}
return 1;
}
/* <2ce9de> ../cstrike/pm_shared/pm_math.c:270 */
void VectorMA(const vec_t *veca, float scale, const vec_t *vecb, vec_t *vecc)
{
vecc[0] = veca[0] + scale * vecb[0];
vecc[1] = veca[1] + scale * vecb[1];
vecc[2] = veca[2] + scale * vecb[2];
}
/* <2cea34> ../cstrike/pm_shared/pm_math.c:278 */
float_precision _DotProduct(vec_t *v1, vec_t *v2)
{
return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
}
/* <2cea6e> ../cstrike/pm_shared/pm_math.c:283 */
void _VectorSubtract(vec_t *veca, vec_t *vecb, vec_t *out)
{
out[0] = veca[0] - vecb[0];
out[1] = veca[1] - vecb[1];
out[2] = veca[2] - vecb[2];
}
/* <2ceab5> ../cstrike/pm_shared/pm_math.c:290 */
void _VectorAdd(vec_t *veca, vec_t *vecb, vec_t *out)
{
out[0] = veca[0] + vecb[0];
out[1] = veca[1] + vecb[1];
out[2] = veca[2] + vecb[2];
}
/* <2ceafc> ../cstrike/pm_shared/pm_math.c:297 */
void _VectorCopy(vec_t *in, vec_t *out)
{
out[0] = in[0];
out[1] = in[1];
out[2] = in[2];
}
/* <2ceb8d> ../cstrike/pm_shared/pm_math.c:307 */
void _CrossProduct(const vec_t *v1, const vec_t *v2, vec_t *cross)
{
cross[0] = v1[1] * v2[2] - v1[2] * v2[1];
cross[1] = v1[2] * v2[0] - v1[0] * v2[2];
cross[2] = v1[0] * v2[1] - v1[1] * v2[0];
}
/* <2ce85f> ../cstrike/pm_shared/pm_math.c:313 */
float_precision Length(const vec_t *v)
{
int i;
float_precision length = 0.0f;
for (i = 0; i < 3; i++)
length += v[i] * v[i];
return sqrt(length);
}
/* <2cebc2> ../cstrike/pm_shared/pm_math.c:325 */
NOBODY float Distance(const vec_t *v1, const vec_t *v2)
{
// vec_t *d; // 327
// Length(const vec_t *v); // 329
}
/* <2cec3c> ../cstrike/pm_shared/pm_math.c:332 */
float_precision VectorNormalize(vec_t *v)
{
float_precision length;
float_precision ilength;
length = sqrt((float_precision)(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]));
if (length)
{
ilength = 1.0 / length;
v[0] *= ilength;
v[1] *= ilength;
v[2] *= ilength;
}
return length;
}
/* <2ceca2> ../cstrike/pm_shared/pm_math.c:351 */
NOBODY void VectorInverse(vec_t *v)
{
}
/* <2cecc9> ../cstrike/pm_shared/pm_math.c:358 */
void VectorScale(const vec_t *in, vec_t scale, vec_t *out)
{
out[0] = scale * in[0];
out[1] = scale * in[1];
out[2] = scale * in[2];
}
/* <2ced0f> ../cstrike/pm_shared/pm_math.c:366 */
NOBODY int Q_log2(int val)
{
int answer = 0;
while (val >>= 1)
answer++;
return answer;
}
/* <2ced4d> ../cstrike/pm_shared/pm_math.c:374 */
NOBODY void VectorMatrix(vec_t *forward, vec_t *right, vec_t *up)
{
// vec3_t *tmp; // 376
// CrossProduct(const vec_t *v1,
// const vec_t *v2,
// vec_t *cross); // 390
// VectorNormalize(vec_t *v); // 391
// CrossProduct(const vec_t *v1,
// const vec_t *v2,
// vec_t *cross); // 392
// VectorNormalize(vec_t *v); // 393
}
/* <2cee68> ../cstrike/pm_shared/pm_math.c:398 */
NOBODY void VectorAngles(const vec_t *forward, vec_t *angles)
{
// float tmp; // 400
// float yaw; // 400
// float pitch; // 400
}