432bc96456
HTTP client code now tracks the reason for failure better (so we can distinguish between dns, no response, disconnects, and tls cert issues). Downloads menu shows reasons for failure for its various sources. make hexen2's +infoplaque button work even when tab isn't held! Yes! usability! who'd a thought it? Try to clean up some client-only build issues. Added 'librequake' as a recognised game name (mostly so that we can reuse the quake-specific engine compat settings. .map support now supports patches enough to query+create(+network)+select them. Collisions are basically defective though. qcc: Remove char as default keyword. qcc: Fix some recent regressions. sv: Add 'sv_protocol csqc' setting to force csqc protocols on clients that disabled handshakes, for mods that NEED csqc support. other options include 'fte1' and 'fte2', if you want to force extra stuff. Engines that don't support the selected protocols will crash out so only set these if your mod/map always requires it. sv: default to qw physics whenever a mod defines the SV_RunClientCommand, even if its an nq mod. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5775 fc73d0e0-1445-4013-8a0c-d673dee63da5
2001 lines
50 KiB
C
2001 lines
50 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// mathlib.c -- math primitives
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#include "quakedef.h"
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#include <math.h>
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vec3_t vec3_origin = {0,0,0};
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/*-----------------------------------------------------------------*/
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#define DEG2RAD( a ) ( a * M_PI ) / 180.0F
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static void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal )
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{
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float d;
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vec3_t n;
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float inv_denom;
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inv_denom = 1.0F / DotProduct( normal, normal );
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d = DotProduct( normal, p ) * inv_denom;
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n[0] = normal[0] * inv_denom;
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n[1] = normal[1] * inv_denom;
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n[2] = normal[2] * inv_denom;
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dst[0] = p[0] - d * n[0];
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dst[1] = p[1] - d * n[1];
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dst[2] = p[2] - d * n[2];
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}
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/*
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** assumes "src" is normalized
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*/
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void PerpendicularVector( vec3_t dst, const vec3_t src )
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{
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int pos;
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int i;
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float minelem = 1.0F;
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vec3_t tempvec;
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/*
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** find the smallest magnitude axially aligned vector
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*/
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for ( pos = 0, i = 0; i < 3; i++ )
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{
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if ( fabs( src[i] ) < minelem )
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{
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pos = i;
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minelem = fabs( src[i] );
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}
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}
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tempvec[0] = tempvec[1] = tempvec[2] = 0.0F;
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tempvec[pos] = 1.0F;
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/*
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** project the point onto the plane defined by src
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*/
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ProjectPointOnPlane( dst, tempvec, src );
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/*
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** normalize the result
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*/
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VectorNormalize( dst );
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}
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#ifdef _MSC_VER
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#pragma optimize( "", off )
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#endif
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void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees )
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{
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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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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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zrot[0][0] = cos( DEG2RAD( degrees ) );
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zrot[0][1] = sin( DEG2RAD( degrees ) );
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zrot[1][0] = -sin( DEG2RAD( degrees ) );
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zrot[1][1] = cos( DEG2RAD( degrees ) );
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R_ConcatRotations( m, zrot, tmpmat );
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R_ConcatRotations( tmpmat, im, rot );
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for ( i = 0; i < 3; i++ )
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{
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dst[i] = rot[i][0] * point[0] + rot[i][1] * point[1] + rot[i][2] * point[2];
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}
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}
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#ifdef _MSC_VER
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#pragma optimize( "", on )
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#endif
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/*-----------------------------------------------------------------*/
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float anglemod(float a)
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{
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#if 0
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if (a >= 0)
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a -= 360*(int)(a/360);
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else
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a += 360*( 1 + (int)(-a/360) );
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#endif
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a = (360.0/65536) * ((int)(a*(65536/360.0)) & 65535);
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return a;
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}
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/*
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==================
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BoxOnPlaneSide
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Returns 1, 2, or 1 + 2
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==================
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*/
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int VARGS BoxOnPlaneSide (const vec3_t emins, const vec3_t emaxs, const mplane_t *p)
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{
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float dist1, dist2;
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int sides;
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#if 0 // this is done by the BOX_ON_PLANE_SIDE macro before calling this
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// function
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// fast axial cases
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if (p->type < 3)
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{
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if (p->dist <= emins[p->type])
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return 1;
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if (p->dist >= emaxs[p->type])
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return 2;
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return 3;
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}
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#endif
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// general case
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switch (p->signbits)
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{
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default:
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case 0:
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dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
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dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
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break;
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case 1:
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dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
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dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
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break;
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case 2:
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dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
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dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
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break;
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case 3:
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dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
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dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
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break;
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case 4:
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dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
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dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
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break;
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case 5:
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dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2];
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dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2];
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break;
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case 6:
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dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
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dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
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break;
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case 7:
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dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2];
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dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2];
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break;
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}
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#if 0
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int i;
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vec3_t corners[2];
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for (i=0 ; i<3 ; i++)
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{
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if (plane->normal[i] < 0)
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{
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corners[0][i] = emins[i];
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corners[1][i] = emaxs[i];
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}
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else
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{
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corners[1][i] = emins[i];
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corners[0][i] = emaxs[i];
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}
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}
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dist = DotProduct (plane->normal, corners[0]) - plane->dist;
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dist2 = DotProduct (plane->normal, corners[1]) - plane->dist;
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sides = 0;
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if (dist1 >= 0)
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sides = 1;
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if (dist2 < 0)
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sides |= 2;
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#endif
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sides = 0;
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if (dist1 >= p->dist)
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sides = 1;
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if (dist2 < p->dist)
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sides |= 2;
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#ifdef PARANOID
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if (sides == 0)
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Sys_Error ("BoxOnPlaneSide: sides==0");
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#endif
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return sides;
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}
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static void VVPerpendicularVector(vec3_t dst, const vec3_t src)
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{
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if (!src[0] && !src[1])
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{
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if (src[2])
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dst[1] = -1;
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else
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dst[1] = 0;
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dst[0] = dst[2] = 0;
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}
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else
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{
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dst[0] = src[1];
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dst[1] = -src[0];
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dst[2] = 0;
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VectorNormalize(dst);
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}
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}
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void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up)
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{
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VVPerpendicularVector(right, forward);
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CrossProduct(right, forward, up);
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}
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void QDECL VectorAngles(const float *forward, const float *up, float *result, qboolean meshpitch) //up may be NULL
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{
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float yaw, pitch, roll;
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if (forward[1] == 0 && forward[0] == 0)
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{
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if (forward[2] > 0)
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{
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pitch = -M_PI * 0.5;
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yaw = up ? atan2(-up[1], -up[0]) : 0;
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}
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else
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{
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pitch = M_PI * 0.5;
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yaw = up ? atan2(up[1], up[0]) : 0;
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}
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roll = 0;
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}
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else
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{
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yaw = atan2(forward[1], forward[0]);
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pitch = -atan2(forward[2], sqrt (forward[0]*forward[0] + forward[1]*forward[1]));
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if (up)
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{
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vec_t cp = cos(pitch), sp = sin(pitch);
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vec_t cy = cos(yaw), sy = sin(yaw);
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vec3_t tleft, tup;
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tleft[0] = -sy;
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tleft[1] = cy;
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tleft[2] = 0;
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tup[0] = sp*cy;
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tup[1] = sp*sy;
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tup[2] = cp;
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roll = -atan2(DotProduct(up, tleft), DotProduct(up, tup));
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}
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else
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roll = 0;
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}
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pitch *= 180 / M_PI;
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yaw *= 180 / M_PI;
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roll *= 180 / M_PI;
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if (meshpitch)
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{
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pitch *= r_meshpitch.value;
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roll *= r_meshroll.value;
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}
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if (pitch < 0)
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pitch += 360;
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if (yaw < 0)
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yaw += 360;
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if (roll < 0)
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roll += 360;
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result[0] = pitch;
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result[1] = yaw;
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result[2] = roll;
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}
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void QDECL AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
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{
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float angle;
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float sr, sp, sy, cr, cp, cy;
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angle = angles[YAW] * (M_PI*2 / 360);
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sy = sin(angle);
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cy = cos(angle);
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angle = angles[PITCH] * (M_PI*2 / 360);
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sp = sin(angle);
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cp = cos(angle);
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angle = angles[ROLL] * (M_PI*2 / 360);
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sr = sin(angle);
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cr = cos(angle);
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if (forward)
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{
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forward[0] = cp*cy;
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forward[1] = cp*sy;
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forward[2] = -sp;
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}
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if (right)
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{
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right[0] = (-1*sr*sp*cy+-1*cr*-sy);
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right[1] = (-1*sr*sp*sy+-1*cr*cy);
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right[2] = -1*sr*cp;
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}
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if (up)
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{
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up[0] = (cr*sp*cy+-sr*-sy);
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up[1] = (cr*sp*sy+-sr*cy);
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up[2] = cr*cp;
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}
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}
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void AngleVectorsMesh (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
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{
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vec3_t ang;
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ang[0] = angles[0] * r_meshpitch.value;
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ang[1] = angles[1];
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ang[2] = angles[2] * r_meshroll.value;
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AngleVectors (ang, forward, right, up);
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}
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int VectorCompare (const vec3_t v1, const vec3_t v2)
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{
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int i;
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for (i=0 ; i<3 ; i++)
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if (v1[i] != v2[i])
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return 0;
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return 1;
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}
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int Vector4Compare (const vec4_t v1, const vec4_t v2)
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{
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int i;
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for (i=0 ; i<4 ; i++)
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if (v1[i] != v2[i])
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return 0;
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return 1;
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}
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/*
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void _VectorMA (const vec3_t veca, const float scale, const vec3_t vecb, vec3_t vecc)
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{
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vecc[0] = veca[0] + scale*vecb[0];
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vecc[1] = veca[1] + scale*vecb[1];
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vecc[2] = veca[2] + scale*vecb[2];
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}
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vec_t _DotProduct (vec3_t v1, vec3_t 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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void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out)
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{
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out[0] = veca[0]-vecb[0];
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out[1] = veca[1]-vecb[1];
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out[2] = veca[2]-vecb[2];
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}
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void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out)
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{
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out[0] = veca[0]+vecb[0];
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out[1] = veca[1]+vecb[1];
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out[2] = veca[2]+vecb[2];
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}
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void _VectorCopy (vec3_t in, vec3_t out)
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{
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out[0] = in[0];
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out[1] = in[1];
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out[2] = in[2];
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}
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*/
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void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross)
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{
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cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
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cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
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cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
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}
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vec_t Length(const vec3_t v)
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{
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int i;
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float length;
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length = 0;
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for (i=0 ; i< 3 ; i++)
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length += v[i]*v[i];
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length = sqrt (length); // FIXME
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return length;
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}
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float Q_rsqrt(float number)
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{
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int i;
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float x2, y;
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const float threehalfs = 1.5F;
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x2 = number * 0.5F;
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y = number;
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i = * (int *) &y; // evil floating point bit level hacking
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i = 0x5f3759df - (i >> 1); // what the fuck?
