Пример #1
0
void RotatePointAroundVector( vec3_t &dst, const vec3_t &dir, const vec3_t &point, float degrees )
{
	float	m[3][3];
	float	im[3][3];
	float	zrot[3][3];
	float	tmpmat[3][3];
	float	rot[3][3];
	int	i;
	vec3_t vr, vup, vf;

	vf[0] = dir[0];
	vf[1] = dir[1];
	vf[2] = dir[2];

	PerpendicularVector( vr, dir );
	//CrossProduct( vr, vf, vup );
	vup = CrossProduct( vr, vf );

	m[0][0] = vr[0];
	m[1][0] = vr[1];
	m[2][0] = vr[2];

	m[0][1] = vup[0];
	m[1][1] = vup[1];
	m[2][1] = vup[2];

	m[0][2] = vf[0];
	m[1][2] = vf[1];
	m[2][2] = vf[2];

	memcpy( im, m, sizeof( im ) );

	im[0][1] = m[1][0];
	im[0][2] = m[2][0];
	im[1][0] = m[0][1];
	im[1][2] = m[2][1];
	im[2][0] = m[0][2];
	im[2][1] = m[1][2];

	memset( zrot, 0, sizeof( zrot ) );
	zrot[0][0] = zrot[1][1] = zrot[2][2] = 1.0F;

	zrot[0][0] = cos( DEG2RAD( degrees ) );
	zrot[0][1] = sin( DEG2RAD( degrees ) );
	zrot[1][0] = -sin( DEG2RAD( degrees ) );
	zrot[1][1] = cos( DEG2RAD( degrees ) );

	R_ConcatRotations( m, zrot, tmpmat );
	R_ConcatRotations( tmpmat, im, rot );

	for ( i = 0; i < 3; i++ )
	{
		dst[i] = rot[i][0] * point[0] + rot[i][1] * point[1] + rot[i][2] * point[2];
	}
}
Пример #2
0
/**
 * @brief Rotate a point around a given vector
 * @param[in] dir The vector around which to rotate
 * @param[in] point The point to be rotated
 * @param[in] degrees How many degrees to rotate the point by
 * @param[out] dst The point after rotation
 * @note Warning: @c dst must be different from @c point (otherwise the result has no meaning)
 * @pre @c dir must be normalized
 */
void RotatePointAroundVector (vec3_t dst, const vec3_t dir, const vec3_t point, float degrees)
{
	float m[3][3];
	float im[3][3];
	float zrot[3][3];
	float tmpmat[3][3];
	float rot[3][3];
	int i;
	vec3_t vr, vup, vf;

	vf[0] = dir[0];
	vf[1] = dir[1];
	vf[2] = dir[2];

	PerpendicularVector(vr, dir);
	CrossProduct(vr, vf, vup);

	m[0][0] = vr[0];
	m[1][0] = vr[1];
	m[2][0] = vr[2];

	m[0][1] = vup[0];
	m[1][1] = vup[1];
	m[2][1] = vup[2];

	m[0][2] = vf[0];
	m[1][2] = vf[1];
	m[2][2] = vf[2];

	memcpy(im, m, sizeof(im));

	im[0][1] = m[1][0];
	im[0][2] = m[2][0];
	im[1][0] = m[0][1];
	im[1][2] = m[2][1];
	im[2][0] = m[0][2];
	im[2][1] = m[1][2];

	OBJZERO(zrot);

	/* now prepare the rotation matrix */
	zrot[0][0] = cos(degrees * torad);
	zrot[0][1] = sin(degrees * torad);
	zrot[1][0] = -sin(degrees * torad);
	zrot[1][1] = cos(degrees * torad);
	zrot[2][2] = 1.0F;

	R_ConcatRotations(m, zrot, tmpmat);
	R_ConcatRotations(tmpmat, im, rot);

	for (i = 0; i < 3; i++) {
		dst[i] = DotProduct(rot[i], point);
	}
}
Пример #3
0
void RotatePointAroundVector( Coord *dst, Coord dir, Coord point, float degrees )
{
  float	m[3][3];
  float	im[3][3];
  float	zrot[3][3];
  float	tmpmat[3][3];
  float	rot[3][3];
  Coord vr, vup, vf;

  vf.x = dir.x;
  vf.y = dir.y;
  vf.z = dir.z;

