mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-24 05:11:42 +00:00
7240d2dc80
The main goal was to get visframe out of mnode_t to make it thread-safe (each thread can have its own visframe array), but moving the plane info into mnode_t made for better data access patters when traversing the bsp tree as the plane is right there with the child indices. Nicely, the size of mnode_t is the same as before (64 bytes due to alignment), with 4 bytes wasted. Performance-wise, there seems to be very little difference. Maybe slightly slower. The unfortunate thing about the change is the plane distance is negated, possibly leading to some confusion, particularly since the box and sphere culling functions were affected. However, this is so point-plane distance calculations can be done with a single 4d dot product.
226 lines
5.8 KiB
C
226 lines
5.8 KiB
C
/*
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mathlib.h
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Vector math library
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __QF_mathlib_h
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#define __QF_mathlib_h
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/** \defgroup mathlib Vector and matrix functions
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\ingroup utils
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*/
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///@{
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#include <math.h>
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#include "QF/qtypes.h"
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#ifndef max
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# define max(a,b) ((a) > (b) ? (a) : (b))
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#endif
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#ifndef min
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# define min(a,b) ((a) < (b) ? (a) : (b))
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#endif
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#ifndef bound
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# define bound(a,b,c) (max(a, min(b, c)))
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#endif
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#ifndef M_PI
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# define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#endif
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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 Blend(a,b,blend) ((1 - (blend)) * (a) + (blend) * (b))
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#include "QF/math/vector.h"
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#include "QF/math/quaternion.h"
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#include "QF/math/dual.h"
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#include "QF/math/matrix3.h"
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#include "QF/math/matrix4.h"
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#include "QF/math/half.h"
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#define qfrandom(MAX) ((float) MAX * (rand() * (1.0 / (RAND_MAX + 1.0))))
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// up / down
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#define PITCH 0
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// left / right
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#define YAW 1
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// fall over
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#define ROLL 2
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int Q_log2(int val) __attribute__((const));
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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_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
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void FloorDivMod (double numer, double denom, int *quotient, int *rem);
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fixed16_t Invert24To16(fixed16_t val) __attribute__((const));
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fixed16_t Mul16_30(fixed16_t multiplier, fixed16_t multiplicand);
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int GreatestCommonDivisor (int i1, int i2) __attribute__((const));
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/** Convert quake angles to basis vectors.
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The basis vectors form a left handed system (although the world is
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right handed). When all angles are 0, \a forward points along the world
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X axis, \a right along the <em>negative</em> Y axis, and \a up along
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the Z axis.
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Rotation is done by:
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-# Rotating YAW degrees counterclockwise around the local Z axis
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-# Rotating PITCH degrees clockwise around the new local negative Y axis
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(or counterclockwise around the new local Y axis).
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-# Rotating ROLL degrees counterclockwise around the local X axis
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Thus when used for the player from the first person perspective,
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positive YAW turns to the left, positive PITCH looks down, and positive
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ROLL leans to the right.
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\f[
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YAW=\begin{array}{ccc}
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c_{y} & s_{y} & 0\\
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-s_{y} & c_{y} & 0\\
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0 & 0 & 1
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\end{array}
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\f]
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\f[
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PITCH=\begin{array}{ccc}
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c_{p} & 0 & -s_{p}\\
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0 & 1 & 0\\
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s_{p} & 0 & c_{p}
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\end{array}
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\f]
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\f[
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ROLL=\begin{array}{ccc}
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1 & 0 & 0\\
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0 & c_{r} & -s_{r}\\
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0 & s_{r} & c_{r}
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\end{array}
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\f]
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\f[
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ROLL\,(PITCH\,YAW)=\begin{array}{c}
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forward\\
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-right\\
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up
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\end{array}
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\f]
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\param angles The rotation angles.
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\param forward The vector pointing forward.
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\param right The vector pointing to the right.
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\param up The vector pointing up.
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*/
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void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right,
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vec3_t up);
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void AngleQuat (const vec3_t angles, quat_t q);
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void VectorVectors (const vec3_t forward, vec3_t right, vec3_t up);
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// NOTE expects plane distance is -p.n
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int BoxOnPlaneSide (const vec3_t emins, const vec3_t emaxs,
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const plane_t *plane) __attribute__((pure));
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float anglemod (float a) __attribute__((const));
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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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// NOTE expects plane distance is -p.n
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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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(-(p)->dist <= (emins)[(p)->type])? \
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1 \
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: \
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( \
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(-(p)->dist >= (emaxs)[(p)->type])? \
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2 \
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: \
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3 \
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) \
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) \
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: \
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BoxOnPlaneSide( (emins), (emaxs), (p)))
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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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#define PlaneFlip(sp, dp) \
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do { \
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(dp)->dist = -(sp)->dist; \
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VectorNegate ((sp)->normal, (dp)->normal); \
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} while (0)
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GNU89INLINE inline qboolean R_CullBox (const plane_t *frustum, const vec3_t mins, const vec3_t maxs) __attribute__((pure));
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GNU89INLINE inline qboolean R_CullSphere (const plane_t *frustum, const vec3_t origin, const float radius);
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#ifndef IMPLEMENT_R_Cull
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GNU89INLINE inline
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#else
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VISIBLE
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#endif
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qboolean
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R_CullBox (const plane_t *frustum, const vec3_t mins, const vec3_t maxs)
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{
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int i;
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for (i=0 ; i < 4 ; i++) {
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// NOTE frustum distance is -p.n
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if (BOX_ON_PLANE_SIDE (mins, maxs, &frustum[i]) == 2) {
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return true;
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}
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}
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return false;
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}
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#ifndef IMPLEMENT_R_Cull
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GNU89INLINE inline
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#else
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VISIBLE
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#endif
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qboolean
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R_CullSphere (const plane_t *frustum, const vec3_t origin, const float radius)
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{
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int i;
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float r;
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for (i = 0; i < 4; i++)
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{
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// NOTE frustum distance is -p.n
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r = DotProduct (origin, frustum[i].normal) + frustum[i].dist;
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if (r <= -radius)
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return true;
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}
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return false;
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}
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sphere_t SmallestEnclosingBall (const vec3_t points[], int num_points);
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int CircumSphere (const vec3_t points[], int num_points, sphere_t *sphere);
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void BarycentricCoords (const vec_t **points, int num_points, const vec3_t p,
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vec_t *lambda);
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///@}
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#endif//__QF_mathlib_h
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