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y = * (float *) &i;
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y = y * (threehalfs - (x2 * y * y)); // 1st iteration
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// y = y * (threehalfs - (x2 * y * y)); // 2nd iteration, this can be removed
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return y;
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}
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float QDECL VectorNormalize (vec3_t v)
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{
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float length;
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float ilength;
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length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
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length = sqrt (length); // FIXME
|
|
|
|
if (length)
|
|
{
|
|
ilength = 1.0/length;
|
|
v[0] *= ilength;
|
|
v[1] *= ilength;
|
|
v[2] *= ilength;
|
|
}
|
|
|
|
return length;
|
|
}
|
|
|
|
void VectorNormalizeFast(vec3_t v)
|
|
{
|
|
float ilength;
|
|
|
|
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];
|
|
}
|
|
|
|
|
|
int Q_log2(int val)
|
|
{
|
|
int answer=0;
|
|
while ((val>>=1) != 0)
|
|
answer++;
|
|
return answer;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
R_ConcatRotations
|
|
================
|
|
*/
|
|
void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3])
|
|
{
|
|
out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
|
|
in1[0][2] * in2[2][0];
|
|
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];
|
|
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];
|
|
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];
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_ConcatTransforms
|
|
================
|
|
*/
|
|
void QDECL R_ConcatTransforms (const float in1[3][4], const float in2[3][4], float out[3][4])
|
|
{
|
|
out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
|
|
in1[0][2] * in2[2][0];
|
|
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];
|
|
out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] +
|
|
in1[0][2] * in2[2][3] + in1[0][3];
|
|
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];
|
|
out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] +
|
|
in1[1][2] * in2[2][3] + in1[1][3];
|
|
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];
|
|
out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] +
|
|
in1[2][2] * in2[2][3] + in1[2][3];
|
|
}
|
|
|
|
//R_ConcatTransforms where there's no offset values, and a transposed axis
|
|
void R_ConcatTransformsAxis (const float in1[3][3], const float in2[3][4], float out[3][4])
|
|
{
|
|
out[0][0] = in1[0][0] * in2[0][0] + in1[1][0] * in2[1][0] +
|
|
in1[2][0] * in2[2][0];
|
|
out[0][1] = in1[0][0] * in2[0][1] + in1[1][0] * in2[1][1] +
|
|
in1[2][0] * in2[2][1];
|
|
out[0][2] = in1[0][0] * in2[0][2] + in1[1][1] * in2[1][2] +
|
|
in1[2][0] * in2[2][2];
|
|
out[0][3] = in1[0][0] * in2[0][3] + in1[1][1] * in2[1][3] +
|
|
in1[2][0] * in2[2][3];
|
|
out[1][0] = in1[0][1] * in2[0][0] + in1[1][1] * in2[1][0] +
|
|
in1[2][1] * in2[2][0];
|
|
out[1][1] = in1[0][1] * in2[0][1] + in1[1][1] * in2[1][1] +
|
|
in1[2][1] * in2[2][1];
|
|
out[1][2] = in1[0][1] * in2[0][2] + in1[1][1] * in2[1][2] +
|
|
in1[2][1] * in2[2][2];
|
|
out[1][3] = in1[0][1] * in2[0][3] + in1[1][1] * in2[1][3] +
|
|
in1[2][1] * in2[2][3];
|
|
out[2][0] = in1[0][2] * in2[0][0] + in1[1][2] * in2[1][0] +
|
|
in1[2][2] * in2[2][0];
|
|
out[2][1] = in1[0][2] * in2[0][1] + in1[1][2] * in2[1][1] +
|
|
in1[2][2] * in2[2][1];
|
|
out[2][2] = in1[0][2] * in2[0][2] + in1[1][2] * in2[1][2] +
|
|
in1[2][2] * in2[2][2];
|
|
out[2][3] = in1[0][2] * in2[0][3] + in1[1][2] * in2[1][3] +
|
|
in1[2][2] * in2[2][3];
|
|
}
|
|
|
|
//R_ConcatTransforms where we don't care about the resulting offsets.
|
|
void R_ConcatRotationsPad (float in1[3][4], float in2[3][4], float out[3][4])
|
|
{
|
|
out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
|
|
in1[0][2] * in2[2][0];
|
|
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];
|
|
|
|
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];
|
|
|
|
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 Matrix3x4_Multiply(const float *a, const float *b, float *out)
|
|
{
|
|
out[0] = a[0] * b[0] + a[4] * b[1] + a[8] * b[2];
|
|
out[1] = a[1] * b[0] + a[5] * b[1] + a[9] * b[2];
|
|
out[2] = a[2] * b[0] + a[6] * b[1] + a[10] * b[2];
|
|
out[3] = a[3] * b[0] + a[7] * b[1] + a[11] * b[2] + b[3];
|
|
|
|
out[4] = a[0] * b[4] + a[4] * b[5] + a[8] * b[6];
|
|
out[5] = a[1] * b[4] + a[5] * b[5] + a[9] * b[6];
|
|
out[6] = a[2] * b[4] + a[6] * b[5] + a[10] * b[6];
|
|
out[7] = a[3] * b[4] + a[7] * b[5] + a[11] * b[6] + b[7];
|
|
|
|
out[8] = a[0] * b[8] + a[4] * b[9] + a[8] * b[10];
|
|
out[9] = a[1] * b[8] + a[5] * b[9] + a[9] * b[10];
|
|
out[10] = a[2] * b[8] + a[6] * b[9] + a[10] * b[10];
|
|
out[11] = a[3] * b[8] + a[7] * b[9] + a[11] * b[10] + b[11];
|
|
}
|
|
|
|
/*
|
|
===================
|
|
FloorDivMod
|
|
|
|
Returns mathematically correct (floor-based) quotient and remainder for
|
|
numer and denom, both of which should contain no fractional part. The
|
|
quotient must fit in 32 bits.
|
|
====================
|
|
*/
|
|
|
|
void FloorDivMod (double numer, double denom, int *quotient,
|
|
int *rem)
|
|
{
|
|
int q, r;
|
|
double x;
|
|
|
|
#ifdef PARANOID
|
|
if (denom <= 0.0)
|
|
Sys_Error ("FloorDivMod: bad denominator %f\n", denom);
|
|
|
|
// if ((floor(numer) != numer) || (floor(denom) != denom))
|
|
// Sys_Error ("FloorDivMod: non-integer numer or denom %f %f\n",
|
|
// numer, denom);
|
|
#endif
|
|
|
|
if (numer >= 0.0)
|
|
{
|
|
|
|
x = floor(numer / denom);
|
|
q = (int)x;
|
|
r = (int)floor(numer - (x * denom));
|
|
}
|
|
else
|
|
{
|
|
//
|
|
// perform operations with positive values, and fix mod to make floor-based
|
|
//
|
|
x = floor(-numer / denom);
|
|
q = -(int)x;
|
|
r = (int)floor(-numer - (x * denom));
|
|
if (r != 0)
|
|
{
|
|
q--;
|
|
r = (int)denom - r;
|
|
}
|
|
}
|
|
|
|
*quotient = q;
|
|
*rem = r;
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
GreatestCommonDivisor
|
|
====================
|
|
*/
|
|
int GreatestCommonDivisor (int i1, int i2)
|
|
{
|
|
if (i1 > i2)
|
|
{
|
|
if (i2 == 0)
|
|
return (i1);
|
|
return GreatestCommonDivisor (i2, i1 % i2);
|
|
}
|
|
else
|
|
{
|
|
if (i1 == 0)
|
|
return (i2);
|
|
return GreatestCommonDivisor (i1, i2 % i1);
|
|
}
|
|
}
|
|
|
|
|
|
// TODO: move to nonintel.c
|
|
|
|
/*
|
|
===================
|
|
Invert24To16
|
|
|
|
Inverts an 8.24 value to a 16.16 value
|
|
====================
|
|
*/
|
|
|
|
fixed16_t Invert24To16(fixed16_t val)
|
|
{
|
|
if (val < 256)
|
|
return (0xFFFFFFFF);
|
|
|
|
return (fixed16_t)
|
|
(((double)0x10000 * (double)0x1000000 / (double)val) + 0.5);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void VectorTransform (const vec3_t in1, const matrix3x4 in2, vec3_t out)
|
|
{
|
|
out[0] = DotProduct(in1, in2[0]) + in2[0][3];
|
|
out[1] = DotProduct(in1, in2[1]) + in2[1][3];
|
|
out[2] = DotProduct(in1, in2[2]) + in2[2][3];
|
|
}
|
|
|
|
void Bones_To_PosQuat4(int numbones, const float *matrix, short *result)
|
|
{ //I ripped this function out of DP. tweaked slightly.
