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authorNguyễn Gia Phong <mcsinyx@disroot.org>2021-12-01 22:55:53 +0700
committerNguyễn Gia Phong <mcsinyx@disroot.org>2021-12-02 11:54:36 +0700
commite4888c19818ef61264ea4e1b0da9ebdc302f1483 (patch)
treef69cfb814c26cb978cfffe699b4c3197af7076c8 /src
parent17ea4d827ad8fa1462447d59f490a007ba706d20 (diff)
downloadblackshades-e4888c19818ef61264ea4e1b0da9ebdc302f1483.tar.gz
Remove unused math functions
Diffstat (limited to 'src')
-rw-r--r--src/Decals.cpp2
-rw-r--r--src/GameLoop.cpp4
-rw-r--r--src/Models.cpp1
-rw-r--r--src/PhysicsMath.h1190
-rw-r--r--src/Quaternions.cpp388
-rw-r--r--src/Quaternions.h48
-rw-r--r--src/Skeleton.cpp3
-rw-r--r--src/Sprites.cpp2
8 files changed, 17 insertions, 1621 deletions
diff --git a/src/Decals.cpp b/src/Decals.cpp
index 74fe379..92888ec 100644
--- a/src/Decals.cpp
+++ b/src/Decals.cpp
@@ -1,3 +1,5 @@
+#include <cmath>
+
#include "Camera.h"
#include "Constants.h"
#include "Decals.h"
diff --git a/src/GameLoop.cpp b/src/GameLoop.cpp
index 9aaff92..caa3c1b 100644
--- a/src/GameLoop.cpp
+++ b/src/GameLoop.cpp
@@ -19,6 +19,8 @@
// You should have received a copy of the GNU General Public License
// along with Black Shades. If not, see <https://www.gnu.org/licenses/>.
+#include <cmath>
+
#include "Game.h"
#include "misc.h"
@@ -142,7 +144,7 @@ void handleKey(Game* game, int key, int action, int mods)
XYZ towards = player.playercoords - game->bodycoords;
if (towards.x || towards.z) {
Normalise(&towards);
- camera.rotation = RadiansToDegrees(asin(towards.x));
+ camera.rotation = asin(towards.x) * 180.0f / M_PI;
if (towards.z > 0)
camera.rotation = 180 - camera.rotation;
diff --git a/src/Models.cpp b/src/Models.cpp
index ff5c0e2..4c92f93 100644
--- a/src/Models.cpp
+++ b/src/Models.cpp
@@ -1,4 +1,5 @@
#include <algorithm>
+#include <cmath>
#include "Models.h"
#include "misc.h"
diff --git a/src/PhysicsMath.h b/src/PhysicsMath.h
deleted file mode 100644
index c6c320c..0000000
--- a/src/PhysicsMath.h
+++ /dev/null
@@ -1,1190 +0,0 @@
-#ifndef _PHYSICSMATH_H_
-
-#define _PHYSICSMATH_H_
-
-#include <cmath>
-
-#include "Quaternions.h"
-
-//------------------------------------------------------------------------//
-
-// Misc. Constants
-
-//------------------------------------------------------------------------//
-
-const float pi = acosf(-1);
-
-float const g = -32.174f; // acceleration due to gravity, ft/s^2
-
-float const rho = 0.0023769f; // desity of air at sea level, slugs/ft^3
-
-float const tol = 0.0000000001f; // float type tolerance
-
-//------------------------------------------------------------------------//
-
-// Misc. Functions
-
-//------------------------------------------------------------------------//
-
-inline float DegreesToRadians(float deg);
-
-inline float RadiansToDegrees(float rad);
-
-inline float DegreesToRadians(float deg)
-{
- return deg * pi / 180.0f;
-}
-
-inline float RadiansToDegrees(float rad)
-{
- return rad * 180.0f / pi;
-}
-
-//------------------------------------------------------------------------//
-
-// Vector Class and vector functions
-
-//------------------------------------------------------------------------//
-
-class Vector {
-
-public:
-
- float x;
-
- float y;
-
- float z;
-
- Vector(void);
-
- Vector(float xi, float yi, float zi);
-
- float Magnitude(void);
-
- void Normalize(void);
-
- void Reverse(void);
-
- Vector& operator+=(Vector u); // vector addition
-
- Vector& operator-=(Vector u); // vector subtraction
-
- Vector& operator*=(float s); // scalar multiply
-
- Vector& operator/=(float s); // scalar divide
-
- Vector operator-(void);
-
-};
-
-inline Vector operator+(Vector u, Vector v);
-
-inline Vector operator-(Vector u, Vector v);
-
-inline Vector operator^(Vector u, Vector v);
-
-inline float operator*(Vector u, Vector v);
-
-inline Vector operator*(float s, Vector u);
