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https://git.code.sf.net/p/quake/quakeforge
synced 2025-03-20 01:11:18 +00:00
more readability and add the quaternion functions
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parent
524c02e97a
commit
39685d0c63
2 changed files with 112 additions and 26 deletions
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@ -42,7 +42,7 @@ extern const vec_t * const vec3_origin;
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#define EQUAL_EPSILON 0.001
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#define RINT(x) (floor ((x) + 0.5))
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#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
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#define IS_NAN(x) (((*(int *) (char *) &x) & nanmask) == nanmask)
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#define DotProduct(a,b) ((a)[0] * (b)[0] + (a)[1] * (b)[1] + (a)[2] * (b)[2])
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#define VectorSubtract(a,b,c) \
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@ -59,46 +59,40 @@ extern const vec_t * const vec3_origin;
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} while (0)
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#define VectorAdd(a,b,c) \
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do { \
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(c)[0]=(a)[0]+(b)[0]; \
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(c)[1]=(a)[1]+(b)[1]; \
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(c)[2]=(a)[2]+(b)[2]; \
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(c)[0] = (a)[0] + (b)[0]; \
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(c)[1] = (a)[1] + (b)[1]; \
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(c)[2] = (a)[2] + (b)[2]; \
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} while (0)
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#define VectorCopy(a,b) \
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do { \
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(b)[0]=(a)[0]; \
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(b)[1]=(a)[1]; \
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(b)[2]=(a)[2]; \
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} while (0)
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#define VectorMult(a,b,c) \
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do { \
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(c)[0]=(a)[0]*(b)[0]; \
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(c)[1]=(a)[1]*(b)[1]; \
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(c)[2]=(a)[2]*(b)[2]; \
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(b)[0] = (a)[0]; \
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(b)[1] = (a)[1]; \
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(b)[2] = (a)[2]; \
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} while (0)
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#define VectorMultAdd(a,s,b,c) \
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do { \
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(c)[0]=(a)[0]+(s)*(b)[0]; \
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(c)[1]=(a)[1]+(s)*(b)[1]; \
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(c)[2]=(a)[2]+(s)*(b)[2]; \
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(c)[0] = (a)[0] + (s) * (b)[0]; \
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(c)[1] = (a)[1] + (s) * (b)[1]; \
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(c)[2] = (a)[2] + (s) * (b)[2]; \
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} while (0)
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#define VectorMultSub(a,s,b,c) \
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do { \
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(c)[0]=(a)[0]-(s)*(b)[0]; \
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(c)[1]=(a)[1]-(s)*(b)[1]; \
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(c)[2]=(a)[2]-(s)*(b)[2]; \
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(c)[0] = (a)[0] - (s) * (b)[0]; \
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(c)[1] = (a)[1] - (s) * (b)[1]; \
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(c)[2] = (a)[2] - (s) * (b)[2]; \
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} while (0)
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#define VectorLength(a) sqrt(DotProduct(a, a))
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#define VectorScale(a,b,c) \
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do { \
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(c)[0]=(a)[0]*(b); \
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(c)[1]=(a)[1]*(b); \
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(c)[2]=(a)[2]*(b); \
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(c)[0] = (a)[0] * (b); \
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(c)[1] = (a)[1] * (b); \
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(c)[2] = (a)[2] * (b); \
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} while (0)
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#define VectorCompare(x, y) \
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(((x)[0] == (y)[0]) && ((x)[1] == (y)[1]) && ((x)[2] == (y)[2]))
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#define VectorIsZero(a) ((a)[0] == 0 && (a)[1] == 0 && (a)[2] == 0)
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#define VectorIsZero(a) (!(a)[0] && !(a)[1] && !(a)[2])
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#define VectorZero(a) ((a)[2] = (a)[1] = (a)[0] = 0);
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#define VectorBlend(v1,v2,b,v) \
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@ -108,6 +102,81 @@ extern const vec_t * const vec3_origin;
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(v)[2] = (v1)[2] * (1 - (b)) + (v2)[2] * (b); \
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} while (0)
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#define QDotProduct(a,b) ((a)[0] * (b)[0] + (a)[1] * (b)[1] \
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+ (a)[2] * (b)[2] + (a)[3] * (b)[3])
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#define QuatSubtract(a,b,c) \
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do { \
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(c)[0] = (a)[0] - (b)[0]; \
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(c)[1] = (a)[1] - (b)[1]; \
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(c)[2] = (a)[2] - (b)[2]; \
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(c)[3] = (a)[3] - (b)[3]; \
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} while (0)
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#define QuatNegate(a,b) \
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do { \
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(b)[0] = -(a)[0]; \
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(b)[1] = -(a)[1]; \
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(b)[2] = -(a)[2]; \
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(b)[3] = -(a)[3]; \
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} while (0)
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#define QuatConj(a,b) \
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do { \
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(b)[0] = (a)[0]; \
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(b)[1] = -(a)[1]; \
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(b)[2] = -(a)[2]; \
