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/*
Copyright ( C ) 1996 - 1997 Id Software , Inc .
This program is free software ; you can redistribute it and / or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation ; either version 2
of the License , or ( at your option ) any later version .
This program is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE .
See the GNU General Public License for more details .
You should have received a copy of the GNU General Public License
along with this program ; if not , write to the Free Software
Foundation , Inc . , 59 Temple Place - Suite 330 , Boston , MA 02111 - 1307 , USA .
*/
// mathlib.c -- math primitives
# include "quakedef.h"
# include <math.h>
vec3_t vec3_origin = { 0 , 0 , 0 } ;
/*-----------------------------------------------------------------*/
# 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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{
float d ;
vec3_t n ;
float inv_denom ;
inv_denom = 1.0F / DotProduct ( normal , normal ) ;
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 ] ;
}
/*
* * 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 ) ;
/*
* * normalize the result
*/
VectorNormalize ( dst ) ;
}
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# ifdef _MSC_VER
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# pragma optimize( "", off )
# endif
void RotatePointAroundVector ( vec3_t dst , const vec3_t dir , const vec3_t point , float degrees )
{
float m [ 3 ] [ 3 ] ;
float im [ 3 ] [ 3 ] ;
float zrot [ 3 ] [ 3 ] ;
float tmpmat [ 3 ] [ 3 ] ;
float rot [ 3 ] [ 3 ] ;
int i ;
vec3_t vr , vup , vf ;
vf [ 0 ] = dir [ 0 ] ;
vf [ 1 ] = dir [ 1 ] ;
vf [ 2 ] = dir [ 2 ] ;
PerpendicularVector ( vr , dir ) ;
CrossProduct ( vr , vf , vup ) ;
m [ 0 ] [ 0 ] = vr [ 0 ] ;
m [ 1 ] [ 0 ] = vr [ 1 ] ;
m [ 2 ] [ 0 ] = vr [ 2 ] ;
m [ 0 ] [ 1 ] = vup [ 0 ] ;
m [ 1 ] [ 1 ] = vup [ 1 ] ;
m [ 2 ] [ 1 ] = vup [ 2 ] ;
m [ 0 ] [ 2 ] = vf [ 0 ] ;
m [ 1 ] [ 2 ] = vf [ 1 ] ;
m [ 2 ] [ 2 ] = vf [ 2 ] ;
memcpy ( im , m , sizeof ( im ) ) ;
im [ 0 ] [ 1 ] = m [ 1 ] [ 0 ] ;
im [ 0 ] [ 2 ] = m [ 2 ] [ 0 ] ;
im [ 1 ] [ 0 ] = m [ 0 ] [ 1 ] ;
im [ 1 ] [ 2 ] = m [ 2 ] [ 1 ] ;
im [ 2 ] [ 0 ] = m [ 0 ] [ 2 ] ;
im [ 2 ] [ 1 ] = m [ 1 ] [ 2 ] ;
memset ( zrot , 0 , sizeof ( zrot ) ) ;
zrot [ 0 ] [ 0 ] = zrot [ 1 ] [ 1 ] = zrot [ 2 ] [ 2 ] = 1.0F ;
zrot [ 0 ] [ 0 ] = cos ( DEG2RAD ( degrees ) ) ;
zrot [ 0 ] [ 1 ] = sin ( DEG2RAD ( degrees ) ) ;
zrot [ 1 ] [ 0 ] = - sin ( DEG2RAD ( degrees ) ) ;
zrot [ 1 ] [ 1 ] = cos ( DEG2RAD ( degrees ) ) ;
R_ConcatRotations ( m , zrot , tmpmat ) ;
R_ConcatRotations ( 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 ] ;
}
}
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# ifdef _MSC_VER
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# pragma optimize( "", on )
# endif
/*-----------------------------------------------------------------*/
float anglemod ( float a )
{
#if 0
if ( a > = 0 )
a - = 360 * ( int ) ( a / 360 ) ;
else
a + = 360 * ( 1 + ( int ) ( - a / 360 ) ) ;
# endif
a = ( 360.0 / 65536 ) * ( ( int ) ( a * ( 65536 / 360.0 ) ) & 65535 ) ;
return a ;
}
/*
= = = = = = = = = = = = = = = = = =
BoxOnPlaneSide
Returns 1 , 2 , or 1 + 2
= = = = = = = = = = = = = = = = = =
*/
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int VARGS BoxOnPlaneSide ( const vec3_t emins , const vec3_t emaxs , const mplane_t * p )
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{
float dist1 , dist2 ;
int sides ;
#if 0 // this is done by the BOX_ON_PLANE_SIDE macro before calling this
// function
// 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 ;
}
# endif
// general case
switch ( p - > signbits )
{
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default :
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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 ;
}
#if 0
int i ;
vec3_t corners [ 2 ] ;
for ( i = 0 ; i < 3 ; i + + )
{
if ( plane - > normal [ i ] < 0 )
{
corners [ 0 ] [ i ] = emins [ i ] ;
corners [ 1 ] [ i ] = emaxs [ i ] ;
}
else
{
corners [ 1 ] [ i ] = emins [ i ] ;
corners [ 0 ] [ i ] = emaxs [ i ] ;
}
}
dist = DotProduct ( plane - > normal , corners [ 0 ] ) - plane - > dist ;
dist2 = DotProduct ( plane - > normal , corners [ 1 ] ) - plane - > dist ;
sides = 0 ;
if ( dist1 > = 0 )
sides = 1 ;
if ( dist2 < 0 )
sides | = 2 ;
# endif
sides = 0 ;
if ( dist1 > = p - > dist )
sides = 1 ;
if ( dist2 < p - > dist )
