Xonotic QuakeC
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anglestransform.qc File Reference
#include "anglestransform.qh"
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Functions

vector AnglesTransform_Apply (vector transform, vector v)
vector AnglesTransform_ApplyToAngles (vector transform, vector v)
vector AnglesTransform_ApplyToVAngles (vector transform, vector v)
vector AnglesTransform_CancelRoll (vector t)
vector AnglesTransform_FromAngles (vector v)
vector AnglesTransform_FromVAngles (vector v)
vector AnglesTransform_Invert (vector transform)
vector AnglesTransform_LeftDivide (vector from_transform, vector to_transform)
vector AnglesTransform_Multiply (vector t1, vector t2)
vector AnglesTransform_Multiply_GetPostShift (vector t0, vector st0, vector t1, vector st1)
vector AnglesTransform_Normalize (vector t, float minimize_roll)
vector AnglesTransform_PrePostShift_GetPostShift (vector sf, vector t, vector st)
vector AnglesTransform_RightDivide (vector to_transform, vector from_transform)
vector AnglesTransform_ToAngles (vector v)
vector AnglesTransform_ToVAngles (vector v)
vector AnglesTransform_TurnDirectionFR (vector transform)
vector AnglesTransform_TurnDirectionFU (vector transform)

Function Documentation

◆ AnglesTransform_Apply()

vector AnglesTransform_Apply ( vector transform,
vector v )

Definition at line 5 of file anglestransform.qc.

6{
7 vector forward, right, up;
8 FIXED_MAKE_VECTORS(transform, forward, right, up);
9 return forward * v.x + right * (-v.y) + up * v.z;
10}
#define FIXED_MAKE_VECTORS(angles, forward, right, up)
vector
Definition self.qh:92

References FIXED_MAKE_VECTORS, and vector.

Referenced by AnglesTransform_Multiply(), AnglesTransform_Multiply_GetPostShift(), AnglesTransform_PrePostShift_GetPostShift(), Portal_ApplyTransformToPlayerAngle(), Portal_TeleportPlayer(), skel_set_boneabs(), WarpZone_TransformOrigin(), WarpZone_TransformVelocity(), WarpZone_UnTransformOrigin(), and WarpZone_UnTransformVelocity().

◆ AnglesTransform_ApplyToAngles()

vector AnglesTransform_ApplyToAngles ( vector transform,
vector v )

Definition at line 160 of file anglestransform.qc.

161{
162 v = AnglesTransform_Multiply(transform, v);
163 return v;
164}
vector AnglesTransform_Multiply(vector t1, vector t2)

References AnglesTransform_Multiply(), and vector.

Referenced by CheatCommand(), Portal_TeleportPlayer(), WarpZone_TransformAngles(), and WarpZone_UnTransformAngles().

◆ AnglesTransform_ApplyToVAngles()

vector AnglesTransform_ApplyToVAngles ( vector transform,
vector v )

Definition at line 165 of file anglestransform.qc.

166{
167 v.x = -v.x;
168 v = AnglesTransform_Multiply(transform, v);
169 v.x = -v.x;
170 return v;
171}

References AnglesTransform_Multiply(), and vector.

Referenced by WarpZone_TransformVAngles(), and WarpZone_UnTransformVAngles().

◆ AnglesTransform_CancelRoll()

vector AnglesTransform_CancelRoll ( vector t)

Definition at line 96 of file anglestransform.qc.

97{
98 const float epsilon = 30;
99 float f;
100
101 // constraints:
102 // forward vector (NOT SO important)
103 // right vector, up vector: screen rotation (MORE important)
104 // choose best match among all pitch-yaw only rotations
105
106 // FIXME find a better method
107
108 f = fabs(t.x - (-90)) / epsilon;
109 if(f < 1)
110 {
111 //t_x = -90;
112 t.y += t.z;
113 t.z = 0;
114 }
115 else
116 {
117 f = fabs(t.x - 90) / epsilon;
118 if(f < 1)
119 {
120 //t_x = 90;
121 t.y -= t.z;
122 t.z = 0;
123 }
124 }
125 return t;
126}
float fabs(float f)

References fabs(), and vector.

