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don't track .user files except for cnq3 and cnq3-server disabled FPS hack disabled FPS hack, part 2
954 lines
25 KiB
C
954 lines
25 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// q_math.c -- stateless support routines that are included in each code module
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#include "q_shared.h"
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const vec3_t vec3_origin = { 0, 0, 0 };
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const vec4_t vec4_zero = { 0, 0, 0, 0 };
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#if defined(Q3_VM) // lcc can't cope with "const vec3_t []"
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vec3_t axisDefault[3] = { { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 } };
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#else
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const vec3_t axisDefault[3] = { { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 } };
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#endif
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const vec4_t colorBlack = { 0, 0, 0, 1 };
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const vec4_t colorRed = { 1, 0, 0, 1 };
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const vec4_t colorGreen = { 0, 1, 0, 1 };
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const vec4_t colorYellow = { 1, 1, 0, 1 };
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const vec4_t colorBlue = { 0.2f, 0.2f, 1, 1 }; // blue is impure because its intensity is so poor otherwise
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const vec4_t colorPink = { 1, 0, 1, 1 };
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const vec4_t colorCyan = { 0, 1, 1, 1 };
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const vec4_t colorWhite = { 1, 1, 1, 1 };
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static const vec4_t colorTable[] =
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{
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{ 0, 0, 0, 1 },
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{ 1, 0, 0, 1 },
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{ 0, 1, 0, 1 },
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{ 1, 1, 0, 1 },
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{ 0.2f, 0.2f, 1, 1 },
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{ 0, 1, 1, 1 }, // id got pink and cyan backwards
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{ 1, 0, 1, 1 },
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{ 1, 1, 1, 1 },
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{1.00000f, 0.50000f, 0.00000f, 1.00000f}, // 8
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{0.60000f, 0.60000f, 1.00000f, 1.00000f}, // 9
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// CPMA's alphabet rainbow
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{1.00000f, 0.00000f, 0.00000f, 1.00000f}, // a
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{1.00000f, 0.26795f, 0.00000f, 1.00000f}, // b
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{1.00000f, 0.50000f, 0.00000f, 1.00000f}, // c
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{1.00000f, 0.73205f, 0.00000f, 1.00000f}, // d
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{1.00000f, 1.00000f, 0.00000f, 1.00000f}, // e
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{0.73205f, 1.00000f, 0.00000f, 1.00000f}, // f
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{0.50000f, 1.00000f, 0.00000f, 1.00000f}, // g
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{0.26795f, 1.00000f, 0.00000f, 1.00000f}, // h
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{0.00000f, 1.00000f, 0.00000f, 1.00000f}, // i
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{0.00000f, 1.00000f, 0.26795f, 1.00000f}, // j
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{0.00000f, 1.00000f, 0.50000f, 1.00000f}, // k
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{0.00000f, 1.00000f, 0.73205f, 1.00000f}, // l
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{0.00000f, 1.00000f, 1.00000f, 1.00000f}, // m
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{0.00000f, 0.73205f, 1.00000f, 1.00000f}, // n
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{0.00000f, 0.50000f, 1.00000f, 1.00000f}, // o
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{0.00000f, 0.26795f, 1.00000f, 1.00000f}, // p
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{0.00000f, 0.00000f, 1.00000f, 1.00000f}, // q
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{0.26795f, 0.00000f, 1.00000f, 1.00000f}, // r
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{0.50000f, 0.00000f, 1.00000f, 1.00000f}, // s
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{0.73205f, 0.00000f, 1.00000f, 1.00000f}, // t
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{1.00000f, 0.00000f, 1.00000f, 1.00000f}, // u
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{1.00000f, 0.00000f, 0.73205f, 1.00000f}, // v
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{1.00000f, 0.00000f, 0.50000f, 1.00000f}, // w
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{1.00000f, 0.00000f, 0.26795f, 1.00000f}, // x
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{ 1, 1, 1, 1 }, // y, white, duped so all colors can be expressed with this palette
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};
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const /* vec4_t */ float* ColorFromChar( char ccode )
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{
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if ( ccode >= '0' && ccode <= '9' ) {
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ccode -= '0';
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} else if ( ccode >= 'a' && ccode <= 'y' ) {
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ccode -= 'a' - 10;
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} else if ( ccode >= 'A' && ccode <= 'Y' ) {