sides | = 2 ;
# ifdef PARANOID
if ( sides = = 0 )
Sys_Error ( " BoxOnPlaneSide: sides==0 " ) ;
# endif
return sides ;
}
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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 ] )
dst [ 1 ] = - 1 ;
else
dst [ 1 ] = 0 ;
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dst [ 0 ] = dst [ 2 ] = 0 ;
}
else
{
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dst [ 0 ] = src [ 1 ] ;
dst [ 1 ] = - src [ 0 ] ;
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dst [ 2 ] = 0 ;
VectorNormalize ( dst ) ;
}
}
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void VectorVectors ( const vec3_t forward , vec3_t right , vec3_t up )
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{
VVPerpendicularVector ( right , forward ) ;
CrossProduct ( right , forward , up ) ;
}
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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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{
float yaw , pitch , roll ;
if ( forward [ 1 ] = = 0 & & forward [ 0 ] = = 0 )
{
if ( forward [ 2 ] > 0 )
{
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pitch = - M_PI * 0.5 ;
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yaw = up ? atan2 ( - up [ 1 ] , - up [ 0 ] ) : 0 ;
}
else
{
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pitch = M_PI * 0.5 ;
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yaw = up ? atan2 ( up [ 1 ] , up [ 0 ] ) : 0 ;
}
roll = 0 ;
}
else
{
yaw = atan2 ( forward [ 1 ] , forward [ 0 ] ) ;
pitch = - atan2 ( forward [ 2 ] , sqrt ( forward [ 0 ] * forward [ 0 ] + forward [ 1 ] * forward [ 1 ] ) ) ;
if ( up )
{
vec_t cp = cos ( pitch ) , sp = sin ( pitch ) ;
vec_t cy = cos ( yaw ) , sy = sin ( yaw ) ;
vec3_t tleft , tup ;
tleft [ 0 ] = - sy ;
tleft [ 1 ] = cy ;
tleft [ 2 ] = 0 ;
tup [ 0 ] = sp * cy ;
tup [ 1 ] = sp * sy ;
tup [ 2 ] = cp ;
roll = - atan2 ( DotProduct ( up , tleft ) , DotProduct ( up , tup ) ) ;
}
else
roll = 0 ;
}
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places.
nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients).
nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes!
added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever).
misc fixes (server crash, a couple of other less important ones).
external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3.
identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt)
vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt).
qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages.
qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference).
qcc: cleaned up optional vs __out ordering issues.
qccgui: shift+f3 searches backwards
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
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pitch * = 180 / M_PI ;
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yaw * = 180 / M_PI ;
roll * = 180 / M_PI ;
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places.
nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients).
nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes!
added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever).
misc fixes (server crash, a couple of other less important ones).
external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3.
identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt)
vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt).
qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages.
qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference).
qcc: cleaned up optional vs __out ordering issues.
qccgui: shift+f3 searches backwards
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
if ( meshpitch )
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{
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places.
nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients).
nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes!
added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever).
misc fixes (server crash, a couple of other less important ones).
external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3.
identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt)
vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt).
qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages.
qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference).
qcc: cleaned up optional vs __out ordering issues.
