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https://github.com/DrBeef/JKXR.git
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525 lines
10 KiB
C
525 lines
10 KiB
C
/*
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mathlib.c - internal mathlib
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Copyright (C) 2010 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(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. See the
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GNU General Public License for more details.
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*/
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#include "mathlib.h"
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unsigned short FloatToHalf( float v )
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{
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unsigned int i = *((unsigned int *)&v);
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unsigned int e = (i >> 23) & 0x00ff;
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unsigned int m = i & 0x007fffff;
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unsigned short h;
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if( e <= 127 - 15 )
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h = ((m | 0x00800000) >> (127 - 14 - e)) >> 13;
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else h = (i >> 13) & 0x3fff;
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h |= (i >> 16) & 0xc000;
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return h;
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}
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float HalfToFloat( unsigned short h )
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{
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unsigned int f = (h << 16) & 0x80000000;
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unsigned int em = h & 0x7fff;
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if( em > 0x03ff )
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{
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f |= (em << 13) + ((127 - 15) << 23);
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}
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else
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{
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unsigned int m = em & 0x03ff;
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if( m != 0 )
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{
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unsigned int e = (em >> 10) & 0x1f;
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while(( m & 0x0400 ) == 0 )
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{
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m <<= 1;
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e--;
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}
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m &= 0x3ff;
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f |= ((e + (127 - 14)) << 23) | (m << 13);
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}
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}
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return *((float *)&f);
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}
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/*
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=================
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NearestPOW
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=================
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*/
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int NearestPOW( int value, bool roundDown )
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{
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int n = 1;
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if( value <= 0 ) return 1;
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while( n < value ) n <<= 1;
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if( roundDown )
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{
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if( n > value ) n >>= 1;
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}
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return n;
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}
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// remap a value in the range [A,B] to [C,D].
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float RemapVal( float val, float A, float B, float C, float D )
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{
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return C + (D - C) * (val - A) / (B - A);
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}
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float ApproachVal( float target, float value, float speed )
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{
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float delta = target - value;
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if( delta > speed )
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value += speed;
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else if( delta < -speed )
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value -= speed;
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else value = target;
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return value;
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}
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/*
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=================
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rsqrt
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=================
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*/
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float rsqrt( float number )
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{
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int i;
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float x, y;
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if( number == 0.0f )
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return 0.0f;
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x = number * 0.5f;
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i = *(int *)&number; // evil floating point bit level hacking
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i = 0x5f3759df - (i >> 1); // what the fuck?
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y = *(float *)&i;
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y = y * (1.5f - (x * y * y)); // first iteration
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return y;
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}
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/*
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=================
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SinCos
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=================
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*/
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void SinCos( float radians, float *sine, float *cosine )
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{
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#if _MSC_VER == 1200
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_asm
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{
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fld dword ptr [radians]
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fsincos
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mov edx, dword ptr [cosine]
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mov eax, dword ptr [sine]
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fstp dword ptr [edx]
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fstp dword ptr [eax]
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}
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#else
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// I think, better use math.h function, instead of ^
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#if defined (__linux__) && !defined (__ANDROID__)
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sincosf(radians, sine, cosine);
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#else
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*sine = sinf(radians);
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*cosine = cosf(radians);
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#endif
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#endif
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}
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#ifdef XASH_VECTORIZE_SINCOS
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void SinCosFastVector4(float r1, float r2, float r3, float r4,
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float *s0, float *s1, float *s2, float *s3,
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float *c0, float *c1, float *c2, float *c3)
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{
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v4sf rad_vector = {r1, r2, r3, r4};
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v4sf sin_vector, cos_vector;
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sincos_ps(rad_vector, &sin_vector, &cos_vector);
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*s0 = s4f_x(sin_vector);
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*s1 = s4f_y(sin_vector);
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*s2 = s4f_z(sin_vector);
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*s3 = s4f_w(sin_vector);
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*c0 = s4f_x(cos_vector);
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*c1 = s4f_y(cos_vector);
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*c2 = s4f_z(cos_vector);
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*c3 = s4f_w(cos_vector);
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}
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void SinCosFastVector3(float r1, float r2, float r3,
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float *s0, float *s1, float *s2,
