131 lines
2.4 KiB
C++
131 lines
2.4 KiB
C++
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#include "hooks.h"
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float Math::DotProduct(const float *v1, const float *v2)
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{
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return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
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}
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float Math::sseSqrt(float x)
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{
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float root = 0.0f;
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__asm
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{
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sqrtss xmm0, x
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movss root, xmm0
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}
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return root;
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}
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void Math::vectorAngles(Vector forward, Vector &angles)
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{
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if (forward[1] == 0.0f && forward[0] == 0.0f)
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{
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angles[0] = (forward[2] > 0.0f) ? 270.0f : 90.0f;
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angles[1] = 0.0f;
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}
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else
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{
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float len2d = sseSqrt(square(forward[0]) + square(forward[1]));
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angles[0] = RAD2DEG(atan2f(-forward[2], len2d));
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angles[1] = RAD2DEG(atan2f(forward[1], forward[0]));
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if (angles[0] < 0.0f) angles[0] += 360.0f;
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if (angles[1] < 0.0f) angles[1] += 360.0f;
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}
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angles[2] = 0.0f;
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}
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VOID Math::VectorTransform(const Vector in1, const matrix3x4_t& in2, Vector& out)
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{
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float buf[3];
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buf[0] = in1.x;
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buf[1] = in1.y;
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buf[2] = in1.z;
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out[0] = DotProduct(buf, in2[0]) + in2[0][3];
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out[1] = DotProduct(buf, in2[1]) + in2[1][3];
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out[2] = DotProduct(buf, in2[2]) + in2[2][3];
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}
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float Math::GetFov(Vector vLocalOrigin, Vector vPosition, Vector vForward)
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{
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Vector vLocal;
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VectorSubtract(vPosition, vLocalOrigin, vLocal);
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vLocal.NormalizeInPlace();
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float fValue = vForward.Dot(vLocal);
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if (fValue < -1.0f)
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fValue = -1.0f;
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if (fValue > 1.0f)
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fValue = 1.0f;
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return RAD2DEG(acos(fValue));
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}
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void Math::CalcAngle(Vector &vSource, Vector &vDestination, Vector &qAngle)
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{
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Vector vDelta = vSource - vDestination;
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float fHyp = (vDelta.x * vDelta.x) + (vDelta.y * vDelta.y);
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float fRoot;
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__asm
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{
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sqrtss xmm0, fHyp
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movss fRoot, xmm0
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}
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qAngle.x = RAD2DEG(atan(vDelta.z / fRoot));
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qAngle.y = RAD2DEG(atan(vDelta.y / vDelta.x));
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if (vDelta.x >= 0.0f)
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qAngle.y += 180.0f;
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qAngle.x = AngleNormalize(qAngle.x);
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qAngle.y = AngleNormalize(qAngle.y);
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}
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void sinCos(float radians, PFLOAT sine, PFLOAT cosine)
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{
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__asm
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{
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fld dword ptr[radians]
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fsincos
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mov edx, dword ptr[cosine]
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mov eax, dword ptr[sine]
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fstp dword ptr[edx]
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fstp dword ptr[eax]
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}
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}
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void Math::angleVectors(Vector angles, Vector &f)
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{
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float sp, sy, sr, cp, cy, cr;
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sinCos(DEG2RAD(angles[0]), &sp, &cp);
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sinCos(DEG2RAD(angles[1]), &sy, &cy);
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sinCos(DEG2RAD(angles[2]), &sr, &cr);
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f[0] = cp * cy;
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f[1] = cp * sy;
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f[2] = -sp;
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}
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float Math::AngleNormalize(float angle)
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{
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while (angle < -180) angle += 360;
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while (angle > 180) angle -= 360;
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return angle;
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}
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