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(b)[3] = -(a)[3]; \
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} while (0)
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#define QuatAdd(a,b,c) \
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do { \
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(c)[0] = (a)[0] + (b)[0]; \
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(c)[1] = (a)[1] + (b)[1]; \
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(c)[2] = (a)[2] + (b)[2]; \
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(c)[3] = (a)[3] + (b)[3]; \
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} while (0)
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#define QuatCopy(a,b) \
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do { \
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(b)[0] = (a)[0]; \
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(b)[1] = (a)[1]; \
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(b)[2] = (a)[2]; \
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(b)[3] = (a)[3]; \
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} while (0)
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#define QuatMultAdd(a,s,b,c) \
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do { \
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(c)[0] = (a)[0] + (s) * (b)[0]; \
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(c)[1] = (a)[1] + (s) * (b)[1]; \
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(c)[2] = (a)[2] + (s) * (b)[2]; \
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(c)[3] = (a)[3] + (s) * (b)[3]; \
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} while (0)
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#define QuatMultSub(a,s,b,c) \
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do { \
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(c)[0] = (a)[0] - (s) * (b)[0]; \
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(c)[1] = (a)[1] - (s) * (b)[1]; \
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(c)[2] = (a)[2] - (s) * (b)[2]; \
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(c)[3] = (a)[3] - (s) * (b)[3]; \
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} while (0)
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#define QuatLength(a) sqrt(QDotProduct(a, a))
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#define QuatScale(a,b,c) \
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do { \
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(c)[0] = (a)[0] * (b); \
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(c)[1] = (a)[1] * (b); \
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(c)[2] = (a)[2] * (b); \
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(c)[3] = (a)[3] * (3); \
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} while (0)
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#define QuatCompare(x, y) \
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(((x)[0] == (y)[0]) && ((x)[1] == (y)[1]) \
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&& ((x)[2] == (y)[2]) && ((x)[3] == (y)[3]))
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#define QuatIsZero(a) (!(a)[0] && !(a)[1] && !(a)[2] && !(a)[3])
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#define QuatZero(a) ((a)[3] = (a)[2] = (a)[1] = (a)[0] = 0);
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#define QuatBlend(v1,v2,b,v) \
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do { \
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(v)[0] = (v1)[0] * (1 - (b)) + (v2)[0] * (b); \
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(v)[1] = (v1)[1] * (1 - (b)) + (v2)[1] * (b); \
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(v)[2] = (v1)[2] * (1 - (b)) + (v2)[2] * (b); \
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(v)[3] = (v1)[3] * (1 - (b)) + (v2)[3] * (b); \
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} while (0)
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/*
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* VectorDistance, the distance between two points.
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* Yes, this is the same as sqrt(VectorSubtract then DotProduct),
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@ -161,6 +230,8 @@ float anglemod (float a);
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void RotatePointAroundVector (vec3_t dst, const vec3_t axis,
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const vec3_t point, float degrees);
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void QuatMult (const quat_t v1, const quat_t v2, quat_t out);
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#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
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(((p)->type < 3)? \
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( \
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@ -177,9 +248,11 @@ void RotatePointAroundVector (vec3_t dst, const vec3_t axis,
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: \
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BoxOnPlaneSide( (emins), (emaxs), (p)))
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#define PlaneDist(point,plane) ((plane)->type < 3 ? (point)[(plane)->type] : DotProduct((point), (plane)->normal))
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#define PlaneDiff(point,plane) (((plane)->type < 3 ? (point)[(plane)->type] : DotProduct((point), (plane)->normal)) - (plane)->dist)
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#define PlaneDist(point,plane) \
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((plane)->type < 3 ? (point)[(plane)->type] \
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: DotProduct((point), (plane)->normal))
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#define PlaneDiff(point,plane) \
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(PlaneDist (point, plane) - (plane)->dist)
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extern mplane_t * const frustum;
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extern inline qboolean R_CullBox (const vec3_t mins, const vec3_t maxs);
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@ -169,6 +169,19 @@ RotatePointAroundVector (vec3_t dst, const vec3_t axis, const vec3_t point,
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}
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}
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void
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QuatMult (const quat_t v1, const quat_t v2, quat_t out)
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{
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vec_t s;
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vec3_t v;
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s = v1[0] * v2[0] - DotProduct (v1 + 1, v2 + 1);
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CrossProduct (v1, v2, v);
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VectorMultAdd (v, v1[0], v2 + 1, v);
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out[0] = s;
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VectorMultAdd (v, v2[0], v1 + 1, out + 1);
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}
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#if defined(_WIN32) && !defined(__GNUC__)
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# pragma optimize( "", on )
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#endif
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