Referenced by WarpZone_TransformVAngles(), and WarpZone_UnTransformVAngles().

◆ AnglesTransform_FromAngles()

vector AnglesTransform_FromAngles ( vector v)

Definition at line 172 of file anglestransform.qc.

173{
174 return v;
175}

References vector.

Referenced by attach_sameorigin(), Projectile_Draw(), spiderbot_frame(), turret_track(), and vehicle_aimturret().

◆ AnglesTransform_FromVAngles()

vector AnglesTransform_FromVAngles ( vector v)

Definition at line 180 of file anglestransform.qc.

181{
182 v.x = -v.x;
183 return v;
184}

References vector.

Referenced by attach_sameorigin().

◆ AnglesTransform_Invert()

vector AnglesTransform_Invert ( vector transform)

Definition at line 21 of file anglestransform.qc.

22{
23 vector i_forward, i_up;
24 vector forward, right, up;
25 FIXED_MAKE_VECTORS(transform, forward, right, up);
26 // we want angles that turn forward into '1 0 0', right into '0 1 0' and up into '0 0 1'
27 // but these are orthogonal unit vectors!
28 // so to invert, we can simply fixedvectoangles the TRANSPOSED matrix
29 // TODO is this always -transform?
30 i_forward.x = forward.x;
31 i_forward.y = -right.x;
32 i_forward.z = up.x;
33 i_up.x = forward.z;
34 i_up.y = -right.z;
35 i_up.z = up.z;
36 return fixedvectoangles2(i_forward, i_up);
37}
#define fixedvectoangles2

References FIXED_MAKE_VECTORS, fixedvectoangles2, and vector.

Referenced by AnglesTransform_LeftDivide(), AnglesTransform_RightDivide(), skel_set_boneabs(), WarpZone_Accumulator_AddInverseTransform(), WarpZone_UnTransformAngles(), WarpZone_UnTransformOrigin(), WarpZone_UnTransformVAngles(), and WarpZone_UnTransformVelocity().

◆ AnglesTransform_LeftDivide()

vector AnglesTransform_LeftDivide ( vector from_transform,
vector to_transform )

Definition at line 71 of file anglestransform.qc.

72{
73 return AnglesTransform_Multiply(AnglesTransform_Invert(from_transform), to_transform);
74}
vector AnglesTransform_Invert(vector transform)

References AnglesTransform_Invert(), AnglesTransform_Multiply(), and vector.

Referenced by skel_set_boneabs(), spiderbot_frame(), turret_track(), and vehicle_aimturret().

◆ AnglesTransform_Multiply()

vector AnglesTransform_Multiply ( vector t1,
vector t2 )

Definition at line 12 of file anglestransform.qc.

13{
14 vector forward, right, up;
15 FIXED_MAKE_VECTORS(t2, forward, right, up);
16 forward = AnglesTransform_Apply(t1, forward);
17 up = AnglesTransform_Apply(t1, up);
18 return fixedvectoangles2(forward, up);
19}
vector AnglesTransform_Apply(vector transform, vector v)

References AnglesTransform_Apply(), FIXED_MAKE_VECTORS, fixedvectoangles2, and vector.

Referenced by AnglesTransform_ApplyToAngles(), AnglesTransform_ApplyToVAngles(), AnglesTransform_LeftDivide(), AnglesTransform_RightDivide(), Projectile_Draw(), skeleton_from_frames(), WarpZone_Accumulator_AddTransform(), and WarpZone_FindRadius_Recurse().

◆ AnglesTransform_Multiply_GetPostShift()

vector AnglesTransform_Multiply_GetPostShift ( vector t0,
vector st0,
vector t1,
vector st1 )

Definition at line 192 of file anglestransform.qc.

193{
194 // we want the result of:
195 // t0 * (t1 * p + st1) + st0
196 // t0 * t1 * p + t0 * st1 + st0
197 return st0 + AnglesTransform_Apply(t0, st1);
198}

References AnglesTransform_Apply(), and vector.