|
|
//http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
|
|
float origininvscale = 64;
|
|
float origin[3];
|
|
float quat[4];
|
|
float quatscale;
|
|
while (numbones --> 0)
|
|
{
|
|
float trace = matrix[0*4+0] + matrix[1*4+1] + matrix[2*4+2];
|
|
origin[0] = matrix[0*4+3];
|
|
origin[1] = matrix[1*4+3];
|
|
origin[2] = matrix[2*4+3];
|
|
if(trace > 0)
|
|
{
|
|
float r = sqrt(1.0f + trace), inv = 0.5f / r;
|
|
quat[0] = (matrix[2*4+1] - matrix[1*4+2]) * inv;
|
|
quat[1] = (matrix[0*4+2] - matrix[2*4+0]) * inv;
|
|
quat[2] = (matrix[1*4+0] - matrix[0*4+1]) * inv;
|
|
quat[3] = 0.5f * r;
|
|
}
|
|
else if(matrix[0*4+0] > matrix[1*4+1] && matrix[0*4+0] > matrix[2*4+2])
|
|
{
|
|
float r = sqrt(1.0f + matrix[0*4+0] - matrix[1*4+1] - matrix[2*4+2]), inv = 0.5f / r;
|
|
quat[0] = 0.5f * r;
|
|
quat[1] = (matrix[1*4+0] + matrix[0*4+1]) * inv;
|
|
quat[2] = (matrix[0*4+2] + matrix[2*4+0]) * inv;
|
|
quat[3] = (matrix[2*4+1] - matrix[1*4+2]) * inv;
|
|
}
|
|
else if(matrix[1*4+1] > matrix[2*4+2])
|
|
{
|
|
float r = sqrt(1.0f + matrix[1*4+1] - matrix[0*4+0] - matrix[2*4+2]), inv = 0.5f / r;
|
|
quat[0] = (matrix[1*4+0] + matrix[0*4+1]) * inv;
|
|
quat[1] = 0.5f * r;
|
|
quat[2] = (matrix[2*4+1] + matrix[1*4+2]) * inv;
|
|
quat[3] = (matrix[0*4+2] - matrix[2*4+0]) * inv;
|
|
}
|
|
else
|
|
{
|
|
float r = sqrt(1.0f + matrix[2*4+2] - matrix[0*4+0] - matrix[1*4+1]), inv = 0.5f / r;
|
|
quat[0] = (matrix[0*4+2] + matrix[2*4+0]) * inv;
|
|
quat[1] = (matrix[2*4+1] + matrix[1*4+2]) * inv;
|
|
quat[2] = 0.5f * r;
|
|
quat[3] = (matrix[1*4+0] - matrix[0*4+1]) * inv;
|
|
}
|
|
// normalize quaternion so that it is unit length
|
|
quatscale = quat[0]*quat[0]+quat[1]*quat[1]+quat[2]*quat[2]+quat[3]*quat[3];
|
|
if (quatscale)
|
|
quatscale = (quat[3] >= 0 ? -32767.0f : 32767.0f) / sqrt(quatscale);
|
|
// use a negative scale on the quat because the above function produces a
|
|
// positive quat[3] and canonical quaternions have negative quat[3]
|
|
result[0] = origin[0] * origininvscale;
|
|
result[1] = origin[1] * origininvscale;
|
|
result[2] = origin[2] * origininvscale;
|
|
result[3] = quat[0] * quatscale;
|
|
result[4] = quat[1] * quatscale;
|
|
result[5] = quat[2] * quatscale;
|
|
result[6] = quat[3] * quatscale;
|
|
|
|
matrix += 12;
|
|
result += 7;
|
|
}
|
|
}
|
|
|
|
void QDECL GenMatrixPosQuat4Scale(const vec3_t pos, const vec4_t quat, const vec3_t scale, float result[12])
|
|
{
|
|
float xx, xy, xz, xw, yy, yz, yw, zz, zw;
|
|
float x2, y2, z2;
|
|
float s;
|
|
x2 = quat[0] + quat[0];
|
|
y2 = quat[1] + quat[1];
|
|
z2 = quat[2] + quat[2];
|
|
|
|
xx = quat[0] * x2; xy = quat[0] * y2; xz = quat[0] * z2;
|
|
yy = quat[1] * y2; yz = quat[1] * z2; zz = quat[2] * z2;
|
|
xw = quat[3] * x2; yw = quat[3] * y2; zw = quat[3] * z2;
|
|
|
|
s = scale[0];
|
|
result[0*4+0] = s*(1.0f - (yy + zz));
|
|
result[1*4+0] = s*(xy + zw);
|
|
result[2*4+0] = s*(xz - yw);
|
|
|
|
s = scale[1];
|
|
result[0*4+1] = s*(xy - zw);
|
|
result[1*4+1] = s*(1.0f - (xx + zz));
|
|
result[2*4+1] = s*(yz + xw);
|
|
|
|
s = scale[2];
|
|
result[0*4+2] = s*(xz + yw);
|
|
result[1*4+2] = s*(yz - xw);
|
|
result[2*4+2] = s*(1.0f - (xx + yy));
|
|
|
|
result[0*4+3] = pos[0];
|
|
result[1*4+3] = pos[1];
|
|
result[2*4+3] = pos[2];
|
|
}
|
|
#if 0//def HALFLIFEMODELS
|
|
|
|
static void AngleQuaternion( const vec3_t angles, vec4_t quaternion )
|
|
{
|
|
float angle;
|
|
float sr, sp, sy, cr, cp, cy;
|
|
|
|
// FIXME: rescale the inputs to 1/2 angle
|
|
angle = angles[2] * 0.5;
|
|
sy = sin(angle);
|
|
cy = cos(angle);
|
|
angle = angles[1] * 0.5;
|
|
sp = sin(angle);
|
|
cp = cos(angle);
|
|
angle = angles[0] * 0.5;
|
|
sr = sin(angle);
|
|
cr = cos(angle);
|
|
|
|
quaternion[0] = sr*cp*cy-cr*sp*sy; // X
|
|
quaternion[1] = cr*sp*cy+sr*cp*sy; // Y
|
|
quaternion[2] = cr*cp*sy-sr*sp*cy; // Z
|
|
quaternion[3] = cr*cp*cy+sr*sp*sy; // W
|
|
}
|
|
|
|
static void QuaternionMatrix( const vec4_t quaternion, float (*matrix)[4] )
|
|
{
|
|
|
|
matrix[0][0] = 1.0 - 2.0 * quaternion[1] * quaternion[1] - 2.0 * quaternion[2] * quaternion[2];
|
|
matrix[1][0] = 2.0 * quaternion[0] * quaternion[1] + 2.0 * quaternion[3] * quaternion[2];
|
|
matrix[2][0] = 2.0 * quaternion[0] * quaternion[2] - 2.0 * quaternion[3] * quaternion[1];
|
|
|
|
matrix[0][1] = 2.0 * quaternion[0] * quaternion[1] - 2.0 * quaternion[3] * quaternion[2];
|
|
matrix[1][1] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[2] * quaternion[2];
|
|
matrix[2][1] = 2.0 * quaternion[1] * quaternion[2] + 2.0 * quaternion[3] * quaternion[0];
|
|
|
|
matrix[0][2] = 2.0 * quaternion[0] * quaternion[2] + 2.0 * quaternion[3] * quaternion[1];
|
|
matrix[1][2] = 2.0 * quaternion[1] * quaternion[2] - 2.0 * quaternion[3] * quaternion[0];
|
|
matrix[2][2] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[1] * quaternion[1];
|
|
}
|
|
#endif
|
|
void QuaternionSlerp( const vec4_t p, vec4_t q, float t, vec4_t qt )
|
|
{
|
|
int i;
|
|
float omega, cosom, sinom, sclp, sclq;
|
|
|
|
// decide if one of the quaternions is backwards
|
|
float a = 0;
|
|
float b = 0;
|
|
for (i = 0; i < 4; i++) {
|
|
a += (p[i]-q[i])*(p[i]-q[i]);
|
|
b += (p[i]+q[i])*(p[i]+q[i]);
|
|
}
|
|
if (a > b) {
|
|
for (i = 0; i < 4; i++) {
|
|
q[i] = -q[i];
|
|
}
|
|
}
|
|
|
|
cosom = p[0]*q[0] + p[1]*q[1] + p[2]*q[2] + p[3]*q[3];
|
|
|
|
if ((1.0 + cosom) > 0.00000001) {
|
|
if ((1.0 - cosom) > 0.00000001) {
|
|
omega = acos( cosom );
|
|
sinom = sin( omega );
|
|
sclp = sin( (1.0 - t)*omega) / sinom;
|
|
sclq = sin( t*omega ) / sinom;
|
|
}
|
|
else {
|
|
sclp = 1.0 - t;
|
|
sclq = t;
|
|
}
|
|
for (i = 0; i < 4; i++) {
|
|
qt[i] = sclp * p[i] + sclq * q[i];
|
|
}
|
|
}
|
|
else {
|
|
qt[0] = -p[1];
|
|
qt[1] = p[0];
|
|
qt[2] = -p[3];
|
|
qt[3] = p[2];
|
|
sclp = sin( (1.0 - t) * 0.5 * M_PI);
|
|
sclq = sin( t * 0.5 * M_PI);
|
|
for (i = 0; i < 4; i++) {
|
|
qt[i] = sclp * p[i] + sclq * qt[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
//This function is GL stylie (use as 2nd arg to ML_MultMatrix4).