  PerpendicularVector( &vr, dir );
  CrossProduct( vr, vf, &vup );
  m[0][0] = vr.x;
  m[1][0] = vr.y;
  m[2][0] = vr.z;

  m[0][1] = vup.x;
  m[1][1] = vup.y;
  m[2][1] = vup.z;

  m[0][2] = vf.x;
  m[1][2] = vf.y;
  m[2][2] = vf.z;

  memcpy( im, m, sizeof( im ) );

  im[0][1] = m[1][0];
  im[0][2] = m[2][0];
  im[1][0] = m[0][1];
  im[1][2] = m[2][1];
  im[2][0] = m[0][2];
  im[2][1] = m[1][2];

  memset( zrot, 0, sizeof( zrot ) );
  zrot[0][0] = zrot[1][1] = zrot[2][2] = 1.0F;

  zrot[0][0] = cos( ( degrees*DEGTORAD ) );
  zrot[0][1] = sin( ( degrees*DEGTORAD ) );
  zrot[1][0] = -sin( ( degrees*DEGTORAD ) );
  zrot[1][1] = cos( ( degrees*DEGTORAD ) );

  R_ConcatRotations( m, zrot, tmpmat );
  R_ConcatRotations( tmpmat, im, rot );

  dst->x = rot[0][0] * point.x + rot[0][1] * point.y + rot[0][2] * point.z;
  dst->y = rot[1][0] * point.x + rot[1][1] * point.y + rot[1][2] * point.z;
  dst->z = rot[2][0] * point.x + rot[2][1] * point.y + rot[2][2] * point.z;
}
Пример #4
0
/*
================
R_RotateBmodel
================
*/
void R_RotateBmodel (void)
{
	float	angle, s, c, temp1[3][3], temp2[3][3], temp3[3][3];

// TODO: should use a look-up table
// TODO: should really be stored with the entity instead of being reconstructed
// TODO: could cache lazily, stored in the entity
// TODO: share work with R_SetUpAliasTransform

// yaw
	angle = currententity->angles[YAW];
	angle = angle * (float) M_PI*2 / 360;
	s = (float)sin(angle);
	c = (float)cos(angle);

	temp1[0][0] = c;
	temp1[0][1] = s;
	temp1[0][2] = 0;
	temp1[1][0] = -s;
	temp1[1][1] = c;
	temp1[1][2] = 0;
	temp1[2][0] = 0;
	temp1[2][1] = 0;
	temp1[2][2] = 1;


// pitch
	angle = currententity->angles[PITCH];
	angle = angle * (float)M_PI*2 / 360;
	s = (float)sin(angle);
	c = (float)cos(angle);

	temp2[0][0] = c;
	temp2[0][1] = 0;
	temp2[0][2] = -s;
	temp2[1][0] = 0;
	temp2[1][1] = 1;
	temp2[1][2] = 0;
	temp2[2][0] = s;
	temp2[2][1] = 0;
	temp2[2][2] = c;

	R_ConcatRotations (temp2, temp1, temp3);

// roll
	angle = currententity->angles[ROLL];
	angle = angle * (float)M_PI*2 / 360;
	s = (float)sin(angle);
	c = (float)cos(angle);

	temp1[0][0] = 1;
	temp1[0][1] = 0;
	temp1[0][2] = 0;
	temp1[1][0] = 0;
	temp1[1][1] = c;
	temp1[1][2] = s;
	temp1[2][0] = 0;
	temp1[2][1] = -s;
	temp1[2][2] = c;

	R_ConcatRotations (temp1, temp3, entity_rotation);

//
// rotate modelorg and the transformation matrix
//
	R_EntityRotate (modelorg);
	R_EntityRotate (vpn);
	R_EntityRotate (vright);
	R_EntityRotate (vup);

	R_TransformFrustum ();
}