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float *c0, float *c1, float *c2)
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{
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v4sf rad_vector = {r1, r2, r3, 0};
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v4sf sin_vector, cos_vector;
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sincos_ps(rad_vector, &sin_vector, &cos_vector);
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*s0 = s4f_x(sin_vector);
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*s1 = s4f_y(sin_vector);
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*s2 = s4f_z(sin_vector);
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*c0 = s4f_x(cos_vector);
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*c1 = s4f_y(cos_vector);
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*c2 = s4f_z(cos_vector);
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}
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void SinCosFastVector2(float r1, float r2,
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float *s0, float *s1,
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float *c0, float *c1)
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{
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v4sf rad_vector = {r1, r2, 0, 0};
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v4sf sin_vector, cos_vector;
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sincos_ps(rad_vector, &sin_vector, &cos_vector);
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*s0 = s4f_x(sin_vector);
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*s1 = s4f_y(sin_vector);
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*c0 = s4f_x(cos_vector);
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*c1 = s4f_y(cos_vector);
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}
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void SinFastVector3(float r1, float r2, float r3,
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float *s0, float *s1, float *s2)
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{
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v4sf rad_vector = {r1, r2, r3, 0};
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v4sf sin_vector;
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sin_vector = sin_ps(rad_vector);
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*s0 = s4f_x(sin_vector);
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*s1 = s4f_y(sin_vector);
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*s2 = s4f_z(sin_vector);
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}
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#endif
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float VectorNormalizeLength2( const vec3_t v, vec3_t out )
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{
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float length, ilength;
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length = v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
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length = sqrt( length );
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if( length )
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{
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ilength = 1.0f / length;
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out[0] = v[0] * ilength;
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out[1] = v[1] * ilength;
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out[2] = v[2] * ilength;
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}
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return length;
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}
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void VectorVectors( const vec3_t forward, vec3_t right, vec3_t up )
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{
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float d;
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right[0] = forward[2];
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right[1] = -forward[0];
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right[2] = forward[1];
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d = DotProduct( forward, right );
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VectorMA( right, -d, forward, right );
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VectorNormalize( right );
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CrossProduct( right, forward, up );
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}
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/*
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=================
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AngleVectors
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=================
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void GAME_EXPORT AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up )
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{
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static float sr, sp, sy, cr, cp, cy;
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#ifdef XASH_VECTORIZE_SINCOS
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SinCosFastVector3( DEG2RAD(angles[YAW]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[ROLL]),
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&sy, &sp, &sr,
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&cy, &cp, &cr);
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#else
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SinCos( DEG2RAD( angles[YAW] ), &sy, &cy );
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SinCos( DEG2RAD( angles[PITCH] ), &sp, &cp );
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SinCos( DEG2RAD( angles[ROLL] ), &sr, &cr );
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#endif
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if( forward )
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{
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forward[0] = cp * cy;
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forward[1] = cp * sy;
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forward[2] = -sp;
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}
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if( right )
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{
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right[0] = (-1.0f * sr * sp * cy + -1.0f * cr * -sy );
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right[1] = (-1.0f * sr * sp * sy + -1.0f * cr * cy );
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right[2] = (-1.0f * sr * cp);
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}
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if( up )
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{
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up[0] = (cr * sp * cy + -sr * -sy );
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up[1] = (cr * sp * sy + -sr * cy );
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up[2] = (cr * cp);
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}
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}
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*
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=================
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VectorAngles
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=================
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*/
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void VectorAngles( const float *forward, float *angles )
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{
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float tmp, yaw, pitch;
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if( !forward || !angles )
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{
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if( angles ) VectorClear( angles );
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return;
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}
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if( forward[1] == 0 && forward[0] == 0 )
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{
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// fast case
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yaw = 0;
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if( forward[2] > 0 )
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pitch = 90.0f;
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else pitch = 270.0f;
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}
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else
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{
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yaw = ( atan2( forward[1], forward[0] ) * 180 / M_PI );
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if( yaw < 0 ) yaw += 360;
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tmp = sqrt( forward[0] * forward[0] + forward[1] * forward[1] );
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pitch = ( atan2( forward[2], tmp ) * 180 / M_PI );
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if( pitch < 0 ) pitch += 360;
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}
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VectorSet( angles, pitch, yaw, 0 );
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}
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/*
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=================
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VectorsAngles
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=================
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*/
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void VectorsAngles( const vec3_t forward, const vec3_t right, const vec3_t up, vec3_t angles )
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{
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float pitch, cpitch, yaw, roll;
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pitch = -asin( forward[2] );
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cpitch = cos( pitch );
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if( fabs( cpitch ) > EQUAL_EPSILON ) // gimball lock?