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ccode -= 'A' - 10;
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} else {
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return colorWhite;
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}
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return colorTable[ccode];
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}
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///////////////////////////////////////////////////////////////
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int Q_rand( int *seed )
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{
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*seed = (69069 * *seed + 1);
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return *seed;
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}
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float Q_random( int *seed )
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{
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return ( Q_rand( seed ) & 0xffff ) / (float)0x10000;
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}
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float Q_crandom( int *seed )
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{
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return 2.0 * ( Q_random( seed ) - 0.5 );
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}
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///////////////////////////////////////////////////////////////
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#define NUMVERTEXNORMALS 162
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static const vec3_t bytedirs[NUMVERTEXNORMALS] =
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{
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{-0.525731f, 0.000000f, 0.850651f}, {-0.442863f, 0.238856f, 0.864188f},
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{-0.295242f, 0.000000f, 0.955423f}, {-0.309017f, 0.500000f, 0.809017f},
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{-0.162460f, 0.262866f, 0.951056f}, {0.000000f, 0.000000f, 1.000000f},
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{0.000000f, 0.850651f, 0.525731f}, {-0.147621f, 0.716567f, 0.681718f},
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{0.147621f, 0.716567f, 0.681718f}, {0.000000f, 0.525731f, 0.850651f},
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{0.309017f, 0.500000f, 0.809017f}, {0.525731f, 0.000000f, 0.850651f},
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{0.295242f, 0.000000f, 0.955423f}, {0.442863f, 0.238856f, 0.864188f},
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{0.162460f, 0.262866f, 0.951056f}, {-0.681718f, 0.147621f, 0.716567f},
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{-0.809017f, 0.309017f, 0.500000f},{-0.587785f, 0.425325f, 0.688191f},
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{-0.850651f, 0.525731f, 0.000000f},{-0.864188f, 0.442863f, 0.238856f},
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{-0.716567f, 0.681718f, 0.147621f},{-0.688191f, 0.587785f, 0.425325f},
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{-0.500000f, 0.809017f, 0.309017f}, {-0.238856f, 0.864188f, 0.442863f},
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{-0.425325f, 0.688191f, 0.587785f}, {-0.716567f, 0.681718f, -0.147621f},
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{-0.500000f, 0.809017f, -0.309017f}, {-0.525731f, 0.850651f, 0.000000f},
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{0.000000f, 0.850651f, -0.525731f}, {-0.238856f, 0.864188f, -0.442863f},
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{0.000000f, 0.955423f, -0.295242f}, {-0.262866f, 0.951056f, -0.162460f},
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{0.000000f, 1.000000f, 0.000000f}, {0.000000f, 0.955423f, 0.295242f},
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{-0.262866f, 0.951056f, 0.162460f}, {0.238856f, 0.864188f, 0.442863f},
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{0.262866f, 0.951056f, 0.162460f}, {0.500000f, 0.809017f, 0.309017f},
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{0.238856f, 0.864188f, -0.442863f},{0.262866f, 0.951056f, -0.162460f},
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{0.500000f, 0.809017f, -0.309017f},{0.850651f, 0.525731f, 0.000000f},
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{0.716567f, 0.681718f, 0.147621f}, {0.716567f, 0.681718f, -0.147621f},
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{0.525731f, 0.850651f, 0.000000f}, {0.425325f, 0.688191f, 0.587785f},
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{0.864188f, 0.442863f, 0.238856f}, {0.688191f, 0.587785f, 0.425325f},
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{0.809017f, 0.309017f, 0.500000f}, {0.681718f, 0.147621f, 0.716567f},
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{0.587785f, 0.425325f, 0.688191f}, {0.955423f, 0.295242f, 0.000000f},
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{1.000000f, 0.000000f, 0.000000f}, {0.951056f, 0.162460f, 0.262866f},
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{0.850651f, -0.525731f, 0.000000f},{0.955423f, -0.295242f, 0.000000f},
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{0.864188f, -0.442863f, 0.238856f}, {0.951056f, -0.162460f, 0.262866f},
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{0.809017f, -0.309017f, 0.500000f}, {0.681718f, -0.147621f, 0.716567f},
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{0.850651f, 0.000000f, 0.525731f}, {0.864188f, 0.442863f, -0.238856f},
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{0.809017f, 0.309017f, -0.500000f}, {0.951056f, 0.162460f, -0.262866f},
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{0.525731f, 0.000000f, -0.850651f}, {0.681718f, 0.147621f, -0.716567f},
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{0.681718f, -0.147621f, -0.716567f},{0.850651f, 0.000000f, -0.525731f},