-
-inline Vector operator*(Vector u, float s);
-
-inline Vector operator/(Vector u, float s);
-
-inline float TripleScalarProduct(Vector u, Vector v, Vector w);
-
-inline Vector::Vector(void)
-
-{
-
- x = 0;
-
- y = 0;
-
- z = 0;
-
-}
-
-inline Vector::Vector(float xi, float yi, float zi)
-
-{
-
- x = xi;
-
- y = yi;
-
- z = zi;
-
-}
-
-inline float Vector::Magnitude(void)
-
-{
-
- return (float) sqrt(x*x + y*y + z*z);
-
-}
-
-inline void Vector::Normalize(void)
-
-{
-
- float m = (float) sqrt(x*x + y*y + z*z);
-
- if(m <= tol) m = 1;
-
- x /= m;
-
- y /= m;
-
- z /= m;
-
- if (fabs(x) < tol) x = 0.0f;
-
- if (fabs(y) < tol) y = 0.0f;
-
- if (fabs(z) < tol) z = 0.0f;
-
-}
-
-inline void Vector::Reverse(void)
-
-{
-
- x = -x;
-
- y = -y;
-
- z = -z;
-
-}
-
-inline Vector& Vector::operator+=(Vector u)
-
-{
-
- x += u.x;
-
- y += u.y;
-
- z += u.z;
-
- return *this;
-
-}
-
-inline Vector& Vector::operator-=(Vector u)
-
-{
-
- x -= u.x;
-
- y -= u.y;
-
- z -= u.z;
-
- return *this;
-
-}
-
-inline Vector& Vector::operator*=(float s)
-
-{
-
- x *= s;
-
- y *= s;
-
- z *= s;
-
- return *this;
-
-}
-
-inline Vector& Vector::operator/=(float s)
-
-{
-
- x /= s;
-
- y /= s;
-
- z /= s;
-
- return *this;
-
-}
-
-inline Vector Vector::operator-(void)
-
-{
-
- return Vector(-x, -y, -z);
-
-}
-
-inline Vector operator+(Vector u, Vector v)
-
-{
-
- return Vector(u.x + v.x, u.y + v.y, u.z + v.z);
-
-}
-
-inline Vector operator-(Vector u, Vector v)
-
-{
-
- return Vector(u.x - v.x, u.y - v.y, u.z - v.z);
-
-}
-
-// Vector cross product (u cross v)
-
-inline Vector operator^(Vector u, Vector v)
-
-{
-
- return Vector( u.y*v.z - u.z*v.y,
-
- -u.x*v.z + u.z*v.x,
-
- u.x*v.y - u.y*v.x );
-
-}
-
-// Vector dot product
-
-inline float operator*(Vector u, Vector v)
-
-{
-
- return (u.x*v.x + u.y*v.y + u.z*v.z);
-
-}
-
-inline Vector operator*(float s, Vector u)
-
-{
-
- return Vector(u.x*s, u.y*s, u.z*s);
-
-}
-
-inline Vector operator*(Vector u, float s)
-
-{
-
- return Vector(u.x*s, u.y*s, u.z*s);
-
-}
-
-inline Vector operator/(Vector u, float s)
-
-{
-
- return Vector(u.x/s, u.y/s, u.z/s);
-
-}
-
-// triple scalar product (u dot (v cross w))
-
-inline float TripleScalarProduct(Vector u, Vector v, Vector w)
-
-{
-
- return float( (u.x * (v.y*w.z - v.z*w.y)) +
-
- (u.y * (-v.x*w.z + v.z*w.x)) +
-
- (u.z * (v.x*w.y - v.y*w.x)) );
-
- //return u*(v^w);
-
-}
-
-//------------------------------------------------------------------------//
-
-// Matrix Class and matrix functions
-
-//------------------------------------------------------------------------//
-
-class Matrix3x3 {
-
-public:
-
- // elements eij: i -> row, j -> column
-
- float e11, e12, e13, e21, e22, e23, e31, e32, e33;
-
- Matrix3x3(void);
-
- Matrix3x3( float r1c1, float r1c2, float r1c3,
-
- float r2c1, float r2c2, float r2c3,
-
- float r3c1, float r3c2, float r3c3 );
-
- float det(void);
-
- Matrix3x3 Transpose(void);
-
- Matrix3x3 Inverse(void);
-
- Matrix3x3& operator+=(Matrix3x3 m);
-
- Matrix3x3& operator-=(Matrix3x3 m);
-
- Matrix3x3& operator*=(float s);
-
- Matrix3x3& operator/=(float s);
-
-};
-
-inline Matrix3x3 operator+(Matrix3x3 m1, Matrix3x3 m2);
-
-inline Matrix3x3 operator-(Matrix3x3 m1, Matrix3x3 m2);
-
-inline Matrix3x3 operator/(Matrix3x3 m, float s);
-
-inline Matrix3x3 operator*(Matrix3x3 m1, Matrix3x3 m2);
-
-inline Matrix3x3 operator*(Matrix3x3 m, float s);
-
-inline Matrix3x3 operator*(float s, Matrix3x3 m);
-
-inline Vector operator*(Matrix3x3 m, Vector u);
-
-inline Vector operator*(Vector u, Matrix3x3 m);
-
-inline Matrix3x3::Matrix3x3(void)
-
-{
-
- e11 = 0;
-
- e12 = 0;
-
- e13 = 0;
-
- e21 = 0;
-
- e22 = 0;
-
- e23 = 0;
-
- e31 = 0;
-
- e32 = 0;
-
- e33 = 0;
-
-}
-
-inline Matrix3x3::Matrix3x3( float r1c1, float r1c2, float r1c3,
-
- float r2c1, float r2c2, float r2c3,
-
- float r3c1, float r3c2, float r3c3 )