|
|
float *Matrix4x4_CM_NewRotation(float a, float x, float y, float z)
|
|
{
|
|
static float ret[16];
|
|
float c = cos(a* M_PI / 180.0);
|
|
float s = sin(a* M_PI / 180.0);
|
|
|
|
ret[0] = x*x*(1-c)+c;
|
|
ret[4] = x*y*(1-c)-z*s;
|
|
ret[8] = x*z*(1-c)+y*s;
|
|
ret[12] = 0;
|
|
|
|
ret[1] = y*x*(1-c)+z*s;
|
|
ret[5] = y*y*(1-c)+c;
|
|
ret[9] = y*z*(1-c)-x*s;
|
|
ret[13] = 0;
|
|
|
|
ret[2] = x*z*(1-c)-y*s;
|
|
ret[6] = y*z*(1-c)+x*s;
|
|
ret[10] = z*z*(1-c)+c;
|
|
ret[14] = 0;
|
|
|
|
ret[3] = 0;
|
|
ret[7] = 0;
|
|
ret[11] = 0;
|
|
ret[15] = 1;
|
|
return ret;
|
|
}
|
|
|
|
//This function is GL stylie (use as 2nd arg to ML_MultMatrix4).
|
|
float *Matrix4x4_CM_NewTranslation(float x, float y, float z)
|
|
{
|
|
static float ret[16];
|
|
ret[0] = 1;
|
|
ret[4] = 0;
|
|
ret[8] = 0;
|
|
ret[12] = x;
|
|
|
|
ret[1] = 0;
|
|
ret[5] = 1;
|
|
ret[9] = 0;
|
|
ret[13] = y;
|
|
|
|
ret[2] = 0;
|
|
ret[6] = 0;
|
|
ret[10] = 1;
|
|
ret[14] = z;
|
|
|
|
ret[3] = 0;
|
|
ret[7] = 0;
|
|
ret[11] = 0;
|
|
ret[15] = 1;
|
|
return ret;
|
|
}
|
|
|
|
//be aware that this generates two sorts of matricies depending on order of a+b
|
|
void Matrix4_Multiply(const float *a, const float *b, float *out)
|
|
{
|
|
out[0] = a[0] * b[0] + a[4] * b[1] + a[8] * b[2] + a[12] * b[3];
|
|
out[1] = a[1] * b[0] + a[5] * b[1] + a[9] * b[2] + a[13] * b[3];
|
|
out[2] = a[2] * b[0] + a[6] * b[1] + a[10] * b[2] + a[14] * b[3];
|
|
out[3] = a[3] * b[0] + a[7] * b[1] + a[11] * b[2] + a[15] * b[3];
|
|
|
|
out[4] = a[0] * b[4] + a[4] * b[5] + a[8] * b[6] + a[12] * b[7];
|
|
out[5] = a[1] * b[4] + a[5] * b[5] + a[9] * b[6] + a[13] * b[7];
|
|
out[6] = a[2] * b[4] + a[6] * b[5] + a[10] * b[6] + a[14] * b[7];
|
|
out[7] = a[3] * b[4] + a[7] * b[5] + a[11] * b[6] + a[15] * b[7];
|
|
|
|
out[8] = a[0] * b[8] + a[4] * b[9] + a[8] * b[10] + a[12] * b[11];
|
|
out[9] = a[1] * b[8] + a[5] * b[9] + a[9] * b[10] + a[13] * b[11];
|
|
out[10] = a[2] * b[8] + a[6] * b[9] + a[10] * b[10] + a[14] * b[11];
|
|
out[11] = a[3] * b[8] + a[7] * b[9] + a[11] * b[10] + a[15] * b[11];
|
|
|
|
out[12] = a[0] * b[12] + a[4] * b[13] + a[8] * b[14] + a[12] * b[15];
|
|
out[13] = a[1] * b[12] + a[5] * b[13] + a[9] * b[14] + a[13] * b[15];
|
|
out[14] = a[2] * b[12] + a[6] * b[13] + a[10] * b[14] + a[14] * b[15];
|
|
out[15] = a[3] * b[12] + a[7] * b[13] + a[11] * b[14] + a[15] * b[15];
|
|
}
|
|
|
|
void Matrix3x4_RM_Transform3(const float *matrix, const float *vector, float *product)
|
|
{
|
|
product[0] = matrix[0]*vector[0] + matrix[1]*vector[1] + matrix[2]*vector[2] + matrix[3];
|
|
product[1] = matrix[4]*vector[0] + matrix[5]*vector[1] + matrix[6]*vector[2] + matrix[7];
|
|
product[2] = matrix[8]*vector[0] + matrix[9]*vector[1] + matrix[10]*vector[2] + matrix[11];
|
|
}
|
|
void Matrix3x4_RM_Transform3x3(const float *matrix, const float *vector, float *product)
|
|
{
|
|
product[0] = matrix[0]*vector[0] + matrix[1]*vector[1] + matrix[2]*vector[2];
|
|
product[1] = matrix[4]*vector[0] + matrix[5]*vector[1] + matrix[6]*vector[2];
|
|
product[2] = matrix[8]*vector[0] + matrix[9]*vector[1] + matrix[10]*vector[2];
|
|
}
|
|
|
|
//transform 4d vector by a 4d matrix.
|
|
void Matrix4x4_CM_Transform4(const float *matrix, const float *vector, float *product)
|
|
{
|
|
product[0] = matrix[0]*vector[0] + matrix[4]*vector[1] + matrix[8]*vector[2] + matrix[12]*vector[3];
|
|
product[1] = matrix[1]*vector[0] + matrix[5]*vector[1] + matrix[9]*vector[2] + matrix[13]*vector[3];
|
|
product[2] = matrix[2]*vector[0] + matrix[6]*vector[1] + matrix[10]*vector[2] + matrix[14]*vector[3];
|
|
product[3] = matrix[3]*vector[0] + matrix[7]*vector[1] + matrix[11]*vector[2] + matrix[15]*vector[3];
|
|
}
|
|
|
|
//ignore the entire right+bottom row/column of the 4*4 matrix
|
|
void Matrix4x4_CM_Transform3x3(const float *matrix, const float *vector, float *product)
|
|
{
|
|
product[0] = matrix[0]*vector[0] + matrix[4]*vector[1] + matrix[8]*vector[2];
|
|
product[1] = matrix[1]*vector[0] + matrix[5]*vector[1] + matrix[9]*vector[2];
|
|
product[2] = matrix[2]*vector[0] + matrix[6]*vector[1] + matrix[10]*vector[2];
|
|
}
|
|
|
|
//disregard the extra bit of the matrix
|
|
void Matrix4x4_CM_Transform3(const float *matrix, const float *vector, float *product)
|
|
{
|
|
product[0] = matrix[0]*vector[0] + matrix[4]*vector[1] + matrix[8]*vector[2] + matrix[12];
|
|
product[1] = matrix[1]*vector[0] + matrix[5]*vector[1] + matrix[9]*vector[2] + matrix[13];
|
|
product[2] = matrix[2]*vector[0] + matrix[6]*vector[1] + matrix[10]*vector[2] + matrix[14];
|
|
}
|
|
void Matrix4x4_CM_Transform34(const float *matrix, const vec3_t vector, vec4_t product)
|
|
{
|
|
//transform as though vector[3] == 1
|
|
product[0] = matrix[0]*vector[0] + matrix[4]*vector[1] + matrix[8]*vector[2] + matrix[12];
|
|
product[1] = matrix[1]*vector[0] + matrix[5]*vector[1] + matrix[9]*vector[2] + matrix[13];
|
|
product[2] = matrix[2]*vector[0] + matrix[6]*vector[1] + matrix[10]*vector[2] + matrix[14];
|
|
product[3] = matrix[3]*vector[0] + matrix[7]*vector[1] + matrix[11]*vector[2] + matrix[15];
|
|
}
|
|
|
|
void Matrix4x4_CM_ModelViewMatrix(float *modelview, const vec3_t viewangles, const vec3_t vieworg)
|
|
{
|
|
float tempmat[16];
|
|
//load identity.
|
|
memset(modelview, 0, sizeof(*modelview)*16);
|
|
#if FULLYGL
|
|
modelview[0] = 1;
|
|
modelview[5] = 1;
|
|
modelview[10] = 1;
|
|
modelview[15] = 1;
|
|
|
|
Matrix4_Multiply(modelview, Matrix4_CM_NewRotation(-90, 1, 0, 0), tempmat); // put Z going up
|
|
Matrix4_Multiply(tempmat, Matrix4_CM_NewRotation(90, 0, 0, 1), modelview); // put Z going up
|
|
#else
|
|
//use this lame wierd and crazy identity matrix..