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{0.809017f, -0.309017f, -0.500000f}, {0.864188f, -0.442863f, -0.238856f},
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{0.951056f, -0.162460f, -0.262866f}, {0.147621f, 0.716567f, -0.681718f},
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{0.309017f, 0.500000f, -0.809017f}, {0.425325f, 0.688191f, -0.587785f},
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{0.442863f, 0.238856f, -0.864188f}, {0.587785f, 0.425325f, -0.688191f},
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{0.688191f, 0.587785f, -0.425325f}, {-0.147621f, 0.716567f, -0.681718f},
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{-0.309017f, 0.500000f, -0.809017f}, {0.000000f, 0.525731f, -0.850651f},
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{-0.525731f, 0.000000f, -0.850651f}, {-0.442863f, 0.238856f, -0.864188f},
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{-0.295242f, 0.000000f, -0.955423f}, {-0.162460f, 0.262866f, -0.951056f},
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{0.000000f, 0.000000f, -1.000000f}, {0.295242f, 0.000000f, -0.955423f},
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{0.162460f, 0.262866f, -0.951056f}, {-0.442863f, -0.238856f, -0.864188f},
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{-0.309017f, -0.500000f, -0.809017f}, {-0.162460f, -0.262866f, -0.951056f},
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{0.000000f, -0.850651f, -0.525731f}, {-0.147621f, -0.716567f, -0.681718f},
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{0.147621f, -0.716567f, -0.681718f}, {0.000000f, -0.525731f, -0.850651f},
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{0.309017f, -0.500000f, -0.809017f}, {0.442863f, -0.238856f, -0.864188f},
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{0.162460f, -0.262866f, -0.951056f}, {0.238856f, -0.864188f, -0.442863f},
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{0.500000f, -0.809017f, -0.309017f}, {0.425325f, -0.688191f, -0.587785f},
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{0.716567f, -0.681718f, -0.147621f}, {0.688191f, -0.587785f, -0.425325f},
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{0.587785f, -0.425325f, -0.688191f}, {0.000000f, -0.955423f, -0.295242f},
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{0.000000f, -1.000000f, 0.000000f}, {0.262866f, -0.951056f, -0.162460f},
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{0.000000f, -0.850651f, 0.525731f}, {0.000000f, -0.955423f, 0.295242f},
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{0.238856f, -0.864188f, 0.442863f}, {0.262866f, -0.951056f, 0.162460f},
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{0.500000f, -0.809017f, 0.309017f}, {0.716567f, -0.681718f, 0.147621f},
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{0.525731f, -0.850651f, 0.000000f}, {-0.238856f, -0.864188f, -0.442863f},
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{-0.500000f, -0.809017f, -0.309017f}, {-0.262866f, -0.951056f, -0.162460f},
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{-0.850651f, -0.525731f, 0.000000f}, {-0.716567f, -0.681718f, -0.147621f},
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{-0.716567f, -0.681718f, 0.147621f}, {-0.525731f, -0.850651f, 0.000000f},
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{-0.500000f, -0.809017f, 0.309017f}, {-0.238856f, -0.864188f, 0.442863f},
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{-0.262866f, -0.951056f, 0.162460f}, {-0.864188f, -0.442863f, 0.238856f},
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{-0.809017f, -0.309017f, 0.500000f}, {-0.688191f, -0.587785f, 0.425325f},
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{-0.681718f, -0.147621f, 0.716567f}, {-0.442863f, -0.238856f, 0.864188f},
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{-0.587785f, -0.425325f, 0.688191f}, {-0.309017f, -0.500000f, 0.809017f},
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{-0.147621f, -0.716567f, 0.681718f}, {-0.425325f, -0.688191f, 0.587785f},
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{-0.162460f, -0.262866f, 0.951056f}, {0.442863f, -0.238856f, 0.864188f},
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{0.162460f, -0.262866f, 0.951056f}, {0.309017f, -0.500000f, 0.809017f},
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{0.147621f, -0.716567f, 0.681718f}, {0.000000f, -0.525731f, 0.850651f},
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{0.425325f, -0.688191f, 0.587785f}, {0.587785f, -0.425325f, 0.688191f},
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{0.688191f, -0.587785f, 0.425325f}, {-0.955423f, 0.295242f, 0.000000f},
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{-0.951056f, 0.162460f, 0.262866f}, {-1.000000f, 0.000000f, 0.000000f},
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{-0.850651f, 0.000000f, 0.525731f}, {-0.955423f, -0.295242f, 0.000000f},
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{-0.951056f, -0.162460f, 0.262866f}, {-0.864188f, 0.442863f, -0.238856f},
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{-0.951056f, 0.162460f, -0.262866f}, {-0.809017f, 0.309017f, -0.500000f},
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{-0.864188f, -0.442863f, -0.238856f}, {-0.951056f, -0.162460f, -0.262866f},
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{-0.809017f, -0.309017f, -0.500000f}, {-0.681718f, 0.147621f, -0.716567f},
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{-0.681718f, -0.147621f, -0.716567f}, {-0.850651f, 0.000000f, -0.525731f},
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{-0.688191f, 0.587785f, -0.425325f}, {-0.587785f, 0.425325f, -0.688191f},
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{-0.425325f, 0.688191f, -0.587785f}, {-0.425325f, -0.688191f, -0.587785f},
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{-0.587785f, -0.425325f, -0.688191f}, {-0.688191f, -0.587785f, -0.425325f}
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};
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// this isn't a real cheap function to call!