-
-{
-
- e11 = r1c1;
-
- e12 = r1c2;
-
- e13 = r1c3;
-
- e21 = r2c1;
-
- e22 = r2c2;
-
- e23 = r2c3;
-
- e31 = r3c1;
-
- e32 = r3c2;
-
- e33 = r3c3;
-
-}
-
-inline float Matrix3x3::det(void)
-
-{
-
- return e11*e22*e33 -
-
- e11*e32*e23 +
-
- e21*e32*e13 -
-
- e21*e12*e33 +
-
- e31*e12*e23 -
-
- e31*e22*e13;
-
-}
-
-inline Matrix3x3 Matrix3x3::Transpose(void)
-
-{
-
- return Matrix3x3(e11,e21,e31,e12,e22,e32,e13,e23,e33);
-
-}
-
-inline Matrix3x3 Matrix3x3::Inverse(void)
-
-{
-
- float d = e11*e22*e33 -
-
- e11*e32*e23 +
-
- e21*e32*e13 -
-
- e21*e12*e33 +
-
- e31*e12*e23 -
-
- e31*e22*e13;
-
- if (abs(d) < 0.01f)
- d = 1;
-
- return Matrix3x3( (e22*e33-e23*e32)/d,
-
- -(e12*e33-e13*e32)/d,
-
- (e12*e23-e13*e22)/d,
-
- -(e21*e33-e23*e31)/d,
-
- (e11*e33-e13*e31)/d,
-
- -(e11*e23-e13*e21)/d,
-
- (e21*e32-e22*e31)/d,
-
- -(e11*e32-e12*e31)/d,
-
- (e11*e22-e12*e21)/d );
-
-}
-
-inline Matrix3x3& Matrix3x3::operator+=(Matrix3x3 m)
-
-{
-
- e11 += m.e11;
-
- e12 += m.e12;
-
- e13 += m.e13;
-
- e21 += m.e21;
-
- e22 += m.e22;
-
- e23 += m.e23;
-
- e31 += m.e31;
-
- e32 += m.e32;
-
- e33 += m.e33;
-
- return *this;
-
-}
-
-inline Matrix3x3& Matrix3x3::operator-=(Matrix3x3 m)
-
-{
-
- e11 -= m.e11;
-
- e12 -= m.e12;
-
- e13 -= m.e13;
-
- e21 -= m.e21;
-
- e22 -= m.e22;
-
- e23 -= m.e23;
-
- e31 -= m.e31;
-
- e32 -= m.e32;
-
- e33 -= m.e33;
-
- return *this;
-
-}
-
-inline Matrix3x3& Matrix3x3::operator*=(float s)
-
-{
-
- e11 *= s;
-
- e12 *= s;
-
- e13 *= s;
-
- e21 *= s;
-
- e22 *= s;
-
- e23 *= s;
-
- e31 *= s;
-
- e32 *= s;
-
- e33 *= s;
-
- return *this;
-
-}
-
-inline Matrix3x3& Matrix3x3::operator/=(float s)
-
-{
-
- e11 /= s;
-
- e12 /= s;
-
- e13 /= s;
-
- e21 /= s;
-
- e22 /= s;
-
- e23 /= s;
-
- e31 /= s;
-
- e32 /= s;
-
- e33 /= s;
-
- return *this;
-
-}
-
-inline Matrix3x3 operator+(Matrix3x3 m1, Matrix3x3 m2)
-
-{
-
- return Matrix3x3( m1.e11+m2.e11,
-
- m1.e12+m2.e12,
-
- m1.e13+m2.e13,
-
- m1.e21+m2.e21,
-
- m1.e22+m2.e22,
-
- m1.e23+m2.e23,
-
- m1.e31+m2.e31,
-
- m1.e32+m2.e32,
-
- m1.e33+m2.e33);
-
-}
-
-inline Matrix3x3 operator-(Matrix3x3 m1, Matrix3x3 m2)
-
-{
-
- return Matrix3x3( m1.e11-m2.e11,
-
- m1.e12-m2.e12,
-
- m1.e13-m2.e13,
-
- m1.e21-m2.e21,
-
- m1.e22-m2.e22,
-
- m1.e23-m2.e23,
-
- m1.e31-m2.e31,
-
- m1.e32-m2.e32,
-
- m1.e33-m2.e33);
-
-}
-
-inline Matrix3x3 operator/(Matrix3x3 m, float s)
-
-{
-
- return Matrix3x3( m.e11/s,
-
- m.e12/s,
-
- m.e13/s,
-
- m.e21/s,
-
- m.e22/s,
-
- m.e23/s,
-
- m.e31/s,
-
- m.e32/s,
-
- m.e33/s);
-
-}
-
-inline Matrix3x3 operator*(Matrix3x3 m1, Matrix3x3 m2)
-
-{
-
- return Matrix3x3( m1.e11*m2.e11 + m1.e12*m2.e21 + m1.e13*m2.e31,
-
- m1.e11*m2.e12 + m1.e12*m2.e22 + m1.e13*m2.e32,
-
- m1.e11*m2.e13 + m1.e12*m2.e23 + m1.e13*m2.e33,
-
- m1.e21*m2.e11 + m1.e22*m2.e21 + m1.e23*m2.e31,
-
- m1.e21*m2.e12 + m1.e22*m2.e22 + m1.e23*m2.e32,
-
- m1.e21*m2.e13 + m1.e22*m2.e23 + m1.e23*m2.e33,
-
- m1.e31*m2.e11 + m1.e32*m2.e21 + m1.e33*m2.e31,
-
- m1.e31*m2.e12 + m1.e32*m2.e22 + m1.e33*m2.e32,
-
- m1.e31*m2.e13 + m1.e32*m2.e23 + m1.e33*m2.e33 );
-
-}
-
-inline Matrix3x3 operator*(Matrix3x3 m, float s)
-
-{
-
- return Matrix3x3( m.e11*s,
-
- m.e12*s,
-
- m.e13*s,
-
- m.e21*s,
-
- m.e22*s,
-
- m.e23*s,
-
- m.e31*s,
-
- m.e32*s,
-
- m.e33*s);
-
-}
-
-inline Matrix3x3 operator*(float s, Matrix3x3 m)
-
-{
-
- return Matrix3x3( m.e11*s,
-
- m.e12*s,
-
- m.e13*s,
-
- m.e21*s,
-
- m.e22*s,
-
- m.e23*s,
-
- m.e31*s,
-
- m.e32*s,
-
- m.e33*s);
-
-}
-
-inline Vector operator*(Matrix3x3 m, Vector u)
-
-{
-
- return Vector( m.e11*u.x + m.e12*u.y + m.e13*u.z,
-
- m.e21*u.x + m.e22*u.y + m.e23*u.z,
-
- m.e31*u.x + m.e32*u.y + m.e33*u.z);
-
-}
-
-inline Vector operator*(Vector u, Matrix3x3 m)
-
-{
-
- return Vector( u.x*m.e11 + u.y*m.e21 + u.z*m.e31,
-
- u.x*m.e12 + u.y*m.e22 + u.z*m.e32,
-
- u.x*m.e13 + u.y*m.e23 + u.z*m.e33);
-
-}
-
