ODE support works slightly better now. remember to force fixed-rate tics by setting sv_[min|max]tic to the same value.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3436 fc73d0e0-1445-4013-8a0c-d673dee63da5
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4 changed files with 175 additions and 93 deletions
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@ -55,10 +55,10 @@ typedef int fixed16_t;
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struct mplane_s;
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extern vec3_t vec3_origin;
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extern int nanmask;
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#define bound(min,num,max) ((num) >= (min) ? ((num) < (max) ? (num) : (max)) : (min))
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#define nanmask (255<<23)
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#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
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#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
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@ -131,19 +131,20 @@ float Q_rsqrt(float number);
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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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qboolean Matrix4_Invert(const float *m, float *out);
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void Matrix4_Invert_Simple (const float *in1, float *out);
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void Matrix4Q_Invert_Simple (const float *in1, float *out);
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void Matrix4_CreateTranslate (float *out, float x, float y, float z);
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void Matrix4Q_CreateTranslate (float *out, float x, float y, float z);
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void Matrix4_ModelMatrixFromAxis (float *modelview, const vec3_t pn, const vec3_t right, const vec3_t up, const vec3_t vieworg);
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void Matrix4_ModelViewMatrix (float *modelview, const vec3_t viewangles, const vec3_t vieworg);
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void Matrix4_ModelViewMatrixFromAxis (float *modelview, const vec3_t pn, const vec3_t right, const vec3_t up, const vec3_t vieworg);
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void Matrix4_CreateFromQuakeEntity (float *matrix, float x, float y, float z, float pitch, float yaw, float roll, float scale);
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void Matrix4_Multiply (float *a, float *b, float *out);
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void Matrix4_Multiply (const float *a, const float *b, float *out);
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void Matrix4_Project (const vec3_t in, vec3_t out, const vec3_t viewangles, const vec3_t vieworg, float fovx, float fovy);
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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_Transform3 (const float *matrix, const float *vector, float *product);
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void Matrix4_Transform4 (const float *matrix, const float *vector, float *product);
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void Matrix4_UnProject (const vec3_t in, vec3_t out, const vec3_t viewangles, const vec3_t vieworg, float fovx, float fovy);
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void Matrix4_FromVectors(float *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]);
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void Matrix4_ToVectors(const float *in, float vx[3], float vy[3], float vz[3], float t[3]);
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void Matrix4Q_FromVectors(float *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]);
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void Matrix4Q_ToVectors(const float *in, float vx[3], float vy[3], float vz[3], float t[3]);
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#define AngleVectorsFLU(a,f,l,u) do{AngleVectors(a,f,l,u);VectorNegate(l,l);}while(0)
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