diff options
Diffstat (limited to 'src/jake2/util/Math3D.java')
-rw-r--r-- | src/jake2/util/Math3D.java | 105 |
1 files changed, 29 insertions, 76 deletions
diff --git a/src/jake2/util/Math3D.java b/src/jake2/util/Math3D.java index 5c1f2eb..fc94614 100644 --- a/src/jake2/util/Math3D.java +++ b/src/jake2/util/Math3D.java @@ -19,7 +19,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // Created on 09.12.2003 by RST. -// $Id: Math3D.java,v 1.6 2004-09-10 19:02:56 salomo Exp $ +// $Id: Math3D.java,v 1.7 2004-09-22 19:22:13 salomo Exp $ package jake2.util; @@ -27,60 +27,50 @@ import jake2.Defines; import jake2.game.cplane_t; import jake2.qcommon.Com; -public class Math3D extends Lib { - +public class Math3D { + static final float shortratio = 360.0f / 65536.0f; - static final float piratio = (float)(Math.PI / 360.0); - + static final float piratio = (float) (Math.PI / 360.0); public static void set(float v1[], float v2[]) { v1[0] = v2[0]; v1[1] = v2[1]; v1[2] = v2[2]; } - - public static void VectorSubtract(float[] a, float[] b, float[] c) { c[0] = a[0] - b[0]; c[1] = a[1] - b[1]; c[2] = a[2] - b[2]; } - public static void VectorSubtract(short[] a, short[] b, int[] c) { c[0] = a[0] - b[0]; c[1] = a[1] - b[1]; c[2] = a[2] - b[2]; } - public static void VectorAdd(float[] a, float[] b, float[] to) { to[0] = a[0] + b[0]; to[1] = a[1] + b[1]; to[2] = a[2] + b[2]; } - public static void VectorCopy(float[] from, float[] to) { to[0] = from[0]; to[1] = from[1]; to[2] = from[2]; } - public static void VectorCopy(short[] from, short[] to) { to[0] = from[0]; to[1] = from[1]; to[2] = from[2]; } - public static void VectorCopy(short[] from, float[] to) { to[0] = from[0]; to[1] = from[1]; to[2] = from[2]; } - public static void VectorCopy(float[] from, short[] to) { to[0] = (short) from[0]; to[1] = (short) from[1]; to[2] = (short) from[2]; } - public static void VectorClear(float[] a) { a[0] = a[1] = a[2] = 0; } @@ -116,7 +106,6 @@ public class Math3D extends Lib { } return length; } - public static final float VectorLength(float v[]) { return (float) Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); } @@ -130,7 +119,6 @@ public class Math3D extends Lib { out[1] = in[1] * scale; out[2] = in[2] * scale; } - public static float vectoyaw(float[] vec) { float yaw; @@ -151,7 +139,6 @@ public class Math3D extends Lib { return yaw; } - public static void vectoangles(float[] value1, float[] angles) { float yaw, pitch; @@ -183,14 +170,12 @@ public class Math3D extends Lib { angles[Defines.YAW] = yaw; angles[Defines.ROLL] = 0; } - private static float m[][] = new float[3][3]; private static float im[][] = new float[3][3]; private static float tmpmat[][] = new float[3][3]; private static float zrot[][] = new float[3][3]; - public static void RotatePointAroundVector(float[] dst, float[] dir, float[] point, float degrees) { - + float[] vr = { 0.0f, 0.0f, 0.0f }; float[] vup = { 0.0f, 0.0f, 0.0f }; float[] vf = { 0.0f, 0.0f, 0.0f }; @@ -199,8 +184,8 @@ public class Math3D extends Lib { vf[1] = dir[1]; vf[2] = dir[2]; - Math3D.PerpendicularVector(vr, dir); - Math3D.CrossProduct(vr, vf, vup); + PerpendicularVector(vr, dir); + CrossProduct(vr, vf, vup); m[0][0] = vr[0]; m[1][0] = vr[1]; @@ -228,19 +213,17 @@ public class Math3D extends Lib { zrot[2][2] = 1.0F; - zrot[0][0] = zrot[1][1] = (float) Math.cos(Math3D.DEG2RAD(degrees)); - zrot[0][1] = (float) Math.sin(Math3D.DEG2RAD(degrees)); + zrot[0][0] = zrot[1][1] = (float) Math.cos(DEG2RAD(degrees)); + zrot[0][1] = (float) Math.sin(DEG2RAD(degrees)); zrot[1][0] = -zrot[0][1]; - Math3D.R_ConcatRotations(m, zrot, tmpmat); - Math3D.R_ConcatRotations(tmpmat, im, zrot); + R_ConcatRotations(m, zrot, tmpmat); + R_ConcatRotations(tmpmat, im, zrot); for (int i = 0; i < 3; i++) { dst[i] = zrot[i][0] * point[0] + zrot[i][1] * point[1] + zrot[i][2] * point[2]; } } - - public static void MakeNormalVectors(float[] forward, float[] right, float[] up) { // this rotate and negat guarantees a vector // not colinear with the original @@ -253,12 +236,9 @@ public class Math3D extends Lib { VectorNormalize(right); CrossProduct(right, forward, up); } - - public static float SHORT2ANGLE(int x) { return (x * shortratio); } - /* ================ R_ConcatTransforms @@ -278,7 +258,6 @@ public class Math3D extends Lib { out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2]; out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3]; } - /** * concatenates 