qccgui: shift+f3 searches backwards
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
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pitch * = r_meshpitch . value ;
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roll * = r_meshroll . value ;
}
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if ( pitch < 0 )
pitch + = 360 ;
if ( yaw < 0 )
yaw + = 360 ;
if ( roll < 0 )
roll + = 360 ;
result [ 0 ] = pitch ;
result [ 1 ] = yaw ;
result [ 2 ] = roll ;
}
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void QDECL AngleVectors ( const vec3_t angles , vec3_t forward , vec3_t right , vec3_t up )
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{
float angle ;
float 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 ) ;
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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 ;
}
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}
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void AngleVectorsMesh ( const vec3_t angles , vec3_t forward , vec3_t right , vec3_t up )
{
vec3_t ang ;
ang [ 0 ] = angles [ 0 ] * r_meshpitch . value ;
ang [ 1 ] = angles [ 1 ] ;
ang [ 2 ] = angles [ 2 ] * r_meshroll . value ;
AngleVectors ( ang , forward , right , up ) ;
}
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int VectorCompare ( const vec3_t v1 , const vec3_t v2 )
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{
int i ;
for ( i = 0 ; i < 3 ; i + + )
if ( v1 [ i ] ! = v2 [ i ] )
return 0 ;
return 1 ;
}
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int Vector4Compare ( const vec4_t v1 , const vec4_t v2 )
{
int i ;
for ( i = 0 ; i < 4 ; i + + )
if ( v1 [ i ] ! = v2 [ i ] )
return 0 ;
return 1 ;
}
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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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{
vecc [ 0 ] = veca [ 0 ] + scale * vecb [ 0 ] ;
vecc [ 1 ] = veca [ 1 ] + scale * vecb [ 1 ] ;
vecc [ 2 ] = veca [ 2 ] + scale * vecb [ 2 ] ;
}
vec_t _DotProduct ( vec3_t v1 , vec3_t v2 )
{
return v1 [ 0 ] * v2 [ 0 ] + v1 [ 1 ] * v2 [ 1 ] + v1 [ 2 ] * v2 [ 2 ] ;
}
void _VectorSubtract ( vec3_t veca , 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 ( vec3_t veca , 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 ( vec3_t in , vec3_t out )
{
out [ 0 ] = in [ 0 ] ;
out [ 1 ] = in [ 1 ] ;
out [ 2 ] = in [ 2 ] ;
}
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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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{
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 ] ;
}
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vec_t Length ( const vec3_t v )
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{
int i ;
float length ;
length = 0 ;
for ( i = 0 ; i < 3 ; i + + )
length + = v [ i ] * v [ i ] ;
length = sqrt ( length ) ; // FIXME
return length ;
}
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float Q_rsqrt ( float number )
{
int i ;
float x2 , y ;
const float threehalfs = 1.5F ;
x2 = number * 0.5F ;
y = number ;
i = * ( int * ) & y ; // evil floating point bit level hacking
i = 0x5f3759df - ( i > > 1 ) ; // what the fuck?
y = * ( float * ) & i ;
y = y * ( threehalfs - ( x2 * y * y ) ) ; // 1st iteration
// y = y * (threehalfs - (x2 * y * y)); // 2nd iteration, this can be removed
return y ;
}
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float QDECL VectorNormalize ( vec3_t v )
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{
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float length ;
float ilength ;
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length = v [ 0 ] * v [ 0 ] + v [ 1 ] * v [ 1 ] + v [ 2 ] * v [ 2 ] ;
length = sqrt ( length ) ; // FIXME
if ( length )
{
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ilength = 1.0 / length ;
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v [ 0 ] * = ilength ;
v [ 1 ] * = ilength ;
v [ 2 ] * = ilength ;
}
return length ;
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}
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void VectorNormalizeFast ( vec3_t v )
{
float ilength ;
ilength = Q_rsqrt ( DotProduct ( v , v ) ) ;
v [ 0 ] * = ilength ;
v [ 1 ] * = ilength ;
v [ 2 ] * = ilength ;
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}
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 ] )
{
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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 ] ;
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}
/*
= = = = = = = = = = = = = = = =
R_ConcatTransforms
= = = = = = = = = = = = = = = =
*/
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void QDECL R_ConcatTransforms ( const float in1 [ 3 ] [ 4 ] , const float in2 [ 3 ] [ 4 ] , float out [ 3 ] [ 4 ] )
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{
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 ] ;
}
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//R_ConcatTransforms where there's no offset values, and a transposed axis
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void R_ConcatTransformsAxis ( const float in1 [ 3 ] [ 3 ] , const float in2 [ 3 ] [ 4 ] , float out [ 3 ] [ 4 ] )
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{
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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 ] +
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in1 [ 2 ] [ 2 ] * in2 [ 2 ] [ 0 ] ;
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out [ 2 ] [ 1 ] = in1 [ 0 ] [ 2 ] * in2 [ 0 ] [ 1 ] + in1 [ 1 ] [ 2 ] * in2 [ 1 ] [ 1 ] +
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in1 [ 2 ] [ 2 ] * in2 [ 2 ] [ 1 ] ;
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out [ 2 ] [ 2 ] = in1 [ 0 ] [ 2 ] * in2 [ 0 ] [ 2 ] + in1 [ 1 ] [ 2 ] * in2 [ 1 ] [ 2 ] +
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in1 [ 2 ] [ 2 ] * in2 [ 2 ] [ 2 ] ;
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out [ 2 ] [ 3 ] = in1 [ 0 ] [ 2 ] * in2 [ 0 ] [ 3 ] + in1 [ 1 ] [ 2 ] * in2 [ 1 ] [ 3 ] +
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in1 [ 2 ] [ 2 ] * in2 [ 2 ] [ 3 ] ;
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}
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//R_ConcatTransforms where we don't care about the resulting offsets.
