ericw-tools/light/settings.cc

64 lines
2.0 KiB
C++

/* Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2016 Eric Wasylishen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
See file, 'COPYING', for details.
*/
#include <light/settings.hh>
glm::vec3 vec_from_mangle(const glm::vec3 &m)
{
const glm::vec3 tmp = m * static_cast<float>(Q_PI / 180.0f);
const glm::vec3 v(cos(tmp[0]) * cos(tmp[1]),
sin(tmp[0]) * cos(tmp[1]),
sin(tmp[1]));
return v;
}
glm::vec3 mangle_from_vec(const glm::vec3 &v)
{
const glm::vec3 up(0, 0, 1);
const glm::vec3 east(1, 0, 0);
const glm::vec3 north(0, 1, 0);
// get rotation about Z axis
float x = glm::dot(east, v);
float y = glm::dot(north, v);
float theta = atan2f(y, x);
// get angle away from Z axis
float cosangleFromUp = glm::dot(up, v);
cosangleFromUp = qmin(qmax(-1.0f, cosangleFromUp), 1.0f);
float radiansFromUp = acosf(cosangleFromUp);
const glm::vec3 mangle = glm::vec3(theta, -(radiansFromUp - Q_PI/2.0), 0) * static_cast<float>(180.0f / Q_PI);
return mangle;
}
/* detect colors with components in 0-1 and scale them to 0-255 */
void
normalize_color_format(vec3_t color)
{
if (color[0] >= 0 && color[0] <= 1 &&
color[1] >= 0 && color[1] <= 1 &&
color[2] >= 0 && color[2] <= 1)
{
VectorScale(color, 255, color);
}
}