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int DirToByte( const vec3_t dir )
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{
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int i, best;
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float bestd = 0;
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if ( !dir ) {
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return 0;
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}
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best = 0;
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for ( i = 0; i < NUMVERTEXNORMALS; ++i ) {
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float d = DotProduct( dir, bytedirs[i] );
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if ( d > bestd ) {
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bestd = d;
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best = i;
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}
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}
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return best;
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}
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void ByteToDir( int b, vec3_t dir )
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{
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if ( b < 0 || b >= NUMVERTEXNORMALS ) {
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VectorCopy( vec3_origin, dir );
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return;
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}
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VectorCopy( bytedirs[b], dir );
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}
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///////////////////////////////////////////////////////////////
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/*
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=====================
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PlaneFromPoints
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Returns false if the triangle is degenerate.
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The normal will point out of the clock for clockwise ordered points
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=====================
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*/
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qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c ) {
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vec3_t d1, d2;
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VectorSubtract( b, a, d1 );
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VectorSubtract( c, a, d2 );
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CrossProduct( d2, d1, plane );
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if ( VectorNormalize( plane ) == 0 ) {
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return qfalse;
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}
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plane[3] = DotProduct( a, plane );
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return qtrue;
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}
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/*
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===============
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RotatePointAroundVector
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This is not implemented very well...
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===============
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*/
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void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point,
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float degrees ) {
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float m[3][3];
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float im[3][3];
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float zrot[3][3];
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float tmpmat[3][3];
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float rot[3][3];
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int i;
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vec3_t vr, vup, vf;
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float rad;
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vf[0] = dir[0];
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vf[1] = dir[1];
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vf[2] = dir[2];
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PerpendicularVector( vr, dir );
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CrossProduct( vr, vf, vup );
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m[0][0] = vr[0];
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m[1][0] = vr[1];
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m[2][0] = vr[2];
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m[0][1] = vup[0];
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m[1][1] = vup[1];