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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 ] ;
}
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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 ] ;
}
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/*
= = = = = = = = = = = = = = = = = = =
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 ;
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# ifdef PARANOID
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if ( denom < = 0.0 )
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Sys_Error ( " FloorDivMod: bad denominator %f \n " , denom ) ;
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// 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 ) ;
}
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void VectorTransform ( const vec3_t in1 , const matrix3x4 in2 , vec3_t out )
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{
out [ 0 ] = DotProduct ( in1 , in2 [ 0 ] ) + in2 [ 0 ] [ 3 ] ;
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out [ 1 ] = DotProduct ( in1 , in2 [ 1 ] ) + in2 [ 1 ] [ 3 ] ;
out [ 2 ] = DotProduct ( in1 , in2 [ 2 ] ) + in2 [ 2 ] [ 3 ] ;
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}
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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 ] ;
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}
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#if 0 //def HALFLIFEMODELS
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static void AngleQuaternion ( const vec3_t angles , vec4_t quaternion )
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{
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
}
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static void QuaternionMatrix ( const vec4_t quaternion , float ( * matrix ) [ 4 ] )
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{
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 ] ;
}
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# endif
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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 ) ;
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for ( i = 0 ; i < 4 ; i + + ) {
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qt [ i ] = sclp * p [ i ] + sclq * qt [ i ] ;
}
}
}
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//This function is GL stylie (use as 2nd arg to ML_MultMatrix4).
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float * Matrix4x4_CM_NewRotation ( float a , float x , float y , float z )
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{
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).
2011-07-30 14:14:56 +00:00
float * Matrix4x4_CM_NewTranslation ( float x , float y , float z )
2004-10-10 06:32:29 +00:00
{
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
2009-11-12 08:53:10 +00:00
void Matrix4_Multiply ( const float * a , const float * b , float * out )
2004-10-10 06:32:29 +00:00
{
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 ] ;
}
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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 ] ;
}
2016-12-19 13:31:05 +00:00
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 ] ;
}
2011-12-05 15:23:40 +00:00
2004-10-10 06:32:29 +00:00
//transform 4d vector by a 4d matrix.
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void Matrix4x4_CM_Transform4 ( const float * matrix , const float * vector , float * product )
2004-10-10 06:32:29 +00:00
{
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 ] ;
}
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//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
2011-07-30 14:14:56 +00:00
void Matrix4x4_CM_Transform3 ( const float * matrix , const float * vector , float * product )
2004-10-10 06:32:29 +00:00
{
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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 ] ;
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}
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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 ] ;
}
2004-10-10 06:32:29 +00:00
2011-07-30 14:14:56 +00:00
void Matrix4x4_CM_ModelViewMatrix ( float * modelview , const vec3_t viewangles , const vec3_t vieworg )
2004-12-05 08:17:09 +00:00
{
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# if 1
float * out = modelview ;
float cp = cos ( - viewangles [ 0 ] * M_PI / 180.0 ) ;
float sp = sin ( - viewangles [ 0 ] * M_PI / 180.0 ) ;
float cy = cos ( - viewangles [ 1 ] * M_PI / 180.0 ) ;
float sy = sin ( - viewangles [ 1 ] * M_PI / 180.0 ) ;
float cr = cos ( - viewangles [ 2 ] * M_PI / 180.0 ) ;
float sr = sin ( - viewangles [ 2 ] * M_PI / 180.0 ) ;
out [ 0 ] = - sr * sp * cy - cr * sy ;
out [ 1 ] = - cr * sp * cy + sr * sy ;
out [ 2 ] = - cp * cy ;
out [ 3 ] = 0 ;
out [ 4 ] = sr * sp * sy - cr * cy ;
out [ 5 ] = cr * sp * sy + sr * cy ;
out [ 6 ] = cp * sy ;
out [ 7 ] = 0 ;
out [ 8 ] = sr * cp ;
out [ 9 ] = cr * cp ;
out [ 10 ] = - sp ;
out [ 11 ] = 0 ;
out [ 12 ] = - out [ 0 ] * vieworg [ 0 ] - out [ 4 ] * vieworg [ 1 ] - out [ 8 ] * vieworg [ 2 ] ;
out [ 13 ] = - out [ 1 ] * vieworg [ 0 ] - out [ 5 ] * vieworg [ 1 ] - out [ 9 ] * vieworg [ 2 ] ;
out [ 14 ] = - out [ 2 ] * vieworg [ 0 ] - out [ 6 ] * vieworg [ 1 ] - out [ 10 ] * vieworg [ 2 ] ;
out [ 15 ] = 1 - out [ 3 ] * vieworg [ 0 ] - out [ 7 ] * vieworg [ 1 ] - out [ 11 ] * vieworg [ 2 ] ;
# else
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float tempmat [ 16 ] ;
//load identity.