-//------------------------------------------------------------------------//
-
-// Quaternion Class and Quaternion functions
-
-//------------------------------------------------------------------------//
-
-class Quaternion {
-
-public:
-
- float n; // number (scalar) part
-
- Vector v; // vector part: v.x, v.y, v.z
-
- Quaternion(void);
-
- Quaternion(float e0, float e1, float e2, float e3);
-
- float Magnitude(void);
-
- Vector GetVector(void);
-
- float GetScalar(void);
-
- Quaternion operator+=(Quaternion q);
-
- Quaternion operator-=(Quaternion q);
-
- Quaternion operator*=(float s);
-
- Quaternion operator/=(float s);
-
- Quaternion operator~(void) const { return Quaternion(n, -v.x, -v.y, -v.z);}
-
-};
-
-inline Quaternion operator+(Quaternion q1, Quaternion q2);
-
-inline Quaternion operator-(Quaternion q1, Quaternion q2);
-
-inline Quaternion operator*(Quaternion q1, Quaternion q2);
-
-inline Quaternion operator*(Quaternion q, float s);
-
-inline Quaternion operator*(float s, Quaternion q);
-
-inline Quaternion operator*(Quaternion q, Vector v);
-
-inline Quaternion operator*(Vector v, Quaternion q);
-
-inline Quaternion operator/(Quaternion q, float s);
-
-inline float QGetAngle(Quaternion q);
-
-inline Vector QGetAxis(Quaternion q);
-
-inline Quaternion QRotate(Quaternion q1, Quaternion q2);
-
-inline Vector QVRotate(Quaternion q, Vector v);
-
-inline Quaternion MakeQFromEulerAngles(float x, float y, float z);
-
-inline Vector MakeEulerAnglesFromQ(Quaternion q);
-
-inline Quaternion::Quaternion(void)
-
-{
-
- n = 0;
-
- v.x = 0;
-
- v.y = 0;
-
- v.z = 0;
-
-}
-
-inline Quaternion::Quaternion(float e0, float e1, float e2, float e3)
-
-{
-
- n = e0;
-
- v.x = e1;
-
- v.y = e2;
-
- v.z = e3;
-
-}
-
-inline float Quaternion::Magnitude(void)
-
-{
-
- return (float) sqrt(n*n + v.x*v.x + v.y*v.y + v.z*v.z);
-
-}
-
-inline Vector Quaternion::GetVector(void)
-
-{
-
- return Vector(v.x, v.y, v.z);
-
-}
-
-inline float Quaternion::GetScalar(void)
-
-{
-
- return n;
-
-}
-
-inline Quaternion Quaternion::operator+=(Quaternion q)
-
-{
-
- n += q.n;
-
- v.x += q.v.x;
-
- v.y += q.v.y;
-
- v.z += q.v.z;
-
- return *this;
-
-}
-
-inline Quaternion Quaternion::operator-=(Quaternion q)
-
-{
-
- n -= q.n;
-
- v.x -= q.v.x;
-
- v.y -= q.v.y;
-
- v.z -= q.v.z;
-
- return *this;
-
-}
-
-inline Quaternion Quaternion::operator*=(float s)
-
-{
-
- n *= s;
-
- v.x *= s;
-
- v.y *= s;
-
- v.z *= s;
-
- return *this;
-
-}
-
-inline Quaternion Quaternion::operator/=(float s)
-
-{
-
- n /= s;
-
- v.x /= s;
-
- v.y /= s;
-
- v.z /= s;
-
- return *this;
-
-}
-
-/*inline Quaternion Quaternion::operator~()
-
-{
-
- return Quaternion(n, -v.x, -v.y, -v.z);
-
-}*/
-
-inline Quaternion operator+(Quaternion q1, Quaternion q2)
-
-{
-
- return Quaternion( q1.n + q2.n,
-
- q1.v.x + q2.v.x,
-
- q1.v.y + q2.v.y,
-
- q1.v.z + q2.v.z);
-
-}
-
-inline Quaternion operator-(Quaternion q1, Quaternion q2)
-
-{
-
- return Quaternion( q1.n - q2.n,
-
- q1.v.x - q2.v.x,
-
- q1.v.y - q2.v.y,
-
- q1.v.z - q2.v.z);
-
-}
-
-inline Quaternion operator*(Quaternion q1, Quaternion q2)
-
-{
-
- return Quaternion( q1.n*q2.n - q1.v.x*q2.v.x - q1.v.y*q2.v.y - q1.v.z*q2.v.z,
-
- q1.n*q2.v.x + q1.v.x*q2.n + q1.v.y*q2.v.z - q1.v.z*q2.v.y,
-
- q1.n*q2.v.y + q1.v.y*q2.n + q1.v.z*q2.v.x - q1.v.x*q2.v.z,
-
- q1.n*q2.v.z + q1.v.z*q2.n + q1.v.x*q2.v.y - q1.v.y*q2.v.x);
-
-}
-
-inline Quaternion operator*(Quaternion q, float s)
-
-{
-
- return Quaternion(q.n*s, q.v.x*s, q.v.y*s, q.v.z*s);
-
-}
-
-inline Quaternion operator*(float s, Quaternion q)
-
-{
-
- return Quaternion(q.n*s, q.v.x*s, q.v.y*s, q.v.z*s);
-
-}
-
-inline Quaternion operator*(Quaternion q, Vector v)
-
-{
-
- return Quaternion( -(q.v.x*v.x + q.v.y*v.y + q.v.z*v.z),
-
- q.n*v.x + q.v.y*v.z - q.v.z*v.y,
-
- q.n*v.y + q.v.z*v.x - q.v.x*v.z,
-
- q.n*v.z + q.v.x*v.y - q.v.y*v.x);
-
-}
-
