diff --git a/libs/mathlib.h b/libs/mathlib.h index 44bf01c9..85afacf2 100644 --- a/libs/mathlib.h +++ b/libs/mathlib.h @@ -81,6 +81,7 @@ void VectorMA( const vec3_t va, vec_t scale, const vec3_t vb, vec3_t vc ); void _CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross); vec_t VectorNormalize (const vec3_t in, vec3_t out); +vec_t VectorSetLength (const vec3_t in, vec_t length, vec3_t out); vec_t ColorNormalize( const vec3_t in, vec3_t out ); void VectorInverse (vec3_t v); void VectorPolar(vec3_t v, float radius, float theta, float phi); diff --git a/libs/mathlib/mathlib.c b/libs/mathlib/mathlib.c index 33945cde..1234a86f 100644 --- a/libs/mathlib/mathlib.c +++ b/libs/mathlib/mathlib.c @@ -143,6 +143,21 @@ vec_t VectorNormalize( const vec3_t in, vec3_t out ) { return length; } +vec_t VectorSetLength(const vec3_t in, vec_t length, vec3_t out) { + vec_t origLength; + + origLength = (vec_t) sqrt((in[0] * in[0]) + (in[1] * in[1]) + (in[2] * in[2])); + if (origLength == 0) + { + VectorClear(out); + return 0; + } + + VectorScale(in, length / origLength, out); + + return origLength; +} + vec_t ColorNormalize( const vec3_t in, vec3_t out ) { float max, scale; diff --git a/tools/quake3/common/polylib.c b/tools/quake3/common/polylib.c index 861e7821..839f7ea5 100644 --- a/tools/quake3/common/polylib.c +++ b/tools/quake3/common/polylib.c @@ -219,8 +219,10 @@ winding_t *BaseWindingForPlane (vec3_t normal, vec_t dist) // Once these vectors are calculated, I'm constructing the winding points in exactly the same // way as was done in the original function. Orientation is the same. - // EDIT: We're also changing the size of the winding polygon; this is a side effect of - // eliminating a VectorNormalize() call. The new winding polygon is actually bigger. + // Note that the 4 points in the returned winding_t may actually not be necessary (3 might + // be enough). However, I want to minimize the chance of ANY bugs popping up due to any + // change in behavior of this function. Therefore, behavior stays exactly the same, except + // for precision of math. Performance might be better in the new function as well. int x, i; vec_t max, v; @@ -251,42 +253,15 @@ winding_t *BaseWindingForPlane (vec3_t normal, vec_t dist) vright[2] = normal[1]; break; } - // vright and normal are now perpendicular, you can prove this by taking their - // dot product and seeing that it's always exactly 0 (with no error). - - // NOTE: vright is NOT a unit vector at this point. vright will have length - // not exceeding 1.0. The minimum length that vright can achieve happens when, - // for example, the Z and X components of the normal input vector are equal, - // and when its Y component is zero. In that case Z and X of the normal vector - // are both approximately 0.70711. The resulting vright vector in this case - // will have a length of 0.70711. - - // We're relying on the fact that MAX_WORLD_COORD is a power of 2 to keep - // our calculation precise and relatively free of floating point error. - // The code will work if that's not the case, but not as well. - VectorScale(vright, MAX_WORLD_COORD * 4, vright); - - // At time time of this writing, MAX_WORLD_COORD was 65536 (2^16). Therefore - // the length of vright at this point is at least 185364. A corner of the world - // at location (65536, 65536, 65536) is distance 113512 away from the origin. - CrossProduct(normal, vright, vup); - // vup now has length equal to that of vright. + // IMPORTANT NOTE: vright and vup are NOT unit vectors at this point. + // However, normal, vup, and vright are pairwise perpendicular. + VectorSetLength(vup, MAX_WORLD_COORD * 2, vup); + VectorSetLength(vright, MAX_WORLD_COORD * 2, vright); VectorScale(normal, dist, org); - // org is now a point on the plane defined by normal and dist. Furthermore, - // org, vright, and vup are pairwise perpendicular. Now, the 4 vectors - // (+-)vright + (+-)vup have length that is at least sqrt(185364^2 + 185364^2), - // which is about 262144. That length lies outside the world, since the furthest - // point in the world has distance 113512 from the origin as mentioned above. - // Also, these 4 vectors are perpendicular to the org vector. So adding them - // to org will only increase their length. Therefore the 4 points defined below - // all lie outside of the world. Furthermore, it can be easily seen that the - // edges connecting these 4 points (in the winding_t below) lie completely outside - // the world. sqrt(262144^2 + 262144^2)/2 = 185363, which is greater than 113512. - w = AllocWinding(4); VectorSubtract(org, vright, w->p[0]);