memset ( modelview , 0 , sizeof ( * modelview ) * 16 ) ;
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# if FULLYGL
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modelview [ 0 ] = 1 ;
modelview [ 5 ] = 1 ;
modelview [ 10 ] = 1 ;
modelview [ 15 ] = 1 ;
2004-10-10 06:32:29 +00:00
2011-07-30 14:14:56 +00:00
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
2004-10-10 06:32:29 +00:00
# else
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//use this lame wierd and crazy identity matrix..
modelview [ 2 ] = - 1 ;
modelview [ 4 ] = - 1 ;
modelview [ 9 ] = 1 ;
modelview [ 15 ] = 1 ;
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# endif
2004-12-05 08:17:09 +00:00
//figure out the current modelview matrix
2004-10-10 06:32:29 +00:00
2004-12-05 08:17:09 +00:00
//I would if some of these, but then I'd still need a couple of copys
2011-07-30 14:14:56 +00:00
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 ) ;
2004-10-10 06:32:29 +00:00
2011-07-30 14:14:56 +00:00
Matrix4_Multiply ( tempmat , Matrix4x4_CM_NewTranslation ( - vieworg [ 0 ] , - vieworg [ 1 ] , - vieworg [ 2 ] ) , modelview ) ; // put Z going up
2021-04-14 05:21:04 +00:00
# endif
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}
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void Matrix4x4_CM_CreateTranslate ( float * out , float x , float y , float z )
2008-11-09 22:29:28 +00:00
{
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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 ;
2008-11-09 22:29:28 +00:00
}
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void Matrix4x4_RM_CreateTranslate ( float * out , float x , float y , float z )
2009-11-12 08:53:10 +00:00
{
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 ;
}
2013-10-29 17:38:22 +00:00
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 ;
}
2011-07-30 14:14:56 +00:00
void Matrix4x4_CM_ModelViewMatrixFromAxis ( float * modelview , const vec3_t pn , const vec3_t right , const vec3_t up , const vec3_t vieworg )
2005-02-28 07:16:19 +00:00
{
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 ;
2011-07-30 14:14:56 +00:00
Matrix4_Multiply ( tempmat , Matrix4x4_CM_NewTranslation ( - vieworg [ 0 ] , - vieworg [ 1 ] , - vieworg [ 2 ] ) , modelview ) ; // put Z going up
2005-02-28 07:16:19 +00:00
}
2004-10-10 06:32:29 +00:00
2021-04-14 05:21:04 +00:00
void Matrix3x4_RM_FromAngles ( const vec3_t angles , const vec3_t origin , float * out )
{
float angle ;
float 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 ) ;
out [ 0 ] = cp * cy ;
out [ 1 ] = ( sr * sp * cy + cr * - sy ) ;
out [ 2 ] = ( cr * sp * cy + - sr * - sy ) ;
out [ 3 ] = origin [ 0 ] ;
out [ 4 ] = cp * sy ;
out [ 5 ] = ( sr * sp * sy + cr * cy ) ;
out [ 6 ] = ( cr * sp * sy + - sr * cy ) ;
out [ 7 ] = origin [ 1 ] ;
out [ 8 ] = - sp ;
out [ 9 ] = sr * cp ;
out [ 10 ] = cr * cp ;
out [ 11 ] = origin [ 2 ] ;
}
2011-07-30 14:14:56 +00:00
void Matrix3x4_RM_ToVectors ( const float * in , float vx [ 3 ] , float vy [ 3 ] , float vz [ 3 ] , float t [ 3 ] )
2009-11-04 21:16:50 +00:00
{
2009-11-05 01:22:27 +00:00
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 ] ;
2009-11-04 21:16:50 +00:00
}
2011-07-30 14:14:56 +00:00
void Matrix4x4_RM_FromVectors ( float * out , const float vx [ 3 ] , const float vy [ 3 ] , const float vz [ 3 ] , const float t [ 3 ] )
2009-11-04 21:16:50 +00:00
{
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out [ 0 ] = vx [ 0 ] ;
2009-11-12 08:53:10 +00:00
out [ 1 ] = vy [ 0 ] ;
out [ 2 ] = vz [ 0 ] ;
out [ 3 ] = t [ 0 ] ;
out [ 4 ] = vx [ 1 ] ;
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out [ 5 ] = vy [ 1 ] ;
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out [ 6 ] = vz [ 1 ] ;
out [ 7 ] = t [ 1 ] ;
out [ 8 ] = vx [ 2 ] ;
out [ 9 ] = vy [ 2 ] ;
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out [ 10 ] = vz [ 2 ] ;
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out [ 11 ] = t [ 2 ] ;
out [ 12 ] = 0.0f ;
out [ 13 ] = 0.0f ;
out [ 14 ] = 0.0f ;
2009-11-05 01:22:27 +00:00
out [ 15 ] = 1.0f ;
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}