Referenced by WarpZone_Accumulator_AddTransform(), and WarpZone_FindRadius_Recurse().

◆ AnglesTransform_Normalize()

vector AnglesTransform_Normalize ( vector t,
float minimize_roll )

Definition at line 76 of file anglestransform.qc.

77{
78 float need_flip;
79 // first, bring all angles in their range...
80 t.x = t.x - 360 * rint(t.x / 360);
81 t.y = t.y - 360 * rint(t.y / 360);
82 t.z = t.z - 360 * rint(t.z / 360);
83 if(minimize_roll)
84 need_flip = (t.z > 90 || t.z <= -90);
85 else
86 need_flip = (t.x > 90 || t.x < -90); // for pitch we prefer to allow exactly -90 degrees for looking straight down
87 if(need_flip)
88 {
89 if(t.x >= 0) t.x = 180 - t.x; else t.x = -180 - t.x;
90 if(t.y > 0) t.y -= 180; else t.y += 180;
91 if(t.z > 0) t.z -= 180; else t.z += 180;
92 }
93 return t;
94}
float rint(float f)

References rint(), and vector.

Referenced by spiderbot_frame(), vehicle_aimturret(), WarpZone_TransformVAngles(), and WarpZone_UnTransformVAngles().

◆ AnglesTransform_PrePostShift_GetPostShift()

vector AnglesTransform_PrePostShift_GetPostShift ( vector sf,
vector t,
vector st )

Definition at line 199 of file anglestransform.qc.

200{
201 return st - AnglesTransform_Apply(t, sf);
202}

References AnglesTransform_Apply(), and vector.

Referenced by WarpZone_Accumulator_AddInverseTransform(), and WarpZone_SetUp().

◆ AnglesTransform_RightDivide()

vector AnglesTransform_RightDivide ( vector to_transform,
vector from_transform )

Definition at line 66 of file anglestransform.qc.

67{
68 return AnglesTransform_Multiply(to_transform, AnglesTransform_Invert(from_transform));
69}

References AnglesTransform_Invert(), AnglesTransform_Multiply(), and vector.

Referenced by Portal_Connect(), and WarpZone_SetUp().

◆ AnglesTransform_ToAngles()

vector AnglesTransform_ToAngles ( vector v)

Definition at line 176 of file anglestransform.qc.

177{
178 return v;
179}

References vector.

Referenced by attach_sameorigin(), detach_sameorigin(), Projectile_Draw(), spiderbot_frame(), turret_track(), and vehicle_aimturret().

◆ AnglesTransform_ToVAngles()

vector AnglesTransform_ToVAngles ( vector v)

Definition at line 185 of file anglestransform.qc.

186{
187 v.x = -v.x;
188 return v;
189}

References vector.

Referenced by attach_sameorigin(), and detach_sameorigin().

◆ AnglesTransform_TurnDirectionFR()

vector AnglesTransform_TurnDirectionFR ( vector transform)

Definition at line 39 of file anglestransform.qc.

40{
41 // turn 180 degrees around v_up
42 // changes in-direction to out-direction
43 //fixedmakevectors(transform);
44 //return fixedvectoangles2(-1 * v_forward, 1 * v_up);
45 transform.x = -transform.x;
46 transform.y = 180 + transform.y;
47 transform.z = -transform.z;
48 // pitch: -s +c
49 // yaw: -s -c
50 // roll: -s +c
51 return transform;
52}

References vector.

Referenced by Portal_Connect(), and WarpZone_SetUp().

◆ AnglesTransform_TurnDirectionFU()

vector AnglesTransform_TurnDirectionFU ( vector transform)

Definition at line 54 of file anglestransform.qc.

55{
56 // turn 180 degrees around v_up
57 // changes in-direction to out-direction
58 //fixedmakevectors(transform);
59 //return fixedvectoangles2(-1 * v_forward, 1 * v_up);
60 transform.x = -transform.x;
61 transform.y = 180 + transform.y;
62 transform.z = 180 - transform.z;
63 return transform;
64}

References vector.