/* 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 #include "quakedef.h" #ifdef PSP_VFPU #include #endif void Sys_Error (char *error, ...); vec3_t vec3_origin = {0,0,0}; int nanmask = 255<<23; int _mathlib_temp_int1, _mathlib_temp_int2, _mathlib_temp_int3; float _mathlib_temp_float1, _mathlib_temp_float2, _mathlib_temp_float3; vec3_t _mathlib_temp_vec1, _mathlib_temp_vec2, _mathlib_temp_vec3; /*-----------------------------------------------------------------*/ float rsqrt( float number ) { #ifdef PSP_VFPU float d; __asm__ ( //from official pspsdk by sony ".set push\n" // save assember option ".set noreorder\n" // suppress reordering "lv.s s000, %1\n" // s000 = s "vrsq.s s000, s000\n" // s000 = 1 / sqrt(s000) "sv.s s000, %0\n" // d = s000 ".set pop\n" // restore assember option : "=m"(d) : "m"(number) ); return d; #else int i; float x, y; if( number == 0.0f ) return 0.0f; x = number * 0.5f; i = *(int *)&number; // evil floating point bit level hacking i = 0x5f3759df - (i >> 1); // what the fuck? y = *(float *)&i; y = y * (1.5f - (x * y * y)); // first iteration return y; #endif } /* ================= SinCos ================= */ void SinCos( float radians, float *sine, float *cosine ) { #ifdef PSP_VFPU vfpu_sincos(radians,sine,cosine); #else __asm__ volatile ( "mtv %2, S002\n" "vcst.s S003, VFPU_2_PI\n" "vmul.s S002, S002, S003\n" "vrot.p C000, S002, [s, c]\n" "mfv %0, S000\n" "mfv %1, S001\n" : "=r"(*sine), "=r"(*cosine): "r"(radians)); #endif } void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal ) { 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 ( fabsf( src[i] ) < minelem ) { pos = i; minelem = fabsf( 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 ); } 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_vfpu( 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; #ifdef PSP_VFPU zrot[0][0] = vfpu_cosf( DEG2RAD( degrees ) ); zrot[0][1] = vfpu_sinf( DEG2RAD( degrees ) ); zrot[1][0] = -vfpu_sinf( DEG2RAD( degrees ) ); zrot[1][1] = vfpu_cosf( DEG2RAD( degrees ) ); #else zrot[0][0] = cosf( DEG2RAD( degrees ) ); zrot[0][1] = sinf( DEG2RAD( degrees ) ); zrot[1][0] = -sinf( DEG2RAD( degrees ) ); zrot[1][1] = cosf( DEG2RAD( degrees ) ); #endif 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]; } } /*-----------------------------------------------------------------*/ /* ================== BOPS_Error Split out like this for ASM to call. ================== */ void BOPS_Error (void) { Sys_Error ("BoxOnPlaneSide: Bad signbits"); } /* ================== BoxOnPlaneSide Returns 1, 2, or 1 + 2 ================== */ // crow_bar's enhanced boxonplaneside int BoxOnPlaneSide(vec3_t emins, vec3_t emaxs, mplane_t *p) { int sides; __asm__ ( ".set push\n" // save assembler option ".set noreorder\n" // suppress reordering "lv.s S000, 0 + %[normal]\n" // S000 = p->normal[0] "lv.s S001, 4 + %[normal]\n" // S001 = p->normal[1] "lv.s S002, 8 + %[normal]\n" // S002 = p->normal[2] "vzero.p C030\n" // C030 = [0.0f, 0.0f] "lv.s S032, %[dist]\n" // S032 = p->dist "move $8, $0\n" // $8 = 0 "beq %[signbits], $8, 0f\n" // jump to 0 "addiu $8, $8, 1\n" // $8 = $8 + 1 ( delay slot ) "beq %[signbits], $8, 1f\n" // jump to 1 "addiu $8, $8, 1\n" // $8 = $8 + 1 ( delay slot ) "beq %[signbits], $8, 2f\n" // jump to 2 "addiu $8, $8, 1\n" // $8 = $8 + 1 ( delay slot ) "beq %[signbits], $8, 3f\n" // jump to 3 "addiu $8, $8, 1\n" // $8 = $8 + 1 ( delay slot ) "beq %[signbits], $8, 4f\n" // jump to 4 "addiu $8, $8, 1\n" // $8 = $8 + 1 ( delay slot ) "beq %[signbits], $8, 5f\n" // jump to 5 "addiu $8, $8, 1\n" // $8 = $8 + 1 ( delay slot ) "beq %[signbits], $8, 6f\n" // jump to 6 "addiu $8, $8, 1\n" // $8 = $8 + 1 ( delay slot ) "beq %[signbits], $8, 7f\n" // jump to 7 "nop\n" // ( delay slot ) "j 8f\n" // jump to SetSides "nop\n" // ( delay slot ) "0:\n" /* 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]; */ "lv.s S010, 0 + %[emaxs]\n" // S010 = emaxs[0] "lv.s S011, 4 + %[emaxs]\n" // S011 = emaxs[1] "lv.s S012, 8 + %[emaxs]\n" // S012 = emaxs[2] "lv.s S020, 0 + %[emins]\n" // S020 = emins[0] "lv.s S021, 4 + %[emins]\n" // S021 = emins[1] "lv.s S022, 8 + %[emins]\n" // S022 = emins[2] "vdot.t S030, C000, C010\n" // S030 = C000 * C010 "vdot.t S031, C000, C020\n" // S030 = C000 * C020 "j 8f\n" // jump to SetSides "nop\n" // ( delay slot ) "1:\n" /* 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]; */ "lv.s S010, 0 + %[emins]\n" // S010 = emins[0] "lv.s S011, 4 + %[emaxs]\n" // S011 = emaxs[1] "lv.s S012, 8 + %[emaxs]\n" // S012 = emaxs[2] "lv.s S020, 0 + %[emaxs]\n" // S020 = emaxs[0] "lv.s S021, 4 + %[emins]\n" // S021 = emins[1] "lv.s S022, 8 + %[emins]\n" // S022 = emins[2] "vdot.t S030, C000, C010\n" // S030 = C000 * C010 "vdot.t S031, C000, C020\n" // S030 = C000 * C020 "j 8f\n" // jump to SetSides "nop\n" // ( delay slot ) "2:\n" /* 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]; */ "lv.s S010, 0 + %[emaxs]\n" // S010 = emaxs[0] "lv.s S011, 4 + %[emins]\n" // S011 = emins[1] "lv.s S012, 8 + %[emaxs]\n" // S012 = emaxs[2] "lv.s S020, 0 + %[emins]\n" // S020 = emins[0] "lv.s S021, 4 + %[emaxs]\n" // S021 = emaxs[1] "lv.s S022, 8 + %[emins]\n" // S022 = emins[2] "vdot.t S030, C000, C010\n" // S030 = C000 * C010 "vdot.t S031, C000, C020\n" // S030 = C000 * C020 "j 8f\n" // jump to SetSides "nop\n" // ( delay slot ) "3:\n" /* 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]; */ "lv.s S010, 0 + %[emins]\n" // S010 = emins[0] "lv.s S011, 4 + %[emins]\n" // S011 = emins[1] "lv.s S012, 8 + %[emaxs]\n" // S012 = emaxs[2] "lv.s S020, 0 + %[emaxs]\n" // S020 = emaxs[0] "lv.s S021, 4 + %[emaxs]\n" // S021 = emaxs[1] "lv.s S022, 8 + %[emins]\n" // S022 = emins[2] "vdot.t S030, C000, C010\n" // S030 = C000 * C010 "vdot.t S031, C000, C020\n" // S030 = C000 * C020 "j 8f\n" // jump to SetSides "nop\n" // ( delay slot ) "4:\n" /* 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]; */ "lv.s S010, 0 + %[emaxs]\n" // S010 = emaxs[0] "lv.s S011, 4 + %[emaxs]\n" // S011 = emaxs[1] "lv.s S012, 8 + %[emins]\n" // S012 = emins[2] "lv.s S020, 0 + %[emins]\n" // S020 = emins[0] "lv.s S021, 4 + %[emins]\n" // S021 = emins[1] "lv.s S022, 8 + %[emaxs]\n" // S022 = emaxs[2] "vdot.t S030, C000, C010\n" // S030 = C000 * C010 "vdot.t S031, C000, C020\n" // S030 = C000 * C020 "j 8f\n" // jump to SetSides "nop\n" // ( delay slot ) "5:\n" /* 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]; */ "lv.s S010, 0 + %[emins]\n" // S010 = emins[0] "lv.s S011, 4 + %[emaxs]\n" // S011 = emaxs[1] "lv.s S012, 8 + %[emins]\n" // S012 = emins[2] "lv.s S020, 0 + %[emaxs]\n" // S020 = emaxs[0] "lv.s S021, 4 + %[emins]\n" // S021 = emins[1] "lv.s S022, 8 + %[emaxs]\n" // S022 = emaxs[2] "vdot.t S030, C000, C010\n" // S030 = C000 * C010 "vdot.t S031, C000, C020\n" // S030 = C000 * C020 "j 8f\n" // jump to SetSides "nop\n" // ( delay slot ) "6:\n" /* 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]; */ "lv.s S010, 0 + %[emaxs]\n" // S010 = emaxs[0] "lv.s S011, 4 + %[emins]\n" // S011 = emins[1] "lv.s S012, 8 + %[emins]\n" // S012 = emins[2] "lv.s S020, 0 + %[emins]\n" // S020 = emins[0] "lv.s S021, 4 + %[emaxs]\n" // S021 = emaxs[1] "lv.s S022, 8 + %[emaxs]\n" // S022 = emaxs[2] "vdot.t S030, C000, C010\n" // S030 = C000 * C010 "vdot.t S031, C000, C020\n" // S030 = C000 * C020 "j 8f\n" // jump to SetSides "nop\n" // ( delay slot ) "7:\n" /* 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]; */ "lv.s S010, 0 + %[emins]\n" // S010 = emins[0] "lv.s S011, 4 + %[emins]\n" // S011 = emins[1] "lv.s S012, 8 + %[emins]\n" // S012 = emins[2] "lv.s S020, 0 + %[emaxs]\n" // S020 = emaxs[0] "lv.s S021, 4 + %[emaxs]\n" // S021 = emaxs[1] "lv.s S022, 8 + %[emaxs]\n" // S022 = emaxs[2] "vdot.t S030, C000, C010\n" // S030 = C000 * C010 "vdot.t S031, C000, C020\n" // S030 = C000 * C020 "8:\n" // SetSides /* if( dist1 >= p->dist ) sides = 1; if( dist2 < p->dist ) sides |= 2; */ "addiu %[sides], $0, 0\n" // sides = 0 "vcmp.s LT, S030, S032\n" // S030 < S032 "bvt 0, 9f\n" // if ( CC[0] == 1 ) jump to 9 "nop\n" // ( delay slot ) "addiu %[sides], %[sides], 1\n"// sides = 1 "9:\n" "vcmp.s GE, S031, S032\n" // S031 >= S032 "bvt 0, 10f\n" // if ( CC[0] == 1 ) jump to 10 "nop\n" // ( delay slot ) "addiu %[sides], %[sides], 2\n"// sides = sides + 2 "10:\n" ".set pop\n" // restore assembler option : [sides] "=r" ( sides ) : [normal] "m" (*(p->normal)), [emaxs] "m" ( *emaxs ), [emins] "m" ( *emins ), [signbits] "r" ( p->signbits ), [dist] "m" ( p->dist ) : "$8" ); return sides; } void vectoangles (vec3_t vec, vec3_t ang) { float forward, yaw, pitch; if (!vec[1] && !vec[0]) { yaw = 0; pitch = (vec[2] > 0) ? 90 : 270; } else { #ifdef PSP_VFPU yaw = vec[0] ? (vfpu_atan2f(vec[1], vec[0]) * 180 / M_PI) : (vec[1] > 0) ? 90 : 270; #else yaw = vec[0] ? (atan2(vec[1], vec[0]) * 180 / M_PI) : (vec[1] > 0) ? 90 : 270; #endif if (yaw < 0) yaw += 360; forward = sqrt (vec[0] * vec[0] + vec[1] * vec[1]); #ifdef PSP_VFPU pitch = vfpu_atan2f (vec[2], forward) * 180 / M_PI; #else pitch = atan2 (vec[2], forward) * 180 / M_PI; #endif if (pitch < 0) pitch += 360; } ang[0] = pitch; ang[1] = yaw; ang[2] = 0; } void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up) { float angle; float sr, sp, sy, cr, cp, cy; angle = angles[YAW] * (M_PI*2 / 360); #ifdef PSP_VFPU sy = vfpu_sinf(angle); cy = vfpu_cosf(angle); #else sy = sinf(angle); cy = cosf(angle); #endif angle = angles[PITCH] * (M_PI*2 / 360); #ifdef PSP_VFPU sp = vfpu_sinf(angle); cp = vfpu_cosf(angle); #else sp = sinf(angle); cp = cosf(angle); #endif angle = angles[ROLL] * (M_PI*2 / 360); #ifdef PSP_VFPU sr = vfpu_sinf(angle); cr = vfpu_cosf(angle); #else sr = sinf(angle); cr = cosf(angle); #endif forward[0] = cp*cy; forward[1] = cp*sy; forward[2] = -sp; right[0] = (-1*sr*sp*cy+-1*cr*-sy); right[1] = (-1*sr*sp*sy+-1*cr*cy); right[2] = -1*sr*cp; up[0] = (cr*sp*cy+-sr*-sy); up[1] = (cr*sp*sy+-sr*cy); up[2] = cr*cp; } float VectorLength (vec3_t v) { return sqrtf(DotProduct(v, v)); } void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc) { 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]; } void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross) { 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]; } float VecLength2(vec3_t v1, vec3_t v2) { vec3_t k; VectorSubtract(v1, v2, k); return sqrt(k[0]*k[0] + k[1]*k[1] + k[2]*k[2]); } float VectorNormalize (vec3_t v) { float length = sqrtf(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); if (length) { const float ilength = 1.0f / length; v[0] *= ilength; v[1] *= ilength; v[2] *= ilength; } return length; } void VectorInverse (vec3_t v) { v[0] = -v[0]; v[1] = -v[1]; v[2] = -v[2]; } void VectorScale (vec3_t in, vec_t scale, vec3_t out) { out[0] = in[0]*scale; out[1] = in[1]*scale; out[2] = in[2]*scale; } int Q_log2(int val) { int answer=0; while (val>>=1) answer++; return answer; } /* ================ R_ConcatRotations ================ */ void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]) { out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0]; out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1]; out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2]; out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0]; out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1]; out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2]; out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0]; out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1]; out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2]; } /* ================ R_ConcatTransforms ================ */ void R_ConcatTransforms (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[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]; } /* =================== 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 (float numer, float denom, int *quotient, int *rem) { int q, r; float x; if (denom <= 0.0) Sys_Error ("FloorDivMod: bad denominator %d\n", denom); if (numer >= 0.0) { x = floorf(numer / denom); q = (int)x; r = (int)floorf(numer - (x * denom)); } else { // // perform operations with positive values, and fix mod to make floor-based // x = floorf(-numer / denom); q = -(int)x; r = (int)floorf(-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); } } #if !id386 // 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) (((float)0x10000 * (float)0x1000000 / (float)val) + 0.5); } #endif void VectorTransform (const vec3_t in1, matrix3x4 in2, vec3_t out) { out[0] = DotProduct(in1, in2[0]) + in2[0][3]; out[1] = DotProduct(in1, in2[1]) + in2[1][3]; out[2] = DotProduct(in1, in2[2]) + in2[2][3]; } void AngleQuaternion( const vec3_t angles, vec4_t quaternion ) { float angle; float sr, sp, sy, cr, cp, cy; // FIXME: rescale the inputs to 1/2 angle angle = angles[2] * 0.5; #ifdef PSP_VFPU sy = vfpu_sinf(angle); cy = vfpu_cosf(angle); #else sy = sin(angle); cy = cos(angle); #endif angle = angles[1] * 0.5; #ifdef PSP_VFPU sp = vfpu_sinf(angle); cp = vfpu_cosf(angle); #else sp = sin(angle); cp = cos(angle); #endif angle = angles[0] * 0.5; #ifdef PSP_VFPU sr = vfpu_sinf(angle); cr = vfpu_cosf(angle); #else sr = sin(angle); cr = cos(angle); #endif 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 } void QuaternionMatrix( const vec4_t quaternion, float (*matrix)[4] ) { matrix[0][0] = 1.0 - 2.0 * quaternion[1] * quaternion[1] - 2.0 * quaternion[2] * quaternion[2]; matrix[1][0] = 2.0 * quaternion[0] * quaternion[1] + 2.0 * quaternion[3] * quaternion[2]; matrix[2][0] = 2.0 * quaternion[0] * quaternion[2] - 2.0 * quaternion[3] * quaternion[1]; matrix[0][1] = 2.0 * quaternion[0] * quaternion[1] - 2.0 * quaternion[3] * quaternion[2]; matrix[1][1] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[2] * quaternion[2]; matrix[2][1] = 2.0 * quaternion[1] * quaternion[2] + 2.0 * quaternion[3] * quaternion[0]; matrix[0][2] = 2.0 * quaternion[0] * quaternion[2] + 2.0 * quaternion[3] * quaternion[1]; matrix[1][2] = 2.0 * quaternion[1] * quaternion[2] - 2.0 * quaternion[3] * quaternion[0]; matrix[2][2] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[1] * quaternion[1]; } 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 ); #ifdef PSP_VFPU sinom = vfpu_sinf( omega ); sclp = vfpu_sinf( (1.0 - t)*omega) / sinom; sclq = vfpu_sinf( t*omega ) / sinom; #else sinom = sin( omega ); sclp = sin( (1.0 - t)*omega) / sinom; sclq = sin( t*omega ) / sinom; #endif } 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]; #ifdef PSP_VFPU sclp = vfpu_sinf( (1.0 - t) * 0.5 * M_PI); sclq = vfpu_sinf( t * 0.5 * M_PI); #else sclp = sin( (1.0 - t) * 0.5 * M_PI); sclq = sin( t * 0.5 * M_PI); #endif for (i = 0; i < 3; i++) { qt[i] = sclp * p[i] + sclq * qt[i]; } } }