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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 )
2007-05-25 22:16:29 +00:00
{
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 ;
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Matrix4_Multiply ( Matrix4x4_CM_NewTranslation ( vieworg [ 0 ] , vieworg [ 1 ] , vieworg [ 2 ] ) , tempmat , modelview ) ; // put Z going up
2007-05-25 22:16:29 +00:00
}
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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 )
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
{
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 ;
2011-07-30 14:14:56 +00:00
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
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
# 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
2011-07-30 14:14:56 +00:00
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 ) ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
2011-07-30 14:14:56 +00:00
Matrix4_Multiply ( tempmat , Matrix4x4_CM_NewTranslation ( x , y , z ) , modelview ) ;
Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
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}
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void Matrix4x4_Identity ( float * outm )
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{
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 ;
}
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void Matrix4x4_CM_Projection_Offset ( float * proj , float fovl , float fovr , float fovd , float fovu , float neard , float fard , qboolean d3d )
{
double dn = ( d3d ? 0 : - 1 ) , df = 1 ; //d3d outputs near as 0, opengl has near as -1. that's the only difference.
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double ymax = tan ( fovu * M_PI / 180.0 ) ;
double ymin = tan ( fovd * M_PI / 180.0 ) ;
double xmin = tan ( fovl * M_PI / 180.0 ) ;
double xmax = tan ( fovr * M_PI / 180.0 ) ;
if ( fard < = neard )
{ //switch to an infinite projection
const double epsilon = 1.0 / ( 1 < < 22 ) ;
proj [ 0 ] = ( 2 ) / ( xmax - xmin ) ;
proj [ 4 ] = 0 ;
proj [ 8 ] = ( xmax + xmin ) / ( xmax - xmin ) ;
proj [ 12 ] = 0 ;
proj [ 1 ] = 0 ;
proj [ 5 ] = ( 2 ) / ( ymax - ymin ) ;
proj [ 9 ] = ( ymax + ymin ) / ( ymax - ymin ) ;
proj [ 13 ] = 0 ;
proj [ 2 ] = 0 ;
proj [ 6 ] = 0 ;
proj [ 10 ] = epsilon - 1 ;
proj [ 14 ] = ( epsilon - ( df - dn ) ) * neard ;
proj [ 3 ] = 0 ;
proj [ 7 ] = 0 ;
proj [ 11 ] = - 1 ;
proj [ 15 ] = 0 ;
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}
else
{
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proj [ 0 ] = ( 2 ) / ( xmax - xmin ) ;
proj [ 4 ] = 0 ;
proj [ 8 ] = ( xmax + xmin ) / ( xmax - xmin ) ;
proj [ 12 ] = 0 ;
proj [ 1 ] = 0 ;
proj [ 5 ] = ( 2 ) / ( 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 ;
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}
}
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void Matrix4x4_CM_Projection_Far ( float * proj , float fovx , float fovy , float neard , float fard , qboolean d3d )
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{
double xmin , xmax , ymin , ymax ;
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double dn = ( d3d ? 0 : - 1 ) , df = 1 ;
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//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 ;
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proj [ 10 ] = ( fard * df - neard * dn ) / ( neard - fard ) ;
proj [ 14 ] = ( ( df - dn ) * fard * neard ) / ( neard - fard ) ;
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proj [ 3 ] = 0 ;
proj [ 7 ] = 0 ;
proj [ 11 ] = - 1 ;
proj [ 15 ] = 0 ;
}
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void Matrix4x4_CM_Projection_Inf ( float * proj , float fovx , float fovy , float neard , qboolean d3d )
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{
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//FIXME: glDepthRange(1,0) for reverse-z (with cull flipped). combine with arb_clip_control for 0-1. this should give much better depth precision with floating point depth buffers.