|
|
modelview[2] = -1;
|
|
modelview[4] = -1;
|
|
modelview[9] = 1;
|
|
modelview[15] = 1;
|
|
#endif
|
|
//figure out the current modelview matrix
|
|
|
|
//I would if some of these, but then I'd still need a couple of copys
|
|
Matrix4_Multiply(modelview, Matrix4x4_CM_NewRotation(-viewangles[2], 1, 0, 0), tempmat);
|
|
Matrix4_Multiply(tempmat, Matrix4x4_CM_NewRotation(-viewangles[0], 0, 1, 0), modelview);
|
|
Matrix4_Multiply(modelview, Matrix4x4_CM_NewRotation(-viewangles[1], 0, 0, 1), tempmat);
|
|
|
|
Matrix4_Multiply(tempmat, Matrix4x4_CM_NewTranslation(-vieworg[0], -vieworg[1], -vieworg[2]), modelview); // put Z going up
|
|
}
|
|
|
|
void Matrix4x4_CM_CreateTranslate (float *out, float x, float y, float z)
|
|
{
|
|
out[0] = 1;
|
|
out[1] = 0;
|
|
out[2] = 0;
|
|
out[3] = 0;
|
|
|
|
out[4] = 0;
|
|
out[5] = 1;
|
|
out[6] = 0;
|
|
out[7] = 0;
|
|
|
|
out[8] = 0;
|
|
out[9] = 0;
|
|
out[10] = 1;
|
|
out[11] = 0;
|
|
|
|
out[12] = x;
|
|
out[13] = y;
|
|
out[14] = z;
|
|
out[15] = 1;
|
|
}
|
|
|
|
void Matrix4x4_RM_CreateTranslate (float *out, float x, float y, float z)
|
|
{
|
|
out[0] = 1;
|
|
out[4] = 0;
|
|
out[8] = 0;
|
|
out[12] = 0;
|
|
|
|
out[1] = 0;
|
|
out[5] = 1;
|
|
out[9] = 0;
|
|
out[13] = 0;
|
|
|
|
out[2] = 0;
|
|
out[6] = 0;
|
|
out[10] = 1;
|
|
out[14] = 0;
|
|
|
|
out[3] = x;
|
|
out[7] = y;
|
|
out[11] = z;
|
|
out[15] = 1;
|
|
}
|
|
|
|
void Matrix4x4_CM_LightMatrixFromAxis(float *modelview, const vec3_t px, const vec3_t py, const vec3_t pz, const vec3_t org)
|
|
{
|
|
modelview[ 0] = px[0];
|
|
modelview[ 1] = py[0];
|
|
modelview[ 2] = pz[0];
|
|
modelview[ 3] = 0;
|
|
modelview[ 4] = px[1];
|
|
modelview[ 5] = py[1];
|
|
modelview[ 6] = pz[1];
|
|
modelview[ 7] = 0;
|
|
modelview[ 8] = px[2];
|
|
modelview[ 9] = py[2];
|
|
modelview[10] = pz[2];
|
|
modelview[11] = 0;
|
|
modelview[12] = -(px[0]*org[0] + px[1]*org[1] + px[2]*org[2]);
|
|
modelview[13] = -(py[0]*org[0] + py[1]*org[1] + py[2]*org[2]);
|
|
modelview[14] = -(pz[0]*org[0] + pz[1]*org[1] + pz[2]*org[2]);
|
|
modelview[15] = 1;
|
|
}
|
|
|
|
void Matrix4x4_CM_ModelViewMatrixFromAxis(float *modelview, const vec3_t pn, const vec3_t right, const vec3_t up, const vec3_t vieworg)
|
|
{
|
|
float tempmat[16];
|
|
|
|
tempmat[ 0] = right[0];
|
|
tempmat[ 1] = up[0];
|
|
tempmat[ 2] = -pn[0];
|
|
tempmat[ 3] = 0;
|
|
tempmat[ 4] = right[1];
|
|
tempmat[ 5] = up[1];
|
|
tempmat[ 6] = -pn[1];
|
|
tempmat[ 7] = 0;
|
|
tempmat[ 8] = right[2];
|
|
tempmat[ 9] = up[2];
|
|
tempmat[10] = -pn[2];
|
|
tempmat[11] = 0;
|
|
tempmat[12] = 0;
|
|
tempmat[13] = 0;
|
|
tempmat[14] = 0;
|
|
tempmat[15] = 1;
|
|
|
|
Matrix4_Multiply(tempmat, Matrix4x4_CM_NewTranslation(-vieworg[0], -vieworg[1], -vieworg[2]), modelview); // put Z going up
|
|
}
|
|
|
|
|
|
void Matrix3x4_RM_ToVectors(const float *in, float vx[3], float vy[3], float vz[3], float t[3])
|
|
{
|
|
vx[0] = in[0];
|
|
vx[1] = in[4];
|
|
vx[2] = in[8];
|
|
|
|
vy[0] = in[1];
|
|
vy[1] = in[5];
|
|
vy[2] = in[9];
|
|
|
|
vz[0] = in[2];
|
|
vz[1] = in[6];
|
|
vz[2] = in[10];
|
|
|
|
t [0] = in[3];
|
|
t [1] = in[7];
|
|
t [2] = in[11];
|
|
}
|
|
|
|
void Matrix4x4_RM_FromVectors(float *out, const float vx[3], const float vy[3], const float vz[3], const float t[3])
|
|
{
|
|
out[0] = vx[0];
|
|
out[1] = vy[0];
|
|
out[2] = vz[0];
|
|
out[3] = t[0];
|
|
out[4] = vx[1];
|
|
out[5] = vy[1];
|
|
out[6] = vz[1];
|
|
out[7] = t[1];
|
|
out[8] = vx[2];
|
|
out[9] = vy[2];
|
|
out[10] = vz[2];
|
|
out[11] = t[2];
|
|
out[12] = 0.0f;
|
|
out[13] = 0.0f;
|
|
out[14] = 0.0f;
|
|
out[15] = 1.0f;
|
|
}
|
|
|
|
void Matrix3x4_RM_FromVectors(float *out, const float vx[3], const float vy[3], const float vz[3], const float t[3])
|
|
{
|
|
out[0] = vx[0];
|
|
out[1] = vy[0];
|
|
out[2] = vz[0];
|
|
out[3] = t[0];
|
|
out[4] = vx[1];
|
|
out[5] = vy[1];
|
|
out[6] = vz[1];
|
|
out[7] = t[1];
|
|
out[8] = vx[2];
|
|
out[9] = vy[2];
|
|
out[10] = vz[2];
|
|
out[11] = t[2];
|
|
}
|
|
|
|
void Matrix4x4_CM_ModelMatrixFromAxis(float *modelview, const vec3_t pn, const vec3_t right, const vec3_t up, const vec3_t vieworg)
|
|
{
|
|
float tempmat[16];
|
|
|
|
tempmat[ 0] = pn[0];
|
|
tempmat[ 1] = pn[1];
|
|
tempmat[ 2] = pn[2];
|
|
tempmat[ 3] = 0;
|
|
tempmat[ 4] = right[0];
|
|
tempmat[ 5] = right[1];
|
|
tempmat[ 6] = right[2];
|
|
tempmat[ 7] = 0;
|
|
tempmat[ 8] = up[0];
|
|
tempmat[ 9] = up[1];
|
|
tempmat[10] = up[2];
|
|
tempmat[11] = 0;
|
|
tempmat[12] = 0;
|
|
tempmat[13] = 0;
|
|
tempmat[14] = 0;
|
|
tempmat[15] = 1;
|
|
|
|
Matrix4_Multiply(Matrix4x4_CM_NewTranslation(vieworg[0], vieworg[1], vieworg[2]), tempmat, modelview); // put Z going up
|
|
}
|
|
|
|
void Matrix4x4_CM_ModelMatrix(float *modelview, vec_t x, vec_t y, vec_t z, vec_t pitch, vec_t yaw, vec_t roll, vec_t scale)
|
|
{
|
|
float tempmat[16];
|
|
//load identity.
|
|
memset(modelview, 0, sizeof(*modelview)*16);
|
|
#if FULLYGL
|
|
modelview[0] = 1;
|
|
modelview[5] = 1;
|
|
modelview[10] = 1;
|
|
modelview[15] = 1;
|
|
|
|
Matrix4_Multiply(modelview, Matrix4x4_CM_NewRotation(-90, 1, 0, 0), tempmat); // put Z going up
|
|
Matrix4_Multiply(tempmat, Matrix4x4_CM_NewRotation(90, 0, 0, 1), modelview); // put Z going up
|
|
#else
|
|
//use this lame wierd and crazy identity matrix..
|
|
modelview[2] = -1;
|
|
modelview[4] = -1;
|
|
modelview[9] = 1;
|
|
modelview[15] = 1;
|
|
#endif
|
|
//figure out the current modelview matrix
|
|
|
|
//I would if some of these, but then I'd still need a couple of copys
|
|
Matrix4_Multiply(modelview, Matrix4x4_CM_NewRotation(-roll, 1, 0, 0), tempmat);
|
|
Matrix4_Multiply(tempmat, Matrix4x4_CM_NewRotation(-pitch, 0, 1, 0), modelview);
|
|
Matrix4_Multiply(modelview, Matrix4x4_CM_NewRotation(-yaw, 0, 0, 1), tempmat);
|
|
|
|
Matrix4_Multiply(tempmat, Matrix4x4_CM_NewTranslation(x, y, z), modelview);
|
|
}
|
|
|
|
void Matrix4x4_Identity(float *outm)
|
|
{
|
|
outm[ 0] = 1;
|
|
outm[ 1] = 0;
|
|
outm[ 2] = 0;
|
|
outm[ 3] = 0;
|
|
outm[ 4] = 0;
|
|
outm[ 5] = 1;
|
|
outm[ 6] = 0;
|
|
outm[ 7] = 0;
|
|
outm[ 8] = 0;
|
|
outm[ 9] = 0;
|
|
outm[10] = 1;
|
|
outm[11] = 0;
|
|
outm[12] = 0;
|
|
outm[13] = 0;
|
|
outm[14] = 0;
|
|
outm[15] = 1;
|
|
}
|
|
|
|
void Matrix4x4_CM_Projection_Offset(float *proj, float fovl, float fovr, float fovd, float fovu, float neard, float fard, qboolean d3d)
|
|
{
|
|
double xmin, xmax, ymin, ymax;
|
|
double dn = (d3d?0:-1), df = 1; //d3d outputs near as 0, opengl has near as -1. that's the only difference.