-inline Quaternion operator*(Vector v, Quaternion q)
-
-{
-
- return Quaternion( -(q.v.x*v.x + q.v.y*v.y + q.v.z*v.z),
-
- q.n*v.x + q.v.z*v.y - q.v.y*v.z,
-
- q.n*v.y + q.v.x*v.z - q.v.z*v.x,
-
- q.n*v.z + q.v.y*v.x - q.v.x*v.y);
-
-}
-
-inline Quaternion operator/(Quaternion q, float s)
-
-{
-
- return Quaternion(q.n/s, q.v.x/s, q.v.y/s, q.v.z/s);
-
-}
-
-inline float QGetAngle(Quaternion q)
-
-{
-
- return (float) (2*acos(q.n));
-
-}
-
-inline Vector QGetAxis(Quaternion q)
-
-{
-
- Vector v;
-
- float m;
-
- v = q.GetVector();
-
- m = v.Magnitude();
-
- if (m <= tol)
-
- return Vector();
-
- else
-
- return v/m;
-
-}
-
-inline Quaternion QRotate(Quaternion q1, Quaternion q2)
-
-{
-
- return q1*q2*(~q1);
-
-}
-
-inline Vector QVRotate(Quaternion q, Vector v)
-
-{
-
- Quaternion t;
-
- t = q*v*(~q);
-
- return t.GetVector();
-
-}
-
-inline Quaternion MakeQFromEulerAngles(float x, float y, float z)
-
-{
-
- Quaternion q;
-
- double roll = DegreesToRadians(x);
-
- double pitch = DegreesToRadians(y);
-
- double yaw = DegreesToRadians(z);
-
- double cyaw, cpitch, croll, syaw, spitch, sroll;
-
- double cyawcpitch, syawspitch, cyawspitch, syawcpitch;
-
- cyaw = cos(0.5f * yaw);
-
- cpitch = cos(0.5f * pitch);
-
- croll = cos(0.5f * roll);
-
- syaw = sin(0.5f * yaw);
-
- spitch = sin(0.5f * pitch);
-
- sroll = sin(0.5f * roll);
-
- cyawcpitch = cyaw*cpitch;
-
- syawspitch = syaw*spitch;
-
- cyawspitch = cyaw*spitch;
-
- syawcpitch = syaw*cpitch;
-
- q.n = (float) (cyawcpitch * croll + syawspitch * sroll);
-
- q.v.x = (float) (cyawcpitch * sroll - syawspitch * croll);
-
- q.v.y = (float) (cyawspitch * croll + syawcpitch * sroll);
-
- q.v.z = (float) (syawcpitch * croll - cyawspitch * sroll);
-
- return q;
-
-}
-
-inline Vector MakeEulerAnglesFromQ(Quaternion q)
-
-{
-
- double r11, r21, r31, r32, r33, r12, r13;
-
- double q00, q11, q22, q33;
-
- double tmp;
-
- Vector u;
-
- q00 = q.n * q.n;
-
- q11 = q.v.x * q.v.x;
-
- q22 = q.v.y * q.v.y;
-
- q33 = q.v.z * q.v.z;
-
- r11 = q00 + q11 - q22 - q33;
-
- r21 = 2 * (q.v.x*q.v.y + q.n*q.v.z);
-
- r31 = 2 * (q.v.x*q.v.z - q.n*q.v.y);
-
- r32 = 2 * (q.v.y*q.v.z + q.n*q.v.x);
-
- r33 = q00 - q11 - q22 + q33;
-
- tmp = fabs(r31);
-
- if(tmp > 0.999999)
-
- {
-
- r12 = 2 * (q.v.x*q.v.y - q.n*q.v.z);
-
- r13 = 2 * (q.v.x*q.v.z + q.n*q.v.y);
-
- u.x = RadiansToDegrees(0.0f); //roll
-
- u.y = RadiansToDegrees((float) (-(pi/2) * r31/tmp)); // pitch
-
- u.z = RadiansToDegrees((float) atan2(-r12, -r31*r13)); // yaw
-
- return u;
-
- }
-
- u.x = RadiansToDegrees((float) atan2(r32, r33)); // roll
-
- u.y = RadiansToDegrees((float) asin(-r31)); // pitch
-
- u.z = RadiansToDegrees((float) atan2(r21, r11)); // yaw
-
- return u;
-
-}
-
-#endif
diff --git a/src/Quaternions.cpp b/src/Quaternions.cpp
index 90c7502..fc38c44 100644
--- a/src/Quaternions.cpp
+++ b/src/Quaternions.cpp
@@ -1,24 +1,6 @@
-#include "Quaternions.h"
+#include <cmath>
-// Functions
-quaternion Quat_Mult(quaternion q1, quaternion q2)
-{
- quaternion QResult;
- float a, b, c, d, e, f, g, h;
- a = (q1.w + q1.x) * (q2.w + q2.x);
- b = (q1.z - q1.y) * (q2.y - q2.z);
- c = (q1.w - q1.x) * (q2.y + q2.z);
- d = (q1.y + q1.z) * (q2.w - q2.x);
- e = (q1.x + q1.z) * (q2.x + q2.y);
- f = (q1.x - q1.z) * (q2.x - q2.y);
- g = (q1.w + q1.y) * (q2.w - q2.z);
- h = (q1.w - q1.y) * (q2.w + q2.z);
- QResult.w = b + (-e - f + g + h) / 2;
- QResult.x = a - (e + f + g + h) / 2;
- QResult.y = c + (e - f + g - h) / 2;
- QResult.z = d + (e - f - g + h) / 2;
- return QResult;
-}
+#include "Quaternions.h"
XYZ XYZ::operator+(XYZ add){
XYZ ne;
@@ -98,177 +80,11 @@ void XYZ::operator=(float add){
z=add;
}
-void XYZ::vec(Vector add){
- x=add.x;
- y=add.y;
- z=add.z;
-}
-
bool XYZ::operator==(XYZ add){
if(x==add.x&&y==add.y&&z==add.z)return 1;
return 0;
}
-quaternion To_Quat(Matrix_t m)
-{
- // From Jason Shankel, (C) 2000.