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float xmin , xmax , ymin , ymax ;
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double dn = ( d3d ? 0 : - 1 ) , df = 1 ;
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//proj
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ymax = neard * tan ( fovy * M_PI / 360.0 ) ;
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ymin = - ymax ;
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if ( fovx = = fovy )
{
xmax = ymax ;
xmin = ymin ;
}
else
{
xmax = neard * tan ( fovx * M_PI / 360.0 ) ;
xmin = - xmax ;
}
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proj [ 0 ] = ( 2 * neard ) / ( xmax - xmin ) ;
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proj [ 4 ] = 0 ;
proj [ 8 ] = ( xmax + xmin ) / ( xmax - xmin ) ;
proj [ 12 ] = 0 ;
proj [ 1 ] = 0 ;
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proj [ 5 ] = ( 2 * neard ) / ( ymax - ymin ) ;
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proj [ 9 ] = ( ymax + ymin ) / ( ymax - ymin ) ;
proj [ 13 ] = 0 ;
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# 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
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proj [ 2 ] = 0 ;
proj [ 6 ] = 0 ;
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proj [ 10 ] = - 1 * ( ( float ) ( 1 < < 21 ) / ( 1 < < 22 ) ) ;
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proj [ 14 ] = - 2 * neard ;
# endif
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proj [ 3 ] = 0 ;
proj [ 7 ] = 0 ;
proj [ 11 ] = - 1 ;
proj [ 15 ] = 0 ;
}
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void Matrix4x4_CM_Projection2 ( float * proj , float fovx , float fovy , float neard )
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{
float xmin , xmax , ymin , ymax ;
float nudge = 1 ;
//proj
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ymax = neard * tan ( fovy * M_PI / 360.0 ) ;
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ymin = - ymax ;
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xmax = neard * tan ( fovx * M_PI / 360.0 ) ;
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xmin = - xmax ;
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proj [ 0 ] = ( 2 * neard ) / ( xmax - xmin ) ;
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proj [ 4 ] = 0 ;
proj [ 8 ] = ( xmax + xmin ) / ( xmax - xmin ) ;
proj [ 12 ] = 0 ;
proj [ 1 ] = 0 ;
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proj [ 5 ] = ( 2 * neard ) / ( ymax - ymin ) ;
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proj [ 9 ] = ( ymax + ymin ) / ( ymax - ymin ) ;
proj [ 13 ] = 0 ;
proj [ 2 ] = 0 ;
proj [ 6 ] = 0 ;
proj [ 10 ] = - 1 * nudge ;
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proj [ 14 ] = - 2 * neard * nudge ;
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proj [ 3 ] = 0 ;
proj [ 7 ] = 0 ;
proj [ 11 ] = - 1 ;
proj [ 15 ] = 0 ;
}
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void Matrix4x4_CM_Orthographic ( float * proj , float xmin , float xmax , float ymin , float ymax ,
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float znear , float zfar )
{
proj [ 0 ] = 2 / ( xmax - xmin ) ;
proj [ 4 ] = 0 ;
proj [ 8 ] = 0 ;
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proj [ 12 ] = - ( xmax + xmin ) / ( xmax - xmin ) ;
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proj [ 1 ] = 0 ;
proj [ 5 ] = 2 / ( ymax - ymin ) ;
proj [ 9 ] = 0 ;
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proj [ 13 ] = - ( ymax + ymin ) / ( ymax - ymin ) ;
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proj [ 2 ] = 0 ;
proj [ 6 ] = 0 ;
proj [ 10 ] = - 2 / ( zfar - znear ) ;
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proj [ 14 ] = - ( zfar + znear ) / ( zfar - znear ) ;
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proj [ 3 ] = 0 ;
proj [ 7 ] = 0 ;
proj [ 11 ] = 0 ;
proj [ 15 ] = 1 ;
}
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void Matrix4x4_CM_OrthographicD3D ( float * proj , float xmin , float xmax , float ymax , float ymin ,
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float znear , float zfar )
{
proj [ 0 ] = 2 / ( xmax - xmin ) ;
proj [ 4 ] = 0 ;
proj [ 8 ] = 0 ;
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proj [ 12 ] = ( xmax + xmin ) / ( xmin - xmax ) ;
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proj [ 1 ] = 0 ;
proj [ 5 ] = 2 / ( ymax - ymin ) ;
proj [ 9 ] = 0 ;
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proj [ 13 ] = ( ymax + ymin ) / ( ymin - ymax ) ;
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proj [ 2 ] = 0 ;
proj [ 6 ] = 0 ;
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proj [ 10 ] = 1 / ( znear - zfar ) ;
proj [ 14 ] = znear / ( znear - zfar ) ;
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proj [ 3 ] = 0 ;
proj [ 7 ] = 0 ;
proj [ 11 ] = 0 ;
proj [ 15 ] = 1 ;
}
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/*
* Compute inverse of 4 x4 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 )
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{
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/* 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
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}
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void Matrix3x3_RM_Invert_Simple ( const vec3_t in1 [ 3 ] , vec3_t out [ 3 ] )
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{
// 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 ;
}
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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 ) ) ;
}
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void QDECL Matrix3x4_Invert_Simple ( const float * in1 , float * out )