2 matrices each [3][3]. */ @@ -293,12 +272,11 @@ public class Math3D extends Lib { out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1]; out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2]; } - public static void ProjectPointOnPlane(float[] dst, float[] p, float[] normal) { - float inv_denom = 1.0F / Math3D.DotProduct(normal, normal); + float inv_denom = 1.0F / DotProduct(normal, normal); - float d = Math3D.DotProduct(normal, p) * inv_denom; + float d = DotProduct(normal, p) * inv_denom; dst[0] = normal[0] * inv_denom; dst[1] = normal[1] * inv_denom; @@ -308,14 +286,12 @@ public class Math3D extends Lib { dst[1] = p[1] - d * dst[1]; dst[2] = p[2] - d * dst[2]; } - /** assumes "src" is normalized */ public static void PerpendicularVector(float[] dst, float[] src) { int pos; int i; float minelem = 1.0F; - // find the smallest magnitude axially aligned vector for (pos = 0, i = 0; i < 3; i++) { if (Math.abs(src[i]) < minelem) { @@ -330,18 +306,17 @@ public class Math3D extends Lib { ProjectPointOnPlane(dst, tempvec, src); //normalize the result - Math3D.VectorNormalize(dst); + VectorNormalize(dst); } - //===================================================================== /** stellt fest, auf welcher Seite sich die Kiste befindet, wenn die Ebene durch Entfernung und Senkrechten-Normale gegeben ist. erste Version mit vec3_t... */ public static final int BoxOnPlaneSide(float emins[], float emaxs[], cplane_t p) { - - assert (emins.length == 3 && emaxs.length == 3) : "vec3_t bug"; - + + assert(emins.length == 3 && emaxs.length == 3) : "vec3_t bug"; + float dist1, dist2; int sides; @@ -390,7 +365,7 @@ public class Math3D extends Lib { break; default : dist1 = dist2 = 0; - assert (false) : "BoxOnPlaneSide bug"; + assert(false) : "BoxOnPlaneSide bug"; break; } @@ -400,15 +375,13 @@ public class Math3D extends Lib { if (dist2 < p.dist) sides |= 2; - assert (sides != 0) : "BoxOnPlaneSide(): sides == 0 bug"; + assert(sides != 0) : "BoxOnPlaneSide(): sides == 0 bug"; return sides; - } - + } // this is the slow, general version private static float corners[][] = new float[2][3]; public static final int BoxOnPlaneSide2(float[] emins, float[] emaxs, cplane_t p) { - for (int i = 0; i < 3; i++) { if (p.normal[i] < 0) { @@ -420,8 +393,8 @@ public class Math3D extends Lib { corners[0][i] = emaxs[i]; } } - float dist1 = Math3D.DotProduct(p.normal, corners[0]) - p.dist; - float dist2 = Math3D.DotProduct(p.normal, corners[1]) - p.dist; + float dist1 = DotProduct(p.normal, corners[0]) - p.dist; + float dist2 = DotProduct(p.normal, corners[1]) - p.dist; int sides = 0; if (dist1 >= 0) sides = 1; @@ -430,7 +403,6 @@ public class Math3D extends Lib { return sides; } - public static void AngleVectors(float[] angles, float[] forward, float[] right, float[] up) { float cr = 2.0f * piratio; @@ -464,56 +436,39 @@ public class Math3D extends Lib { } } } - - public static void G_ProjectSource(float[] point, float[] distance, float[] forward, float[] right, float[] result) { + public static void G_ProjectSource( + float[] point, + float[] distance, + float[] forward, + float[] right, + float[] result) { result[0] = point[0] + forward[0] * distance[0] + right[0] * distance[1]; result[1] = point[1] + forward[1] * distance[0] + right[1] * distance[1]; result[2] = point[2] + forward[2] * distance[0] + right[2] * distance[1] + distance[2]; } - - - public static final float DotProduct(float[] x, float[] y) { return x[0] * y[0] + x[1] * y[1] + x[2] * y[2]; } - - - public static void CrossProduct(float[] v1, float[] v2, float[] 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]; } - - - public static int Q_log2(int val) { int answer = 0; while ((val >>= 1) > 0) answer++; return answer; } - - - public static float DEG2RAD(float in) { return (in * (float) Math.PI) / 180.0f; } - - - public static float anglemod(float a) { return (float) (shortratio) * ((int) (a / (shortratio)) & 65535); } - - - public static int ANGLE2SHORT(float x) { return ((int) ((x) / shortratio) & 65535); } - - - public static float LerpAngle(float a2, float a1, float frac) { if (a1 - a2 > 180) a1 -= 360; @@ -521,8 +476,6 @@ public class Math3D extends Lib { a1 += 360; return a2 + frac * (a1 - a2); } - - public static float CalcFov(float fov_x, float width, float height) { double a = 0.0f; double x; @@ -536,6 +489,6 @@ public class Math3D extends Lib { a = a / piratio; - return (float)a; + return (float) a; } } |