|
|
|
|
float fovy = fovu-fovd;
|
|
float fovx = fovr-fovl;
|
|
|
|
//proj
|
|
ymax = neard * tan( fovy * M_PI / 360.0 );
|
|
ymin = -ymax;
|
|
|
|
if (fovx == fovy)
|
|
{
|
|
xmax = ymax;
|
|
xmin = ymin;
|
|
}
|
|
else
|
|
{
|
|
xmax = neard * tan( fovx * M_PI / 360.0 );
|
|
xmin = -xmax;
|
|
}
|
|
|
|
proj[0] = (2*neard) / (xmax - xmin);
|
|
proj[4] = 0;
|
|
proj[8] = (xmax + xmin) / (xmax - xmin);
|
|
proj[12] = 0;
|
|
|
|
proj[1] = 0;
|
|
proj[5] = (2*neard) / (ymax - ymin);
|
|
proj[9] = (ymax + ymin) / (ymax - ymin);
|
|
proj[13] = 0;
|
|
|
|
proj[2] = 0;
|
|
proj[6] = 0;
|
|
proj[10] = (fard*df-neard*dn)/(neard-fard);
|
|
proj[14] = ((df-dn)*fard*neard)/(neard-fard);
|
|
|
|
proj[3] = 0;
|
|
proj[7] = 0;
|
|
proj[11] = -1;
|
|
proj[15] = 0;
|
|
}
|
|
|
|
void Matrix4x4_CM_Projection_Far(float *proj, float fovx, float fovy, float neard, float fard, qboolean d3d)
|
|
{
|
|
double xmin, xmax, ymin, ymax;
|
|
double dn = (d3d?0:-1), df = 1;
|
|
|
|
//proj
|
|
ymax = neard * tan( fovy * M_PI / 360.0 );
|
|
ymin = -ymax;
|
|
|
|
if (fovx == fovy)
|
|
{
|
|
xmax = ymax;
|
|
xmin = ymin;
|
|
}
|
|
else
|
|
{
|
|
xmax = neard * tan( fovx * M_PI / 360.0 );
|
|
xmin = -xmax;
|
|
}
|
|
|
|
proj[0] = (2*neard) / (xmax - xmin);
|
|
proj[4] = 0;
|
|
proj[8] = (xmax + xmin) / (xmax - xmin);
|
|
proj[12] = 0;
|
|
|
|
proj[1] = 0;
|
|
proj[5] = (2*neard) / (ymax - ymin);
|
|
proj[9] = (ymax + ymin) / (ymax - ymin);
|
|
proj[13] = 0;
|
|
|
|
proj[2] = 0;
|
|
proj[6] = 0;
|
|
proj[10] = (fard*df-neard*dn)/(neard-fard);
|
|
proj[14] = ((df-dn)*fard*neard)/(neard-fard);
|
|
|
|
proj[3] = 0;
|
|
proj[7] = 0;
|
|
proj[11] = -1;
|
|
proj[15] = 0;
|
|
}
|
|
|
|
void Matrix4x4_CM_Projection_Inf(float *proj, float fovx, float fovy, float neard, qboolean d3d)
|
|
{
|
|
float xmin, xmax, ymin, ymax;
|
|
double dn = (d3d?0:-1), df = 1;
|
|
|
|
//proj
|
|
ymax = neard * tan( fovy * M_PI / 360.0 );
|
|
ymin = -ymax;
|
|
|
|
if (fovx == fovy)
|
|
{
|
|
xmax = ymax;
|
|
xmin = ymin;
|
|
}
|
|
else
|
|
{
|
|
xmax = neard * tan( fovx * M_PI / 360.0 );
|
|
xmin = -xmax;
|
|
}
|
|
|
|
proj[0] = (2*neard) / (xmax - xmin);
|
|
proj[4] = 0;
|
|
proj[8] = (xmax + xmin) / (xmax - xmin);
|
|
proj[12] = 0;
|
|
|
|
proj[1] = 0;
|
|
proj[5] = (2*neard) / (ymax - ymin);
|
|
proj[9] = (ymax + ymin) / (ymax - ymin);
|
|
proj[13] = 0;
|
|
|
|
#if 1
|
|
{
|
|
const double epsilon = 1.0/(1<<22);
|
|
proj[2] = 0;
|
|
proj[6] = 0;
|
|
proj[10] = epsilon-1;
|
|
proj[14] = (epsilon-(df-dn))*neard;
|
|
}
|
|
#elif 1
|
|
{ //mathematical target
|
|
const float fard = (1<<22);
|
|
proj[2] = 0;
|
|
proj[6] = 0;
|
|
proj[10] = (fard*df-neard*dn)/(neard-fard);
|
|
proj[14] = ((df-dn)*fard*neard)/(neard-fard);
|
|
}
|
|
#else
|
|
//old logic
|
|
proj[2] = 0;
|
|
proj[6] = 0;
|
|
proj[10] = -1 * ((float)(1<<21)/(1<<22));
|
|
proj[14] = -2*neard;
|
|
#endif
|
|
|
|
proj[3] = 0;
|
|
proj[7] = 0;
|
|
proj[11] = -1;
|
|
proj[15] = 0;
|
|
}
|
|
void Matrix4x4_CM_Projection2(float *proj, float fovx, float fovy, float neard)
|
|
{
|
|
float xmin, xmax, ymin, ymax;
|
|
float nudge = 1;
|
|
|
|
//proj
|
|
ymax = neard * tan( fovy * M_PI / 360.0 );
|
|
ymin = -ymax;
|
|
|
|
xmax = neard * tan( fovx * M_PI / 360.0 );
|
|
xmin = -xmax;
|
|
|
|
proj[0] = (2*neard) / (xmax - xmin);
|
|
proj[4] = 0;
|
|
proj[8] = (xmax + xmin) / (xmax - xmin);
|
|
proj[12] = 0;
|
|
|
|
proj[1] = 0;
|
|
proj[5] = (2*neard) / (ymax - ymin);
|
|
proj[9] = (ymax + ymin) / (ymax - ymin);
|
|
proj[13] = 0;
|
|
|
|
proj[2] = 0;
|
|
proj[6] = 0;
|
|
proj[10] = -1 * nudge;
|
|
proj[14] = -2*neard * nudge;
|
|
|
|
proj[3] = 0;
|
|
proj[7] = 0;
|
|
proj[11] = -1;
|
|
proj[15] = 0;
|
|
}
|
|
|
|
void Matrix4x4_CM_Orthographic(float *proj, float xmin, float xmax, float ymin, float ymax,
|
|
float znear, float zfar)
|
|
{
|
|
proj[0] = 2/(xmax-xmin);
|
|
proj[4] = 0;
|
|
proj[8] = 0;
|
|
proj[12] = -(xmax+xmin)/(xmax-xmin);
|
|
|
|
proj[1] = 0;
|
|
proj[5] = 2/(ymax-ymin);
|
|
proj[9] = 0;
|
|
proj[13] = -(ymax+ymin)/(ymax-ymin);
|
|
|
|
proj[2] = 0;
|
|
proj[6] = 0;
|
|
proj[10] = -2/(zfar-znear);
|
|
proj[14] = -(zfar+znear)/(zfar-znear);
|
|
|
|
proj[3] = 0;
|
|
proj[7] = 0;
|
|
proj[11] = 0;
|
|
proj[15] = 1;
|
|
}
|
|
void Matrix4x4_CM_OrthographicD3D(float *proj, float xmin, float xmax, float ymax, float ymin,
|
|
float znear, float zfar)
|
|
{
|
|
proj[0] = 2/(xmax-xmin);
|
|
proj[4] = 0;
|
|
proj[8] = 0;
|
|
proj[12] = (xmax+xmin)/(xmin-xmax);
|
|
|
|
proj[1] = 0;
|
|
proj[5] = 2/(ymax-ymin);
|
|
proj[9] = 0;
|
|
proj[13] = (ymax+ymin)/(ymin-ymax);
|
|
|
|
proj[2] = 0;
|
|
proj[6] = 0;
|
|
proj[10] = 1/(znear-zfar);
|
|
proj[14] = znear/(znear-zfar);
|
|
|
|
proj[3] = 0;
|
|
proj[7] = 0;
|
|
proj[11] = 0;
|
|
proj[15] = 1;
|
|
}
|
|
/*
|
|
* Compute inverse of 4x4 transformation matrix.
|
|
* Code contributed by Jacques Leroy jle@star.be
|
|
* Return true for success, false for failure (singular matrix)
|
|
* This came to FTE via mesa's GLU.