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{
// 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 ] ) ;
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}
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void Matrix3x4_InvertTo4x4_Simple ( const float * in1 , float * out )
{
Matrix3x4_Invert_Simple ( in1 , out ) ;
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out [ 12 ] = 0 ;
out [ 13 ] = 0 ;
out [ 14 ] = 0 ;
out [ 15 ] = 1 ;
}
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void Matrix3x4_InvertTo3x3 ( const float * in , float * result )
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{
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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 ;
/*
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# 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 ;
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*/
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}
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//screen->3d
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void Matrix4x4_CM_UnProject ( const vec3_t in , vec3_t out , const vec3_t viewangles , const vec3_t vieworg , float fovx , float fovy )
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{
float modelview [ 16 ] ;
float proj [ 16 ] ;
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float tempm [ 16 ] ;
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Matrix4x4_CM_ModelViewMatrix ( modelview , viewangles , vieworg ) ;
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Matrix4x4_CM_Projection_Inf ( proj , fovx , fovy , 4 , true ) ;
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Matrix4_Multiply ( proj , modelview , tempm ) ;
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Matrix4_Invert ( tempm , proj ) ;
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{
float v [ 4 ] , tempv [ 4 ] ;
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v [ 0 ] = in [ 0 ] * 2 - 1 ;
v [ 1 ] = in [ 1 ] * 2 - 1 ;
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v [ 2 ] = in [ 2 ] ;
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v [ 3 ] = 1 ;
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//don't use 1, because the far clip plane really is an infinite distance away
if ( v [ 2 ] > = 1 )
v [ 2 ] = 0.999999 ;
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Matrix4x4_CM_Transform4 ( proj , v , tempv ) ;
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out [ 0 ] = tempv [ 0 ] / tempv [ 3 ] ;
out [ 1 ] = tempv [ 1 ] / tempv [ 3 ] ;
out [ 2 ] = tempv [ 2 ] / tempv [ 3 ] ;
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}
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}
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//returns fractions of screen.
//uses GL style rotations and translations and stuff.
//3d -> screen (fixme: offscreen return values needed)
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//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 )
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{
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qboolean result = true ;
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float modelview [ 16 ] ;
float proj [ 16 ] ;
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Matrix4x4_CM_ModelViewMatrix ( modelview , viewangles , vieworg ) ;
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Matrix4x4_CM_Projection_Inf ( proj , fovx , fovy , 4 , true ) ;
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{
float v [ 4 ] , tempv [ 4 ] ;
v [ 0 ] = in [ 0 ] ;
v [ 1 ] = in [ 1 ] ;
v [ 2 ] = in [ 2 ] ;
v [ 3 ] = 1 ;
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Matrix4x4_CM_Transform4 ( modelview , v , tempv ) ;
Matrix4x4_CM_Transform4 ( proj , tempv , v ) ;
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v [ 0 ] / = v [ 3 ] ;
v [ 1 ] / = v [ 3 ] ;
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if ( v [ 2 ] < 0 )
result = false ; //too close to the view
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v [ 2 ] / = v [ 3 ] ;
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out [ 0 ] = ( 1 + v [ 0 ] ) / 2 ;
out [ 1 ] = ( 1 + v [ 1 ] ) / 2 ;
out [ 2 ] = ( 1 + v [ 2 ] ) / 2 ;
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if ( out [ 2 ] > 1 )
result = false ; //beyond far clip plane
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}
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return result ;
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}
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//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 ] ;
}
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vec_t QDECL VectorNormalize2 ( const vec3_t v , vec3_t out )
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{
float length , ilength ;
length = v [ 0 ] * v [ 0 ] + v [ 1 ] * v [ 1 ] + v [ 2 ] * v [ 2 ] ;
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length = sqrt ( length ) ;
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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 ;
}
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float ColorNormalize ( const vec3_t in , vec3_t out )
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{
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 ;
}
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void MakeNormalVectors ( const vec3_t forward , vec3_t right , vec3_t up )
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{
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 ) ;
}
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