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m[2][1] = vup[2];
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m[0][2] = vf[0];
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m[1][2] = vf[1];
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m[2][2] = vf[2];
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memcpy( im, m, sizeof( im ) );
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im[0][1] = m[1][0];
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im[0][2] = m[2][0];
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im[1][0] = m[0][1];
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im[1][2] = m[2][1];
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im[2][0] = m[0][2];
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im[2][1] = m[1][2];
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memset( zrot, 0, sizeof( zrot ) );
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zrot[0][0] = zrot[1][1] = zrot[2][2] = 1.0F;
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rad = DEG2RAD( degrees );
|
|
zrot[0][0] = cos( rad );
|
|
zrot[0][1] = sin( rad );
|
|
zrot[1][0] = -sin( rad );
|
|
zrot[1][1] = cos( rad );
|
|
|
|
MatrixMultiply( m, zrot, tmpmat );
|
|
MatrixMultiply( 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];
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
RotateAroundDirection
|
|
===============
|
|
*/
|
|
void RotateAroundDirection( vec3_t axis[3], float yaw ) {
|
|
|
|
// create an arbitrary axis[1]
|
|
PerpendicularVector( axis[1], axis[0] );
|
|
|
|
// rotate it around axis[0] by yaw
|
|
if ( yaw ) {
|
|
vec3_t temp;
|
|
|
|
VectorCopy( axis[1], temp );
|
|
RotatePointAroundVector( axis[1], axis[0], temp, yaw );
|
|
}
|
|
|
|
// cross to get axis[2]
|
|
CrossProduct( axis[0], axis[1], axis[2] );
|
|
}
|
|
|
|
|
|
|
|
void vectoangles( const vec3_t value1, vec3_t angles ) {
|
|
float forward;
|
|
float yaw, pitch;
|
|
|
|
if ( value1[1] == 0 && value1[0] == 0 ) {
|
|
yaw = 0;
|
|
if ( value1[2] > 0 ) {
|
|
pitch = 90;
|
|
}
|
|
else {
|
|
pitch = 270;
|
|
}
|
|
}
|
|
else {
|
|
if ( value1[0] ) {
|
|
yaw = ( atan2 ( value1[1], value1[0] ) * 180 / M_PI );
|
|
}
|
|
else if ( value1[1] > 0 ) {
|
|
yaw = 90;
|
|
}
|
|
else {
|
|
yaw = 270;
|
|
}
|
|
if ( yaw < 0 ) {
|
|
yaw += 360;
|
|
}
|
|
|
|
forward = sqrt ( value1[0]*value1[0] + value1[1]*value1[1] );
|
|
pitch = ( atan2(value1[2], forward) * 180 / M_PI );
|
|
if ( pitch < 0 ) {
|
|
pitch += 360;
|
|
}
|
|
}
|
|
|
|
angles[PITCH] = -pitch;
|
|
angles[YAW] = yaw;
|
|
angles[ROLL] = 0;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
AnglesToAxis
|
|
=================
|
|
*/
|
|
void AnglesToAxis( const vec3_t angles, vec3_t axis[3] ) {
|
|
vec3_t right;
|
|
|
|
// angle vectors returns "right" instead of "y axis"
|
|
AngleVectors( angles, axis[0], right, axis[2] );
|
|
VectorSubtract( vec3_origin, right, axis[1] );
|
|
}
|
|
|
|
void AxisClear( vec3_t axis[3] ) {
|
|
axis[0][0] = 1;
|
|
axis[0][1] = 0;
|
|
axis[0][2] = 0;
|
|
axis[1][0] = 0;
|
|
axis[1][1] = 1;
|
|
axis[1][2] = 0;
|
|
axis[2][0] = 0;
|
|
axis[2][1] = 0;
|
|
axis[2][2] = 1;
|
|
}
|
|
|
|
#if defined(Q3_VM) // lcc can't cope with "const vec3_t []"
|
|
void AxisCopy( vec3_t in[3], vec3_t out[3] )
|
|
#else
|
|
void AxisCopy( const vec3_t in[3], vec3_t out[3] )
|
|
#endif
|
|
{
|
|
VectorCopy( in[0], out[0] );
|
|
VectorCopy( in[1], out[1] );
|
|
VectorCopy( in[2], out[2] );
|
|
}
|
|
|
|
void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal )
|
|
{
|
|
float d;
|
|
vec3_t n;
|
|
float inv_denom;
|
|
|
|
inv_denom = DotProduct( normal, normal );
|
|
#ifndef Q3_VM
|
|
assert( Q_fabs(inv_denom) != 0.0f ); // bk010122 - zero vectors get here
|
|
#endif
|
|
inv_denom = 1.0f / inv_denom;
|
|
|
|
d = DotProduct( normal, p ) * inv_denom;
|
|
|
|
n[0] = normal[0] * inv_denom;
|
|
n[1] = normal[1] * inv_denom;
|
|
n[2] = normal[2] * inv_denom;
|
|
|
|
dst[0] = p[0] - d * n[0];
|
|
dst[1] = p[1] - d * n[1];
|
|
dst[2] = p[2] - d * n[2];
|
|
}
|
|
|
|
/*
|
|
================
|
|
MakeNormalVectors
|
|
|
|
Given a normalized forward vector, create two
|
|
other perpendicular vectors
|
|
================
|
|
*/
|
|
void MakeNormalVectors( const vec3_t forward, vec3_t right, vec3_t up) {
|
|
float d;
|
|
|
|
// this rotate and negate guarantees a vector
|
|
// not colinear with the original
|
|
right[1] = -forward[0];
|
|
right[2] = forward[1];
|
|
right[0] = forward[2];
|
|
|
|
d = DotProduct (right, forward);
|
|
VectorMA (right, -d, forward, right);
|
|
VectorNormalize (right);
|
|
CrossProduct (right, forward, up);
|
|
}
|
|
|
|
|
|
void VectorRotate( vec3_t in, vec3_t matrix[3], vec3_t out )
|
|
{
|
|
out[0] = DotProduct( in, matrix[0] );
|
|
out[1] = DotProduct( in, matrix[1] );
|
|
out[2] = DotProduct( in, matrix[2] );
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////
|
|
|
|
|
|
#if !idppc
|
|
|
|
float Q_rsqrt( float number )
|
|
{
|
|
union {
|
|
float f;
|
|
int i;
|
|
} t;
|
|
float x2, y;
|
|
const float threehalfs = 1.5F;
|
|
|
|
x2 = number * 0.5F;
|
|
t.f = number;
|
|
t.i = 0x5f3759df - ( t.i >> 1 ); // what the fuck?
