Cleanup. More warnings fixed in D3D.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2723 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 47 additions and 49 deletions
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@ -52,46 +52,11 @@ extern int nanmask;
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#define VectorNegate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2])
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#define VectorLength(a) Length(a)
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void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc);
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vec_t _DotProduct (vec3_t v1, vec3_t v2);
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void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
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void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
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void _VectorCopy (vec3_t in, vec3_t out);
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int VectorCompare (vec3_t v1, vec3_t v2);
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vec_t Length (vec3_t v);
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void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
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float VectorNormalize (vec3_t v); // returns vector length
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vec_t VectorNormalize2 (vec3_t v, vec3_t out);
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void VectorInverse (vec3_t v);
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void VectorScale (vec3_t in, vec_t scale, vec3_t out);
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int Q_log2(int val);
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float ColorNormalize (vec3_t in, vec3_t out);
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void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up);
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typedef float matrix3x4[3][4];
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typedef float matrix3x3[3][3];
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void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
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void R_ConcatRotationsPad (float in1[3][4], float in2[3][4], float out[3][4]);
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void R_ConcatTransforms (matrix3x4 in1, matrix3x4 in2, matrix3x4 out);
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void VectorTransform(const vec3_t in1, matrix3x4 in2, vec3_t out);
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void FloorDivMod (double numer, double denom, int *quotient,
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int *rem);
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fixed16_t Invert24To16(fixed16_t val);
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fixed16_t Mul16_30(fixed16_t multiplier, fixed16_t multiplicand);
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int GreatestCommonDivisor (int i1, int i2);
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void VectorVectors(vec3_t forward, vec3_t right, vec3_t up);
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void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
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int VARGS BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct mplane_s *plane);
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float anglemod(float a);
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void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
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#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
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(((p)->type < 3)? \
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@ -113,19 +78,52 @@ typedef struct {
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float m[4][4];
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} matrix4x4_t;
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vec_t _DotProduct (vec3_t v1, vec3_t v2);
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void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
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void _VectorCopy (vec3_t in, vec3_t out);
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void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
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void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
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float anglemod (float a);
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void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
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void VARGS BOPS_Error (void);
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int VARGS BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct mplane_s *plane);
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void ClearBounds (vec3_t mins, vec3_t maxs);
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float ColorNormalize (vec3_t in, vec3_t out);
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void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
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void FloorDivMod (double numer, double denom, int *quotient, int *rem);
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int GreatestCommonDivisor (int i1, int i2);
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fixed16_t Invert24To16 (fixed16_t val);
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vec_t Length (vec3_t v);
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void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up);
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//used for crosshair stuff.
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void Matrix4_Project (vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float wdivh, float fovy);
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void Matrix4_UnProject(vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float wdivh, float fovy);
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void Matrix3_Multiply (vec3_t *in1, vec3_t *in2, vec3_t *out);
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void Matrix4_Identity(float *outm);
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void Matrix4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1);
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void Matrix4_ModelMatrixFromAxis (float *modelview, vec3_t pn, vec3_t right, vec3_t up, vec3_t vieworg);
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void Matrix4_ModelViewMatrix (float *modelview, vec3_t viewangles, vec3_t vieworg);
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void Matrix4_ModelViewMatrixFromAxis (float *modelview, vec3_t pn, vec3_t right, vec3_t up, vec3_t vieworg);
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void Matrix4_Multiply (float *a, float *b, float *out);
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void Matrix4_Orthographic (float *proj, float xmin, float xmax, float ymax, float ymin, float znear, float zfar);
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void Matrix4_Project (vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float wdivh, float fovy);
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void Matrix4_Projection2 (float *proj, float fovx, float fovy, float neard);
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void Matrix4_Transform3 (float *matrix, float *vector, float *product);
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void Matrix4_Transform4 (float *matrix, float *vector, float *product);
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void Matrix4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1);
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void Matrix4_ModelViewMatrix(float *modelview, vec3_t viewangles, vec3_t vieworg);
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void Matrix4_Projection2(float *proj, float fovx, float fovy, float neard);
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void Matrix4_Orthographic(float *proj, float xmin, float xmax, float ymax, float ymin, float znear, float zfar);
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void Matrix4_ModelViewMatrixFromAxis(float *modelview, vec3_t pn, vec3_t right, vec3_t up, vec3_t vieworg);
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void Matrix4_UnProject (vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float wdivh, float fovy);
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void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
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void ClearBounds (vec3_t mins, vec3_t maxs);
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fixed16_t Mul16_30 (fixed16_t multiplier, fixed16_t multiplicand);
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int Q_log2 (int val);
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void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
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void R_ConcatRotationsPad (float in1[3][4], float in2[3][4], float out[3][4]);
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void R_ConcatTransforms (matrix3x4 in1, matrix3x4 in2, matrix3x4 out);
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void RotatePointAroundVector (vec3_t dst, const vec3_t dir, const vec3_t point, float degrees);
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int VectorCompare (vec3_t v1, vec3_t v2);
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void VectorInverse (vec3_t v);
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void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc);
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float VectorNormalize (vec3_t v); // returns vector length
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vec_t VectorNormalize2 (vec3_t v, vec3_t out);
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void VectorScale (vec3_t in, vec_t scale, vec3_t out);
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void VectorTransform (const vec3_t in1, matrix3x4 in2, vec3_t out);
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void VectorVectors (vec3_t forward, vec3_t right, vec3_t up);
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