- quaternion Quat;
-
- double Tr = m[0][0] + m[1][1] + m[2][2] + 1.0, fourD;
- double q[4];
-
- int i,j,k;
- if (Tr >= 1.0)
- {
- fourD = 2.0 * sqrt(Tr);
- q[3] = fourD/4.0;
- q[0] = (m[2][1] - m[1][2]) / fourD;
- q[1] = (m[0][2] - m[2][0]) / fourD;
- q[2] = (m[1][0] - m[0][1]) / fourD;
- }
- else
- {
- if (m[0][0] > m[1][1])
- {
- i = 0;
- }
- else
- {
- i = 1;
- }
- if (m[2][2] > m[i][i])
- {
- i = 2;
- }
- j = (i+1)%3;
- k = (j+1)%3;
- fourD = 2.0 * sqrt(m[i][i] - m[j][j] - m[k][k] + 1.0);
- q[i] = fourD / 4.0;
- q[j] = (m[j][i] + m[i][j]) / fourD;
- q[k] = (m[k][i] + m[i][k]) / fourD;
- q[3] = (m[j][k] - m[k][j]) / fourD;
- }
-
- Quat.x = q[0];
- Quat.y = q[1];
- Quat.z = q[2];
- Quat.w = q[3];
- return Quat;
-}
-void Quat_2_Matrix(quaternion Quat, Matrix_t m)
-{
- // From the GLVelocity site (http://glvelocity.gamedev.net)
- float fW = Quat.w;
- float fX = Quat.x;
- float fY = Quat.y;
- float fZ = Quat.z;
- float fXX = fX * fX;
- float fYY = fY * fY;
- float fZZ = fZ * fZ;
- m[0][0] = 1.0f - 2.0f * (fYY + fZZ);
- m[1][0] = 2.0f * (fX * fY + fW * fZ);
- m[2][0] = 2.0f * (fX * fZ - fW * fY);
- m[3][0] = 0.0f;
- m[0][1] = 2.0f * (fX * fY - fW * fZ);
- m[1][1] = 1.0f - 2.0f * (fXX + fZZ);
- m[2][1] = 2.0f * (fY * fZ + fW * fX);
- m[3][1] = 0.0f;
- m[0][2] = 2.0f * (fX * fZ + fW * fY);
- m[1][2] = 2.0f * (fX * fZ - fW * fX);
- m[2][2] = 1.0f - 2.0f * (fXX + fYY);
- m[3][2] = 0.0f;
- m[0][3] = 0.0f;
- m[1][3] = 0.0f;
- m[2][3] = 0.0f;
- m[3][3] = 1.0f;
-}
-quaternion To_Quat(angle_axis Ang_Ax)
-{
- // From the Quaternion Powers article on gamedev.net
- quaternion Quat;
-
- Quat.x = Ang_Ax.x * sin(Ang_Ax.angle / 2);
- Quat.y = Ang_Ax.y * sin(Ang_Ax.angle / 2);
- Quat.z = Ang_Ax.z * sin(Ang_Ax.angle / 2);
- Quat.w = cos(Ang_Ax.angle / 2);
- return Quat;
-}
-angle_axis Quat_2_AA(quaternion Quat)
-{
- angle_axis Ang_Ax;
- float scale, tw;
- tw = (float)acos(Quat.w) * 2;
- scale = (float)sin(tw / 2.0);
- Ang_Ax.x = Quat.x / scale;
- Ang_Ax.y = Quat.y / scale;
- Ang_Ax.z = Quat.z / scale;
-
- Ang_Ax.angle = 2.0 * acos(Quat.w)/(float)PI*180;
- return Ang_Ax;
-}
-
-quaternion To_Quat(int In_Degrees, euler Euler)
-{
- // From the gamasutra quaternion article
- quaternion Quat;
- float cr, cp, cy, sr, sp, sy, cpcy, spsy;
- //If we are in Degree mode, convert to Radians
- if (In_Degrees) {
- Euler.x = Euler.x * (float)PI / 180;
- Euler.y = Euler.y * (float)PI / 180;
- Euler.z = Euler.z * (float)PI / 180;
- }
- //Calculate trig identities
- //Formerly roll, pitch, yaw
- cr = float(cos(Euler.x/2));
- cp = float(cos(Euler.y/2));
- cy = float(cos(Euler.z/2));
- sr = float(sin(Euler.x/2));
- sp = float(sin(Euler.y/2));
- sy = float(sin(Euler.z/2));
-
- cpcy = cp * cy;
- spsy = sp * sy;
- Quat.w = cr * cpcy + sr * spsy;
- Quat.x = sr * cpcy - cr * spsy;
- Quat.y = cr * sp * cy + sr * cp * sy;
- Quat.z = cr * cp * sy - sr * sp * cy;
-
- return Quat;
-}
-
-quaternion QNormalize(quaternion Quat)
-{
- float norm;
- norm = Quat.x * Quat.x +
- Quat.y * Quat.y +
- Quat.z * Quat.z +
- Quat.w * Quat.w;
- Quat.x = float(Quat.x / norm);
- Quat.y = float(Quat.y / norm);
- Quat.z = float(Quat.z / norm);
- Quat.w = float(Quat.w / norm);
- return Quat;
-}
-
-XYZ Quat2Vector(quaternion Quat)
-{
- QNormalize(Quat);
-
- float fW = Quat.w;
- float fX = Quat.x;
- float fY = Quat.y;
- float fZ = Quat.z;
-
- XYZ tempvec;
-
- tempvec.x = 2.0f*(fX*fZ-fW*fY);
- tempvec.y = 2.0f*(fY*fZ+fW*fX);
- tempvec.z = 1.0f-2.0f*(fX*fX+fY*fY);
-
- return tempvec;
-}
-
void CrossProduct(XYZ P, XYZ Q, XYZ *V){
V->x = P.y * Q.z - P.z * Q.y;
V->y = P.z * Q.x - P.x * Q.z;
@@ -283,14 +99,6 @@ void Normalise(XYZ *vectory) {
vectory->z /= d;
}
-float normaldotproduct(XYZ point1, XYZ point2){
- GLfloat returnvalue;
- Normalise(&point1);
- Normalise(&point2);
- returnvalue=(point1.x*point2.x+point1.y*point2.y+point1.z*point2.z);
- return returnvalue;
-}
-
extern float u0, u1, u2;
extern float v0, v1, v2;
extern float a, b;
@@ -302,99 +110,6 @@ extern float p2v[3];
extern float p3v[3];
extern float normalv[3];
-bool PointInTriangle(Vector *p, Vector normal, float p11, float p12, float p13, float p21, float p22, float p23, float p31, float p32, float p33)
-{
- bInter=0;
-
- pointv[0]=p->x;
- pointv[1]=p->y;
- pointv[2]=p->z;
-
- p1v[0]=p11;
- p1v[1]=p12;
- p1v[2]=p13;
-
- p2v[0]=p21;
- p2v[1]=p22;
- p2v[2]=p23;
-
- p3v[0]=p31;
- p3v[1]=p32;
- p3v[2]=p33;
-
- normalv[0]=normal.x;
- normalv[1]=normal.y;
- normalv[2]=normal.z;
-
-#define ABS(X) (((X)<0.f)?-(X):(X) )