|
|
y = t.f;
|
|
y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration
|
|
// y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed
|
|
|
|
//assert( !isnan(y) ); // bk010122 - FPE?
|
|
return y;
|
|
}
|
|
|
|
float Q_fabs( float f )
|
|
{
|
|
int tmp = * ( int * ) &f;
|
|
tmp &= 0x7FFFFFFF;
|
|
return * ( float * ) &tmp;
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
///////////////////////////////////////////////////////////////
|
|
|
|
|
|
float LerpAngle( float from, float to, float frac )
|
|
{
|
|
if ( to - from > 180 ) {
|
|
to -= 360;
|
|
}
|
|
if ( to - from < -180 ) {
|
|
to += 360;
|
|
}
|
|
return (from + frac * (to - from));
|
|
}
|
|
|
|
|
|
// always returns a value from -180 to 180
|
|
|
|
float AngleSubtract( float a1, float a2 )
|
|
{
|
|
float a = a1 - a2;
|
|
|
|
while ( a > 180 ) {
|
|
a -= 360;
|
|
}
|
|
while ( a < -180 ) {
|
|
a += 360;
|
|
}
|
|
|
|
return a;
|
|
}
|
|
|
|
|
|
void AnglesSubtract( const vec3_t v1, const vec3_t v2, vec3_t out )
|
|
{
|
|
out[0] = AngleSubtract( v1[0], v2[0] );
|
|
out[1] = AngleSubtract( v1[1], v2[1] );
|
|
out[2] = AngleSubtract( v1[2], v2[2] );
|
|
}
|
|
|
|
|
|
float AngleMod( float a )
|
|
{
|
|
return ((360.0/65536) * ((int)(a*(65536/360.0)) & 65535));
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////
|
|
|
|
|
|
/*
|
|
=================
|
|
SetPlaneSignbits
|
|
=================
|
|
*/
|
|
void SetPlaneSignbits (cplane_t *out) {
|
|
int bits, j;
|
|
|
|
// for fast box on planeside test
|
|
bits = 0;
|
|
for (j=0 ; j<3 ; j++) {
|
|
if (out->normal[j] < 0) {
|
|
bits |= 1<<j;
|
|
}
|
|
}
|
|
out->signbits = bits;
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
BoxOnPlaneSide
|
|
|
|
Returns 1, 2, or 1 + 2
|
|
==================
|
|
*/
|
|
int BoxOnPlaneSide( const vec3_t emins, const vec3_t emaxs, const struct cplane_s* p )
|
|
{
|
|
float dist1, dist2;
|
|
int sides;
|
|
|
|
// fast axial cases
|
|
if (p->type < 3)
|
|
{
|
|
if (p->dist <= emins[p->type])
|
|
return 1;
|
|
if (p->dist >= emaxs[p->type])
|
|
return 2;
|
|
return 3;
|
|
}
|
|
|
|
// general case
|
|
switch (p->signbits)
|
|
{
|
|
case 0:
|
|
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
|
|
dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
|
|
break;
|
|
case 1:
|
|
dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
|
|
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
|
|
break;
|
|
case 2:
|
|
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
|
|
dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
|
|
break;
|
|
case 3:
|
|
dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
|
|
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
|
|
break;
|
|
case 4:
|
|
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
|
|
dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
|
|
break;
|
|
case 5:
|
|
dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
|
|
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
|
|
break;
|
|
case 6:
|
|
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
|
|
dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
|
|
break;
|
|
case 7:
|
|
dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
|
|
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
|
|
break;
|
|
default:
|
|
dist1 = dist2 = 0; // shut up compiler
|
|
break;
|
|
}
|
|
|
|
sides = 0;
|
|
if (dist1 >= p->dist)
|
|
sides = 1;
|
|
if (dist2 < p->dist)
|
|
sides |= 2;
|
|
|
|
return sides;
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////
|
|
|
|
|
|
float RadiusFromBounds( const vec3_t mins, const vec3_t maxs )
|
|
{
|
|
int i;
|
|
vec3_t corner;
|
|
float a, b;
|
|
|
|
for ( i = 0; i < 3; ++i ) {
|
|
a = fabs( mins[i] );
|