|
|
*/
|
|
qboolean Matrix4_Invert(const float *m, float *out)
|
|
{
|
|
/* NB. OpenGL Matrices are COLUMN major. */
|
|
#define SWAP_ROWS(a, b) { float *_tmp = a; (a)=(b); (b)=_tmp; }
|
|
#define MAT(m,r,c) (m)[(c)*4+(r)]
|
|
|
|
float wtmp[4][8];
|
|
float m0, m1, m2, m3, s;
|
|
float *r0, *r1, *r2, *r3;
|
|
|
|
r0 = wtmp[0], r1 = wtmp[1], r2 = wtmp[2], r3 = wtmp[3];
|
|
|
|
r0[0] = MAT(m, 0, 0), r0[1] = MAT(m, 0, 1),
|
|
r0[2] = MAT(m, 0, 2), r0[3] = MAT(m, 0, 3),
|
|
r0[4] = 1.0, r0[5] = r0[6] = r0[7] = 0.0,
|
|
r1[0] = MAT(m, 1, 0), r1[1] = MAT(m, 1, 1),
|
|
r1[2] = MAT(m, 1, 2), r1[3] = MAT(m, 1, 3),
|
|
r1[5] = 1.0, r1[4] = r1[6] = r1[7] = 0.0,
|
|
r2[0] = MAT(m, 2, 0), r2[1] = MAT(m, 2, 1),
|
|
r2[2] = MAT(m, 2, 2), r2[3] = MAT(m, 2, 3),
|
|
r2[6] = 1.0, r2[4] = r2[5] = r2[7] = 0.0,
|
|
r3[0] = MAT(m, 3, 0), r3[1] = MAT(m, 3, 1),
|
|
r3[2] = MAT(m, 3, 2), r3[3] = MAT(m, 3, 3),
|
|
r3[7] = 1.0, r3[4] = r3[5] = r3[6] = 0.0;
|
|
|
|
/* choose pivot - or die */
|
|
if (fabs(r3[0]) > fabs(r2[0]))
|
|
SWAP_ROWS(r3, r2);
|
|
if (fabs(r2[0]) > fabs(r1[0]))
|
|
SWAP_ROWS(r2, r1);
|
|
if (fabs(r1[0]) > fabs(r0[0]))
|
|
SWAP_ROWS(r1, r0);
|
|
if (0.0 == r0[0])
|
|
return false;
|
|
|
|
/* eliminate first variable */
|
|
m1 = r1[0] / r0[0];
|
|
m2 = r2[0] / r0[0];
|
|
m3 = r3[0] / r0[0];
|
|
s = r0[1];
|
|
r1[1] -= m1 * s;
|
|
r2[1] -= m2 * s;
|
|
r3[1] -= m3 * s;
|
|
s = r0[2];
|
|
r1[2] -= m1 * s;
|
|
r2[2] -= m2 * s;
|
|
r3[2] -= m3 * s;
|
|
s = r0[3];
|
|
r1[3] -= m1 * s;
|
|
r2[3] -= m2 * s;
|
|
r3[3] -= m3 * s;
|
|
s = r0[4];
|
|
if (s != 0.0) {
|
|
r1[4] -= m1 * s;
|
|
r2[4] -= m2 * s;
|
|
r3[4] -= m3 * s;
|
|
}
|
|
s = r0[5];
|
|
if (s != 0.0) {
|
|
r1[5] -= m1 * s;
|
|
r2[5] -= m2 * s;
|
|
r3[5] -= m3 * s;
|
|
}
|
|
s = r0[6];
|
|
if (s != 0.0) {
|
|
r1[6] -= m1 * s;
|
|
r2[6] -= m2 * s;
|
|
r3[6] -= m3 * s;
|
|
}
|
|
s = r0[7];
|
|
if (s != 0.0) {
|
|
r1[7] -= m1 * s;
|
|
r2[7] -= m2 * s;
|
|
r3[7] -= m3 * s;
|
|
}
|
|
|
|
/* choose pivot - or die */
|
|
if (fabs(r3[1]) > fabs(r2[1]))
|
|
SWAP_ROWS(r3, r2);
|
|
if (fabs(r2[1]) > fabs(r1[1]))
|
|
SWAP_ROWS(r2, r1);
|
|
if (0.0 == r1[1])
|
|
return false;
|
|
|
|
/* eliminate second variable */
|
|
m2 = r2[1] / r1[1];
|
|
m3 = r3[1] / r1[1];
|
|
r2[2] -= m2 * r1[2];
|
|
r3[2] -= m3 * r1[2];
|
|
r2[3] -= m2 * r1[3];
|
|
r3[3] -= m3 * r1[3];
|
|
s = r1[4];
|
|
if (0.0 != s) {
|
|
r2[4] -= m2 * s;
|
|
r3[4] -= m3 * s;
|
|
}
|
|
s = r1[5];
|
|
if (0.0 != s) {
|
|
r2[5] -= m2 * s;
|
|
r3[5] -= m3 * s;
|
|
}
|
|
s = r1[6];
|
|
if (0.0 != s) {
|
|
r2[6] -= m2 * s;
|
|
r3[6] -= m3 * s;
|
|
}
|
|
s = r1[7];
|
|
if (0.0 != s) {
|
|
r2[7] -= m2 * s;
|
|
r3[7] -= m3 * s;
|
|
}
|
|
|
|
/* choose pivot - or die */
|
|
if (fabs(r3[2]) > fabs(r2[2]))
|
|
SWAP_ROWS(r3, r2);
|
|
if (0.0 == r2[2])
|
|
return false;
|
|
|
|
/* eliminate third variable */
|
|
m3 = r3[2] / r2[2];
|
|
r3[3] -= m3 * r2[3], r3[4] -= m3 * r2[4],
|
|
r3[5] -= m3 * r2[5], r3[6] -= m3 * r2[6], r3[7] -= m3 * r2[7];
|
|
|
|
/* last check */
|
|
if (0.0 == r3[3])
|
|
return false;
|
|
|
|
s = 1.0 / r3[3]; /* now back substitute row 3 */
|
|
r3[4] *= s;
|
|
r3[5] *= s;
|
|
r3[6] *= s;
|
|
r3[7] *= s;
|
|
|
|
m2 = r2[3]; /* now back substitute row 2 */
|
|
s = 1.0 / r2[2];
|
|
r2[4] = s * (r2[4] - r3[4] * m2), r2[5] = s * (r2[5] - r3[5] * m2),
|
|
r2[6] = s * (r2[6] - r3[6] * m2), r2[7] = s * (r2[7] - r3[7] * m2);
|
|
m1 = r1[3];
|
|
r1[4] -= r3[4] * m1, r1[5] -= r3[5] * m1,
|
|
r1[6] -= r3[6] * m1, r1[7] -= r3[7] * m1;
|
|
m0 = r0[3];
|
|
r0[4] -= r3[4] * m0, r0[5] -= r3[5] * m0,
|
|
r0[6] -= r3[6] * m0, r0[7] -= r3[7] * m0;
|
|
|
|
m1 = r1[2]; /* now back substitute row 1 */
|
|
s = 1.0 / r1[1];
|
|
r1[4] = s * (r1[4] - r2[4] * m1), r1[5] = s * (r1[5] - r2[5] * m1),
|
|
r1[6] = s * (r1[6] - r2[6] * m1), r1[7] = s * (r1[7] - r2[7] * m1);
|
|
m0 = r0[2];
|
|
r0[4] -= r2[4] * m0, r0[5] -= r2[5] * m0,
|
|
r0[6] -= r2[6] * m0, r0[7] -= r2[7] * m0;
|
|
|
|
m0 = r0[1]; /* now back substitute row 0 */
|
|
s = 1.0 / r0[0];
|
|
r0[4] = s * (r0[4] - r1[4] * m0), r0[5] = s * (r0[5] - r1[5] * m0),
|
|
r0[6] = s * (r0[6] - r1[6] * m0), r0[7] = s * (r0[7] - r1[7] * m0);
|
|
|
|
MAT(out, 0, 0) = r0[4];
|
|
MAT(out, 0, 1) = r0[5], MAT(out, 0, 2) = r0[6];
|
|
MAT(out, 0, 3) = r0[7], MAT(out, 1, 0) = r1[4];
|
|
MAT(out, 1, 1) = r1[5], MAT(out, 1, 2) = r1[6];
|
|
MAT(out, 1, 3) = r1[7], MAT(out, 2, 0) = r2[4];
|
|
MAT(out, 2, 1) = r2[5], MAT(out, 2, 2) = r2[6];
|
|
MAT(out, 2, 3) = r2[7], MAT(out, 3, 0) = r3[4];
|
|
MAT(out, 3, 1) = r3[5], MAT(out, 3, 2) = r3[6];
|
|
MAT(out, 3, 3) = r3[7];
|
|
|
|
return true;
|
|
|
|
#undef MAT
|
|
#undef SWAP_ROWS
|
|
}
|
|
|
|
void Matrix3x3_RM_Invert_Simple (const vec3_t in1[3], vec3_t out[3])
|
|
{
|
|
// we only support uniform scaling, so assume the first row is enough
|
|
// (note the lack of sqrt here, because we're trying to undo the scaling,
|
|
// this means multiplying by the inverse scale twice - squaring it, which
|
|
// makes the sqrt a waste of time)
|
|
#if 1
|
|
double scale = 1.0 / (in1[0][0] * in1[0][0] + in1[0][1] * in1[0][1] + in1[0][2] * in1[0][2]);
|
|
#else
|
|
double scale = 3.0 / sqrt
|
|
(in1->m[0][0] * in1->m[0][0] + in1->m[0][1] * in1->m[0][1] + in1->m[0][2] * in1->m[0][2]
|
|
+ in1->m[1][0] * in1->m[1][0] + in1->m[1][1] * in1->m[1][1] + in1->m[1][2] * in1->m[1][2]
|
|
+ in1->m[2][0] * in1->m[2][0] + in1->m[2][1] * in1->m[2][1] + in1->m[2][2] * in1->m[2][2]);
|
|
scale *= scale;
|
|
#endif
|
|
|
|
// invert the rotation by transposing and multiplying by the squared
|
|
// recipricol of the input matrix scale as described above
|
|
out[0][0] = in1[0][0] * scale;
|
|
out[0][1] = in1[1][0] * scale;
|
|
out[0][2] = in1[2][0] * scale;
|
|
|
|
out[1][0] = in1[0][1] * scale;
|
|
out[1][1] = in1[1][1] * scale;
|
|
out[1][2] = in1[2][1] * scale;
|
|
|
|
out[2][0] = in1[0][2] * scale;
|
|
out[2][1] = in1[1][2] * scale;
|
|
out[2][2] = in1[2][2] * scale;
|
|
}
|
|
|
|
void Matrix3x4_Invert (const float *in1, float *out)
|
|
{
|
|
vec3_t a, b, c, trans;
|
|
|
|
VectorSet (a, in1[0], in1[4], in1[8]);
|
|
VectorSet (b, in1[1], in1[5], in1[9]);
|
|
VectorSet (c, in1[2], in1[6], in1[10]);
|
|
|
|
VectorScale (a, 1 / DotProduct (a, a), a);
|
|
VectorScale (b, 1 / DotProduct (b, b), b);
|
|