-#define MAX(A, B) (((A)<(B))?(B):(A))
- float max = MAX(MAX(ABS(normalv[0]), ABS(normalv[1])), ABS(normalv[2]));
-#undef MAX
- if (max == ABS(normalv[0])) {i = 1; j = 2;} // y, z
- if (max == ABS(normalv[1])) {i = 0; j = 2;} // x, z
- if (max == ABS(normalv[2])) {i = 0; j = 1;} // x, y
-#undef ABS
-
- u0 = pointv[i] - p1v[i];
- v0 = pointv[j] - p1v[j];
- u1 = p2v[i] - p1v[i];
- v1 = p2v[j] - p1v[j];
- u2 = p3v[i] - p1v[i];
- v2 = p3v[j] - p1v[j];
-
- if (u1 > -1.0e-05f && u1 < 1.0e-05f)// == 0.0f)
- {
- b = u0 / u2;
- if (0.0f <= b && b <= 1.0f)
- {
- a = (v0 - b * v2) / v1;
- if ((a >= 0.0f) && (( a + b ) <= 1.0f))
- bInter = 1;
- }
- }
- else
- {
- b = (v0 * u1 - u0 * v1) / (v2 * u1 - u2 * v1);
- if (0.0f <= b && b <= 1.0f)
- {
- a = (u0 - b * u2) / u1;
- if ((a >= 0.0f) && (( a + b ) <= 1.0f ))
- bInter = 1;
- }
- }
-
- return bInter;
-}
-
-bool LineFacet(Vector p1,Vector p2,Vector pa,Vector pb,Vector pc,Vector *p)
-{
- float d;
- float denom, mu;
- Vector n, pa1, pa2, pa3;
-
- //Calculate the parameters for the plane
- n.x = (pb.y - pa.y)*(pc.z - pa.z) - (pb.z - pa.z)*(pc.y - pa.y);
- n.y = (pb.z - pa.z)*(pc.x - pa.x) - (pb.x - pa.x)*(pc.z - pa.z);
- n.z = (pb.x - pa.x)*(pc.y - pa.y) - (pb.y - pa.y)*(pc.x - pa.x);
- n.Normalize();
- d = - n.x * pa.x - n.y * pa.y - n.z * pa.z;
-
- //Calculate the position on the line that intersects the plane
- denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z);
- if (abs(denom) < 0.0000001) // Line and plane don't intersect
- return 0;
- mu = - (d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
- p->x = p1.x + mu * (p2.x - p1.x);
- p->y = p1.y + mu * (p2.y - p1.y);
- p->z = p1.z + mu * (p2.z - p1.z);
- if (mu < 0 || mu > 1) // Intersection not along line segment
- return 0;
-
- if(!PointInTriangle( p, n, pa.x, pa.y, pa.z, pb.x, pb.y, pb.z, pc.x, pc.y, pc.z)){return 0;}
-
- return 1;
-}
-
bool PointInTriangle(XYZ *p, XYZ normal, XYZ *p1, XYZ *p2, XYZ *p3)
{
bInter=0;
@@ -459,65 +174,11 @@ bool PointInTriangle(XYZ *p, XYZ normal, XYZ *p1, XYZ *p2, XYZ *p3)
return bInter;
}
-bool LineFacet(XYZ p1,XYZ p2,XYZ pa,XYZ pb,XYZ pc,XYZ *p)
-{
- float d;
- float denom, mu;
- XYZ n;
-
- //Calculate the parameters for the plane
- n.x = (pb.y - pa.y)*(pc.z - pa.z) - (pb.z - pa.z)*(pc.y - pa.y);
- n.y = (pb.z - pa.z)*(pc.x - pa.x) - (pb.x - pa.x)*(pc.z - pa.z);
- n.z = (pb.x - pa.x)*(pc.y - pa.y) - (pb.y - pa.y)*(pc.x - pa.x);
- Normalise(&n);
- d = - n.x * pa.x - n.y * pa.y - n.z * pa.z;
-
- //Calculate the position on the line that intersects the plane
- denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z);
- if (abs(denom) < 0.0000001) // Line and plane don't intersect
- return 0;
- mu = - (d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
- p->x = p1.x + mu * (p2.x - p1.x);
- p->y = p1.y + mu * (p2.y - p1.y);
- p->z = p1.z + mu * (p2.z - p1.z);
- if (mu < 0 || mu > 1) // Intersection not along line segment
- return 0;
-
- if(!PointInTriangle( p, n, &pa, &pb, &pc)){return 0;}
-
- return 1;
-}
-
extern float d;
extern float a1,a2,a3;
extern float total,denom,mu;
extern XYZ pa1,pa2,pa3,n;
-float LineFacetd(XYZ p1,XYZ p2,XYZ pa,XYZ pb,XYZ pc,XYZ *p)
-{
- //Calculate the parameters for the plane
- n.x = (pb.y - pa.y)*(pc.z - pa.z) - (pb.z - pa.z)*(pc.y - pa.y);
- n.y = (pb.z - pa.z)*(pc.x - pa.x) - (pb.x - pa.x)*(pc.z - pa.z);
- n.z = (pb.x - pa.x)*(pc.y - pa.y) - (pb.y - pa.y)*(pc.x - pa.x);
- Normalise(&n);
- d = - n.x * pa.x - n.y * pa.y - n.z * pa.z;
-
- //Calculate the position on the line that intersects the plane
- denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z);
- if (abs(denom) < 0.0000001) // Line and plane don't intersect
- return 0;
- mu = - (d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
- p->x = p1.x + mu * (p2.x - p1.x);
- p->y = p1.y + mu * (p2.y - p1.y);
- p->z = p1.z + mu * (p2.z - p1.z);
- if (mu < 0 || mu > 1) // Intersection not along line segment
- return 0;
-
- if(!PointInTriangle( p, n, &pa, &pb, &pc)){return 0;}
-
- return 1;
-}
-
float LineFacetd(XYZ p1,XYZ p2,XYZ pa,XYZ pb,XYZ pc, XYZ n, XYZ *p)
{
@@ -581,19 +242,13 @@ void ReflectVector(XYZ *vel, XYZ *n)
}
float dotproduct(XYZ point1, XYZ point2){
- GLfloat returnvalue;
- returnvalue=(point1.x*point2.x+point1.y*point2.y+point1.z*point2.z);
- return returnvalue;
+ return point1.x * point2.x + point1.y * point2.y + point1.z * point2.z;
}
float findDistance(XYZ point1, XYZ point2){
return sqrt((point1.x-point2.x)*(point1.x-point2.x)+(point1.y-point2.y)*(point1.y-point2.y)+(point1.z-point2.z)*(point1.z-point2.z));