|
b = fabs( maxs[i] );
|
|
corner[i] = a > b ? a : b;
|
|
}
|
|
|
|
return VectorLength( corner );
|
|
}
|
|
|
|
|
|
void ClearBounds( vec3_t mins, vec3_t maxs )
|
|
{
|
|
mins[0] = mins[1] = mins[2] = 99999;
|
|
maxs[0] = maxs[1] = maxs[2] = -99999;
|
|
}
|
|
|
|
|
|
void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs )
|
|
{
|
|
if ( v[0] < mins[0] ) {
|
|
mins[0] = v[0];
|
|
}
|
|
if ( v[0] > maxs[0]) {
|
|
maxs[0] = v[0];
|
|
}
|
|
|
|
if ( v[1] < mins[1] ) {
|
|
mins[1] = v[1];
|
|
}
|
|
if ( v[1] > maxs[1]) {
|
|
maxs[1] = v[1];
|
|
}
|
|
|
|
if ( v[2] < mins[2] ) {
|
|
mins[2] = v[2];
|
|
}
|
|
if ( v[2] > maxs[2]) {
|
|
maxs[2] = v[2];
|
|
}
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////
|
|
|
|
|
|
// KHB although our version of q3asm CAN handle "static inline" correctly (I RULE :P)
|
|
// there's no actual value to it, because *LCC* can't, so multiple copies just bloat the vm
|
|
|
|
#if defined( Q3_VM )
|
|
|
|
qboolean VectorCompare( const vec3_t v1, const vec3_t v2 )
|
|
{
|
|
return (v1[0] == v2[0] && v1[1] == v2[1] && v1[2] == v2[2]);
|
|
}
|
|
|
|
vec_t VectorLength( const vec3_t v )
|
|
{
|
|
return (vec_t)sqrt (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
|
|
}
|
|
|
|
vec_t VectorLengthSquared( const vec3_t v )
|
|
{
|
|
return (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
|
|
}
|
|
|
|
vec_t Distance( const vec3_t p1, const vec3_t p2 )
|
|
{
|
|
vec3_t v;
|
|
VectorSubtract( p2, p1, v );
|
|
return VectorLength( v );
|
|
}
|
|
|
|
vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 )
|
|
{
|
|
vec3_t v;
|
|
VectorSubtract( p2, p1, v );
|
|
return (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
|
|
}
|
|
|
|
void VectorNormalizeFast( vec3_t v )
|
|
{
|
|
float ilength = Q_rsqrt( DotProduct( v, v ) );
|
|
v[0] *= ilength;
|
|
v[1] *= ilength;
|
|
v[2] *= ilength;
|
|
}
|
|
|
|
void VectorInverse( vec3_t v )
|
|
{
|
|
v[0] = -v[0];
|
|
v[1] = -v[1];
|
|
v[2] = -v[2];
|
|
}
|
|
|
|
void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross )
|
|
{
|
|
cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
|
|
cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
|
|
cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
|
|
}
|
|
|
|
#endif // defined( Q3_VM )
|
|
|
|
|
|
vec_t VectorNormalize( vec3_t v )
|
|
{
|
|
float length;
|
|
|
|
length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
|
|
length = sqrt( length );
|
|
|
|
if ( length ) {
|
|
float ilength = 1.0f / length;
|
|
v[0] *= ilength;
|
|
v[1] *= ilength;
|
|
v[2] *= ilength;
|
|
}
|
|
|
|
return length;
|
|
}
|
|
|
|
|
|
vec_t VectorNormalize2( const vec3_t v, vec3_t out )
|
|
{
|
|
float length;
|
|
|
|
length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
|
|
length = sqrt( length );
|
|
|
|
if (length) {
|
|
float ilength = 1.0f / length;
|
|
out[0] = v[0]*ilength;
|
|
out[1] = v[1]*ilength;
|
|
out[2] = v[2]*ilength;
|
|
} else {
|
|
VectorClear( out );
|
|
}
|
|
|
|
return length;
|
|
}
|
|
|
|
|
|
void _VectorMA( const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc )
|
|
{
|
|
vecc[0] = veca[0] + scale*vecb[0];
|
|
vecc[1] = veca[1] + scale*vecb[1];
|
|
vecc[2] = veca[2] + scale*vecb[2];
|
|
}
|
|
|
|
|
|
vec_t _DotProduct( const vec3_t v1, const vec3_t v2 )
|
|
{
|
|
return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
|
|
}
|
|
|
|
|
|
void _VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out )
|
|
{
|
|
out[0] = veca[0]-vecb[0];
|
|
out[1] = veca[1]-vecb[1];
|
|
out[2] = veca[2]-vecb[2];
|
|
}
|
|
|
|
|
|
void _VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t out )
|
|
{
|
|
out[0] = veca[0]+vecb[0];
|
|
out[1] = veca[1]+vecb[1];
|
|