VectorScale (c, 1 / DotProduct (c, c), c);
|
|
|
|
VectorSet (trans, in1[3], in1[7], in1[11]);
|
|
|
|
Vector4Set (out+0, a[0], a[1], a[2], -DotProduct (a, trans));
|
|
Vector4Set (out+4, b[0], b[1], b[2], -DotProduct (b, trans));
|
|
Vector4Set (out+8, c[0], c[1], c[2], -DotProduct (c, trans));
|
|
}
|
|
|
|
void QDECL Matrix3x4_Invert_Simple (const float *in1, float *out)
|
|
{
|
|
// we only support uniform scaling, so assume the first row is enough
|
|
// (note the lack of sqrt here, because we're trying to undo the scaling,
|
|
// this means multiplying by the inverse scale twice - squaring it, which
|
|
// makes the sqrt a waste of time)
|
|
#if 1
|
|
double scale = 1.0 / (in1[0] * in1[0] + in1[1] * in1[1] + in1[2] * in1[2]);
|
|
#else
|
|
double scale = 3.0 / sqrt
|
|
(in1->m[0][0] * in1->m[0][0] + in1->m[0][1] * in1->m[0][1] + in1->m[0][2] * in1->m[0][2]
|
|
+ in1->m[1][0] * in1->m[1][0] + in1->m[1][1] * in1->m[1][1] + in1->m[1][2] * in1->m[1][2]
|
|
+ in1->m[2][0] * in1->m[2][0] + in1->m[2][1] * in1->m[2][1] + in1->m[2][2] * in1->m[2][2]);
|
|
scale *= scale;
|
|
#endif
|
|
|
|
// invert the rotation by transposing and multiplying by the squared
|
|
// recipricol of the input matrix scale as described above
|
|
out[0] = in1[0] * scale;
|
|
out[1] = in1[4] * scale;
|
|
out[2] = in1[8] * scale;
|
|
out[4] = in1[1] * scale;
|
|
out[5] = in1[5] * scale;
|
|
out[6] = in1[9] * scale;
|
|
out[8] = in1[2] * scale;
|
|
out[9] = in1[6] * scale;
|
|
out[10] = in1[10] * scale;
|
|
|
|
// invert the translate
|
|
out[3] = -(in1[3] * out[0] + in1[7] * out[1] + in1[11] * out[2]);
|
|
out[7] = -(in1[3] * out[4] + in1[7] * out[5] + in1[11] * out[6]);
|
|
out[11] = -(in1[3] * out[8] + in1[7] * out[9] + in1[11] * out[10]);
|
|
}
|
|
|
|
void Matrix3x4_InvertTo4x4_Simple (const float *in1, float *out)
|
|
{
|
|
Matrix3x4_Invert_Simple(in1, out);
|
|
out[12] = 0;
|
|
out[13] = 0;
|
|
out[14] = 0;
|
|
out[15] = 1;
|
|
}
|
|
|
|
void Matrix3x4_InvertTo3x3(const float *in, float *result)
|
|
{
|
|
float t1[16], tr[16];
|
|
memcpy(t1, in, sizeof(float)*12);
|
|
t1[12] = 0;
|
|
t1[13] = 0;
|
|
t1[14] = 0;
|
|
t1[15] = 1;
|
|
Matrix4_Invert(t1, tr);
|
|
VectorCopy(tr+0, result+0);
|
|
VectorCopy(tr+4, result+3);
|
|
VectorCopy(tr+8, result+6);
|
|
return;
|
|
/*
|
|
#define A(x,y) in[x+y*4]
|
|
#define result(x,y) result[x+y*3]
|
|
double determinant = +A(0,0)*(A(1,1)*A(2,2)-A(2,1)*A(1,2))
|
|
-A(0,1)*(A(1,0)*A(2,2)-A(1,2)*A(2,0))
|
|
+A(0,2)*(A(1,0)*A(2,1)-A(1,1)*A(2,0));
|
|
double invdet = 1/determinant;
|
|
result(0,0) = (A(1,1)*A(2,2)-A(2,1)*A(1,2))*invdet;
|
|
result(1,0) = -(A(0,1)*A(2,2)-A(0,2)*A(2,1))*invdet;
|
|
result(2,0) = (A(0,1)*A(1,2)-A(0,2)*A(1,1))*invdet;
|
|
result(0,1) = -(A(1,0)*A(2,2)-A(1,2)*A(2,0))*invdet;
|
|
result(1,1) = (A(0,0)*A(2,2)-A(0,2)*A(2,0))*invdet;
|
|
result(2,1) = -(A(0,0)*A(1,2)-A(1,0)*A(0,2))*invdet;
|
|
result(0,2) = (A(1,0)*A(2,1)-A(2,0)*A(1,1))*invdet;
|
|
result(1,2) = -(A(0,0)*A(2,1)-A(2,0)*A(0,1))*invdet;
|
|
result(2,2) = (A(0,0)*A(1,1)-A(1,0)*A(0,1))*invdet;
|
|
*/
|
|
}
|
|
|
|
//screen->3d
|
|
|
|
void Matrix4x4_CM_UnProject(const vec3_t in, vec3_t out, const vec3_t viewangles, const vec3_t vieworg, float fovx, float fovy)
|
|
{
|
|
float modelview[16];
|
|
float proj[16];
|
|
float tempm[16];
|
|
|
|
Matrix4x4_CM_ModelViewMatrix(modelview, viewangles, vieworg);
|
|
Matrix4x4_CM_Projection_Inf(proj, fovx, fovy, 4, true);
|
|
Matrix4_Multiply(proj, modelview, tempm);
|
|
|
|
Matrix4_Invert(tempm, proj);
|
|
|
|
{
|
|
float v[4], tempv[4];
|
|
v[0] = in[0]*2-1;
|
|
v[1] = in[1]*2-1;
|
|
v[2] = in[2];
|
|
v[3] = 1;
|
|
|
|
//don't use 1, because the far clip plane really is an infinite distance away
|
|
if (v[2] >= 1)
|
|
v[2] = 0.999999;
|
|
|
|
Matrix4x4_CM_Transform4(proj, v, tempv);
|
|
|
|
out[0] = tempv[0]/tempv[3];
|
|
out[1] = tempv[1]/tempv[3];
|
|
out[2] = tempv[2]/tempv[3];
|
|
}
|
|
}
|
|
|
|
//returns fractions of screen.
|
|
//uses GL style rotations and translations and stuff.
|
|
//3d -> screen (fixme: offscreen return values needed)
|
|
//returns false if the 2d point is offscreen.
|
|
qboolean Matrix4x4_CM_Project (const vec3_t in, vec3_t out, const vec3_t viewangles, const vec3_t vieworg, float fovx, float fovy)
|
|
{
|
|
qboolean result = true;
|
|
float modelview[16];
|
|
float proj[16];
|
|
|
|
Matrix4x4_CM_ModelViewMatrix(modelview, viewangles, vieworg);
|
|
Matrix4x4_CM_Projection_Inf(proj, fovx, fovy, 4, true);
|
|
|
|
{
|
|
float v[4], tempv[4];
|
|
v[0] = in[0];
|
|
v[1] = in[1];
|
|
v[2] = in[2];
|
|
v[3] = 1;
|
|
|
|
Matrix4x4_CM_Transform4(modelview, v, tempv);
|
|
Matrix4x4_CM_Transform4(proj, tempv, v);
|
|
|
|
v[0] /= v[3];
|
|
v[1] /= v[3];
|
|
if (v[2] < 0)
|
|
result = false; //too close to the view
|
|
v[2] /= v[3];
|
|
|
|
out[0] = (1+v[0])/2;
|
|
out[1] = (1+v[1])/2;
|
|
out[2] = (1+v[2])/2;
|
|
if (out[2] > 1)
|
|
result = false; //beyond far clip plane
|
|
}
|
|
return result;
|
|
}
|
|
|
|
|
|
//I much prefer it to take float*...
|
|
void Matrix3_Multiply (vec3_t *in1, vec3_t *in2, vec3_t *out)
|
|
{
|
|
out[0][0] = in1[0][0]*in2[0][0] + in1[0][1]*in2[1][0] + in1[0][2]*in2[2][0];
|
|
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];
|
|
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];
|
|
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];
|
|
}
|
|
|
|
vec_t QDECL VectorNormalize2 (const vec3_t v, vec3_t out)
|
|
{
|
|
float length, ilength;
|
|
|
|
length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
|
|
length = sqrt (length);
|
|
if (length)
|
|
{
|
|
ilength = 1/length;
|
|
out[0] = v[0]*ilength;
|
|
out[1] = v[1]*ilength;
|
|
out[2] = v[2]*ilength;
|
|
}
|
|
else
|
|
{
|
|
VectorClear (out);
|
|
}
|
|
|
|
return length;
|
|
}
|
|
float ColorNormalize (const vec3_t in, vec3_t out)
|
|
{
|
|
float f = max (max (in[0], in[1]), in[2]);
|
|
|
|
if ( f > 1.0 ) {
|
|
f = 1.0 / f;
|
|
out[0] = in[0] * f;
|
|
out[1] = in[1] * f;
|
|
out[2] = in[2] * f;
|
|
} else {
|
|
out[0] = in[0];
|
|
out[1] = in[1];
|
|
out[2] = in[2];
|
|
}
|
|
|
|
return f;
|
|
}
|
|
|
|
void MakeNormalVectors (const vec3_t forward, vec3_t right, vec3_t up)
|
|
{
|
|
float d;
|
|
|
|
// this rotate and negat 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);
|
|
}
|
|
|