}
-float findLength(XYZ point1){
- return sqrt((point1.x)*(point1.x)+(point1.y)*(point1.y)+(point1.z)*(point1.z));
-}
-
float findLengthfast(XYZ point1){
return((point1.x)*(point1.x)+(point1.y)*(point1.y)+(point1.z)*(point1.z));
}
@@ -643,10 +298,8 @@ XYZ DoRotation(XYZ thePoint, float xang, float yang, float zang){
float square( float f ) { return (f*f) ;}
-bool sphere_line_intersection (
- float x1, float y1 , float z1,
- float x2, float y2 , float z2,
- float x3, float y3 , float z3, float r )
+bool sphere_line_intersection(float x1, float y1, float z1,
+ float x2, float y2, float z2, float x3, float y3, float z3, float r)
{
// x1,y1,z1 P1 coordinates (point of line)
@@ -683,34 +336,3 @@ bool sphere_line_intersection (
return(1);
}
-
-XYZ DoRotationRadian(XYZ thePoint, float xang, float yang, float zang){
- XYZ newpoint;
- XYZ oldpoint;
-
- oldpoint=thePoint;
-
- if(yang!=0){
- newpoint.z=oldpoint.z*cos(yang)-oldpoint.x*sin(yang);
- newpoint.x=oldpoint.z*sin(yang)+oldpoint.x*cos(yang);
- oldpoint.z=newpoint.z;
- oldpoint.x=newpoint.x;
- }
-
- if(zang!=0){
- newpoint.x=oldpoint.x*cos(zang)-oldpoint.y*sin(zang);
- newpoint.y=oldpoint.y*cos(zang)+oldpoint.x*sin(zang);
- oldpoint.x=newpoint.x;
- oldpoint.y=newpoint.y;
- }
-
- if(xang!=0){
- newpoint.y=oldpoint.y*cos(xang)-oldpoint.z*sin(xang);
- newpoint.z=oldpoint.y*sin(xang)+oldpoint.z*cos(xang);
- oldpoint.z=newpoint.z;
- oldpoint.y=newpoint.y;
- }
-
- return oldpoint;
-
-}
diff --git a/src/Quaternions.h b/src/Quaternions.h
index 1c4fc95..c41dfe8 100644
--- a/src/Quaternions.h
+++ b/src/Quaternions.h
@@ -1,30 +1,7 @@
-
#ifndef _QUATERNIONS_H_
#define _QUATERNIONS_H_
-#include <GL/gl.h>
-#include "PhysicsMath.h"
-
-/**> Quaternion Structures <**/
-#define PI 3.14159265355555897932384626
-#define RADIANS 0
-#define DEGREES 1
-#define deg2rad .0174532925
-
using namespace std;
-typedef float Matrix_t [4][4];
-struct euler
-{
- float x, y, z;
-};
-struct angle_axis
-{
- float x, y, z, angle;
-};
-struct quaternion
-{
- float x, y, z, w;
-};
class XYZ{
public:
@@ -42,42 +19,21 @@ class XYZ{
void operator*=(XYZ add);
void operator/=(float add);
void operator=(float add);
- void vec(Vector add);
bool operator==(XYZ add);
};
-/*********************> Quaternion Function definition <********/
-quaternion To_Quat(int Degree_Flag, euler Euler);
-quaternion To_Quat(angle_axis Ang_Ax);
-quaternion To_Quat(Matrix_t m);
-angle_axis Quat_2_AA(quaternion Quat);
-void Quat_2_Matrix(quaternion Quat, Matrix_t m);
-quaternion Normalize(quaternion Quat);
-quaternion Quat_Mult(quaternion q1, quaternion q2);
-quaternion QNormalize(quaternion Quat);
-XYZ Quat2Vector(quaternion Quat);
-
void CrossProduct(XYZ P, XYZ Q, XYZ *V);
void Normalise(XYZ *vectory);
-float normaldotproduct(XYZ point1, XYZ point2);
bool PointInTriangle(XYZ *p, XYZ normal, XYZ *p1, XYZ *p2, XYZ *p3);
-bool LineFacet(XYZ p1,XYZ p2,XYZ pa,XYZ pb,XYZ pc,XYZ *p);
-float LineFacetd(XYZ p1,XYZ p2,XYZ pa,XYZ pb,XYZ pc,XYZ *p);
float LineFacetd(XYZ p1,XYZ p2,XYZ pa,XYZ pb,XYZ pc,XYZ n, XYZ *p);
float LineFacetd(XYZ *p1,XYZ *p2,XYZ *pa,XYZ *pb,XYZ *pc,XYZ *n, XYZ *p);
-bool PointInTriangle(Vector *p, Vector normal, float p11, float p12, float p13, float p21, float p22, float p23, float p31, float p32, float p33);
-bool LineFacet(Vector p1,Vector p2,Vector pa,Vector pb,Vector pc,Vector *p);
void ReflectVector(XYZ *vel, XYZ *n);
XYZ DoRotation(XYZ thePoint, float xang, float yang, float zang);
-XYZ DoRotationRadian(XYZ thePoint, float xang, float yang, float zang);
float findDistance(XYZ point1, XYZ point2);
-float findLength(XYZ point1);
float findLengthfast(XYZ point1);
float findDistancefast(XYZ point1, XYZ point2);
float dotproduct(XYZ point1, XYZ point2);
-bool sphere_line_intersection (
- float x1, float y1 , float z1,
- float x2, float y2 , float z2,
- float x3, float y3 , float z3, float r );
+bool sphere_line_intersection(float x1, float y1, float z1,
+ float x2, float y2, float z2, float x3, float y3, float z3, float r);
#endif
diff --git a/src/Skeleton.cpp b/src/Skeleton.cpp
index ae194d3..e5cdd7a 100644
--- a/src/Skeleton.cpp
+++ b/src/Skeleton.cpp
@@ -1,4 +1,5 @@
-/**> HEADER FILES <**/
+#include <cmath>
+
#include "Camera.h"
#include "Skeleton.h"
#include "misc.h"
diff --git a/src/Sprites.cpp b/src/Sprites.cpp
index 68a79dc..e3ffc75 100644
--- a/src/Sprites.cpp
+++ b/src/Sprites.cpp
@@ -1,3 +1,5 @@
+#include <cmath>
+
#include "Camera.h"
#include "Fog.h"
#include "Models.h"