out[2] = veca[2]+vecb[2];
|
|
}
|
|
|
|
|
|
void _VectorCopy( const vec3_t in, vec3_t out )
|
|
{
|
|
out[0] = in[0];
|
|
out[1] = in[1];
|
|
out[2] = in[2];
|
|
}
|
|
|
|
|
|
void _VectorScale( const vec3_t in, vec_t scale, vec3_t out )
|
|
{
|
|
out[0] = in[0]*scale;
|
|
out[1] = in[1]*scale;
|
|
out[2] = in[2]*scale;
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}
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|
|
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void Vector4Scale( const vec4_t in, vec_t scale, vec4_t out )
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{
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out[0] = in[0]*scale;
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out[1] = in[1]*scale;
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out[2] = in[2]*scale;
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out[3] = in[3]*scale;
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}
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|
|
|
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///////////////////////////////////////////////////////////////
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|
|
|
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void MatrixMultiply( float in1[3][3], float in2[3][3], float out[3][3] )
|
|
{
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out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
|
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in1[0][2] * in2[2][0];
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out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
|
|
in1[0][2] * in2[2][1];
|
|
out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
|
|
in1[0][2] * in2[2][2];
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|
out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
|
|
in1[1][2] * in2[2][0];
|
|
out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
|
|
in1[1][2] * in2[2][1];
|
|
out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
|
|
in1[1][2] * in2[2][2];
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|
out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
|
|
in1[2][2] * in2[2][0];
|
|
out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
|
|
in1[2][2] * in2[2][1];
|
|
out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
|
|
in1[2][2] * in2[2][2];
|
|
}
|
|
|
|
|
|
void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
|
|
{
|
|
float angle, sr, sp, sy, cr, cp, cy;
|
|
|
|
angle = angles[YAW] * (M_PI*2 / 360);
|
|
sy = sin(angle);
|
|
cy = cos(angle);
|
|
angle = angles[PITCH] * (M_PI*2 / 360);
|
|
sp = sin(angle);
|
|
cp = cos(angle);
|
|
angle = angles[ROLL] * (M_PI*2 / 360);
|
|
sr = sin(angle);
|
|
cr = cos(angle);
|
|
|
|
if (forward)
|
|
{
|
|
forward[0] = cp*cy;
|
|
forward[1] = cp*sy;
|
|
forward[2] = -sp;
|
|
}
|
|
if (right)
|
|
{
|
|
right[0] = (-1*sr*sp*cy+-1*cr*-sy);
|
|
right[1] = (-1*sr*sp*sy+-1*cr*cy);
|
|
right[2] = -1*sr*cp;
|
|
}
|
|
if (up)
|
|
{
|
|
up[0] = (cr*sp*cy+-sr*-sy);
|
|
up[1] = (cr*sp*sy+-sr*cy);
|
|
up[2] = cr*cp;
|
|
}
|
|
}
|
|
|
|
|
|
// assumes "src" is normalized
|
|
|
|
void PerpendicularVector( vec3_t dst, const vec3_t src )
|
|
{
|
|
int pos;
|
|
int i;
|
|
float minelem = 1.0f;
|
|
vec3_t tempvec;
|
|
|
|
// find the smallest magnitude axially aligned vector
|
|
for ( pos = 0, i = 0; i < 3; ++i ) {
|
|
if ( fabs( src[i] ) < minelem ) {
|
|
pos = i;
|
|
minelem = fabs( src[i] );
|
|
}
|
|
}
|
|
tempvec[0] = tempvec[1] = tempvec[2] = 0.0f;
|
|
tempvec[pos] = 1.0f;
|
|
|
|
// project the point onto the plane defined by src
|
|
ProjectPointOnPlane( dst, tempvec, src );
|
|
VectorNormalize( dst );
|
|
}
|
|
|