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{
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cpitch = 1.0f / cpitch;
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pitch = RAD2DEG( pitch );
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yaw = RAD2DEG( atan2( forward[1] * cpitch, forward[0] * cpitch ));
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roll = RAD2DEG( atan2( -right[2] * cpitch, up[2] * cpitch ));
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}
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else
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{
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pitch = forward[2] > 0 ? -90.0f : 90.0f;
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yaw = RAD2DEG( atan2( right[0], -right[1] ));
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roll = 180.0f;
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}
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angles[PITCH] = pitch;
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angles[YAW] = yaw;
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angles[ROLL] = roll;
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}
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/*
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=================
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InterpolateAngles
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=================
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*/
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void InterpolateAngles( vec3_t start, vec3_t end, vec3_t out, float frac )
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{
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float d, ang1, ang2;
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int i;
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for( i = 0; i < 3; i++ )
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{
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ang1 = start[i];
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ang2 = end[i];
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d = ang1 - ang2;
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if( d > 180.0f ) d -= 360.0f;
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else if( d < -180.0f ) d += 360.0f;
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out[i] = ang2 + d * frac;
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}
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}
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/*
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=================
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BoundsIntersect
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=================
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*/
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bool BoundsIntersect( const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2 )
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{
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if( mins1[0] > maxs2[0] || mins1[1] > maxs2[1] || mins1[2] > maxs2[2] )
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return qfalse;
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if( maxs1[0] < mins2[0] || maxs1[1] < mins2[1] || maxs1[2] < mins2[2] )
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return qfalse;
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return qtrue;
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}
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/*
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=================
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BoundsAndSphereIntersect
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=================
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*/
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bool BoundsAndSphereIntersect( const vec3_t mins, const vec3_t maxs, const vec3_t origin, float radius )
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{
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if( mins[0] > origin[0] + radius || mins[1] > origin[1] + radius || mins[2] > origin[2] + radius )
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return qfalse;
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if( maxs[0] < origin[0] - radius || maxs[1] < origin[1] - radius || maxs[2] < origin[2] - radius )
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return qfalse;
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return qtrue;
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}
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//
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// studio utils
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//
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/*
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====================
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AngleQuaternion
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====================
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*/
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void AngleQuaternion( const vec3_t angles, vec4_t q )
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{
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float sr, sp, sy, cr, cp, cy;
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#ifdef XASH_VECTORIZE_SINCOS
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SinCosFastVector3( angles[2] * 0.5f, angles[1] * 0.5f, angles[0] * 0.5f,
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&sy, &sp, &sr,
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&cy, &cp, &cr);
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#else
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float angle;
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angle = angles[2] * 0.5f;
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SinCos( angle, &sy, &cy );
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angle = angles[1] * 0.5f;
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SinCos( angle, &sp, &cp );
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angle = angles[0] * 0.5f;
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SinCos( angle, &sr, &cr );
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#endif
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q[0] = sr * cp * cy - cr * sp * sy; // X
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q[1] = cr * sp * cy + sr * cp * sy; // Y
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q[2] = cr * cp * sy - sr * sp * cy; // Z
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q[3] = cr * cp * cy + sr * sp * sy; // W
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}
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/*
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====================
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QuaternionSlerp
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====================
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*/
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void QuaternionSlerp( const vec4_t p, vec4_t q, float t, vec4_t qt )
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{
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float omega, sclp, sclq;
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float cosom, sinom;
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float a = 0.0f;
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float b = 0.0f;
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int i;
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// decide if one of the quaternions is backwards
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for( i = 0; i < 4; i++ )
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{
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a += (p[i] - q[i]) * (p[i] - q[i]);
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b += (p[i] + q[i]) * (p[i] + q[i]);
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}
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if( a > b )
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{
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for( i = 0; i < 4; i++ )
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{
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q[i] = -q[i];
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}
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}
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cosom = p[0] * q[0] + p[1] * q[1] + p[2] * q[2] + p[3] * q[3];
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if(( 1.0 + cosom ) > 0.000001f )
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{
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if(( 1.0f - cosom ) > 0.000001f )
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{
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omega = acos( cosom );
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#ifdef XASH_VECTORIZE_SINCOS
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SinFastVector3( omega, ( 1.0f - t ) * omega, t * omega,
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&sinom, &sclp, &sclq );
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sclp /= sinom;
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sclq /= sinom;
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#else
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sinom = sin( omega );
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sclp = sin(( 1.0f - t ) * omega ) / sinom;
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sclq = sin( t * omega ) / sinom;
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#endif
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}
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else
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{
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sclp = 1.0f - t;
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sclq = t;
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}
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for( i = 0; i < 4; i++ )
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qt[i] = sclp * p[i] + sclq * q[i];
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}
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else
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{
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qt[0] = -q[1];
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qt[1] = q[0];
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qt[2] = -q[3];
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qt[3] = q[2];
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sclp = sin(( 1.0f - t ) * ( 0.5f * M_PI ));
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sclq = sin( t * ( 0.5f * M_PI ));
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for( i = 0; i < 3; i++ )
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qt[i] = sclp * p[i] + sclq * qt[i];
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}
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}
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