//----------------------------------------------------------------------------- // // $Logfile:: /Code/DLLs/game/q_math.c $ // $Revision:: 15 $ // $Author:: Steven $ // $Date:: 10/13/03 9:11a $ // // Copyright (C) 1998 by Ritual Entertainment, Inc. // All rights reserved. // // This source may not be distributed and/or modified without // expressly written permission by Ritual Entertainment, Inc. // // // DESCRIPTION: // stateless support routines that are included in each code dll #include #include "q_shared.h" #include #include "float.h" //intel addition #if !defined ( MSVC_BUILD ) && !defined( LINUX ) #include "xmmintrin.h" #endif // #define X 0 #define Y 1 #define Z 2 #define W 3 //#define QUAT_EPSILON 0.00001 //intel change to accomodate manual cpu dispatch feature in intel compiler #if !defined( MSVC_BUILD ) && !defined (LINUX) __declspec(cpu_dispatch(generic,pentium_4)) void _VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out ) { }; __declspec(cpu_dispatch(generic,pentium_4)) void _VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t out ) { }; #endif vec3_t vec3_origin = { 0.0f, 0.0f, 0.0f }; vec3_t axisDefault[3] = { { 1.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } }; vec4_t colorBlack = { 0.0f, 0.0f, 0.0f, 1.0f }; vec4_t colorRed = { 1.0f, 0.0f, 0.0f, 1.0f }; vec4_t colorGreen = { 1.0f, 1.0f, 0.0f, 1.0f }; vec4_t colorBlue = { 0.0f, 0.0f, 1.0f, 1.0f }; vec4_t colorYellow = { 1.0f, 1.0f, 0.0f, 1.0f }; vec4_t colorMagenta= { 1.0f, 0.0f, 1.0f, 1.0f }; vec4_t colorCyan = { 0.0f, 1.0f, 1.0f, 1.0f }; vec4_t colorWhite = { 1.0f, 1.0f, 1.0f, 1.0f }; vec4_t colorLtGrey = { 0.75f, 0.75f, 0.75f, 1.0f }; vec4_t colorMdGrey = { 0.5f, 0.5f, 0.5f, 1.0f }; vec4_t colorDkGrey = { 0.25f, 0.25f, 0.25f, 1.0f }; vec4_t g_color_table[8] = { { 0.0f, 0.0f, 0.0f, 1.0f }, { 1.0f, 0.0f, 0.0f, 1.0f }, { 0.0f, 1.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 0.0f, 1.0f }, { 0.0f, 0.0f, 1.0f, 1.0f }, { 0.0f, 1.0f, 1.0f, 1.0f }, { 1.0f, 0.0f, 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } }; vec3_t bytedirs[NUMVERTEXNORMALS] = { { -0.525731f, 0.000000f, 0.850651f }, { -0.442863f, 0.238856f, 0.864188f }, { -0.295242f, 0.000000f, 0.955423f }, { -0.309017f, 0.500000f, 0.809017f }, { -0.162460f, 0.262866f, 0.951056f }, { 0.000000f, 0.000000f, 1.000000f }, { 0.000000f, 0.850651f, 0.525731f }, { -0.147621f, 0.716567f, 0.681718f }, { 0.147621f, 0.716567f, 0.681718f }, { 0.000000f, 0.525731f, 0.850651f }, { 0.309017f, 0.500000f, 0.809017f }, { 0.525731f, 0.000000f, 0.850651f }, { 0.295242f, 0.000000f, 0.955423f }, { 0.442863f, 0.238856f, 0.864188f }, { 0.162460f, 0.262866f, 0.951056f }, { -0.681718f, 0.147621f, 0.716567f }, { -0.809017f, 0.309017f, 0.500000f }, { -0.587785f, 0.425325f, 0.688191f }, { -0.850651f, 0.525731f, 0.000000f }, { -0.864188f, 0.442863f, 0.238856f }, { -0.716567f, 0.681718f, 0.147621f }, { -0.688191f, 0.587785f, 0.425325f }, { -0.500000f, 0.809017f, 0.309017f }, { -0.238856f, 0.864188f, 0.442863f }, { -0.425325f, 0.688191f, 0.587785f }, { -0.716567f, 0.681718f, -0.147621f }, { -0.500000f, 0.809017f, -0.309017f }, { -0.525731f, 0.850651f, 0.000000f }, { 0.000000f, 0.850651f, -0.525731f }, { -0.238856f, 0.864188f, -0.442863f }, { 0.000000f, 0.955423f, -0.295242f }, { -0.262866f, 0.951056f, -0.162460f }, { 0.000000f, 1.000000f, 0.000000f }, { 0.000000f, 0.955423f, 0.295242f }, { -0.262866f, 0.951056f, 0.162460f }, { 0.238856f, 0.864188f, 0.442863f }, { 0.262866f, 0.951056f, 0.162460f }, { 0.500000f, 0.809017f, 0.309017f }, { 0.238856f, 0.864188f, -0.442863f }, { 0.262866f, 0.951056f, -0.162460f }, { 0.500000f, 0.809017f, -0.309017f }, { 0.850651f, 0.525731f, 0.000000f }, { 0.716567f, 0.681718f, 0.147621f }, { 0.716567f, 0.681718f, -0.147621f }, { 0.525731f, 0.850651f, 0.000000f }, { 0.425325f, 0.688191f, 0.587785f }, { 0.864188f, 0.442863f, 0.238856f }, { 0.688191f, 0.587785f, 0.425325f }, { 0.809017f, 0.309017f, 0.500000f }, { 0.681718f, 0.147621f, 0.716567f }, { 0.587785f, 0.425325f, 0.688191f }, { 0.955423f, 0.295242f, 0.000000f }, { 1.000000f, 0.000000f, 0.000000f }, { 0.951056f, 0.162460f, 0.262866f }, { 0.850651f, -0.525731f, 0.000000f }, { 0.955423f, -0.295242f, 0.000000f }, { 0.864188f, -0.442863f, 0.238856f }, { 0.951056f, -0.162460f, 0.262866f }, { 0.809017f, -0.309017f, 0.500000f }, { 0.681718f, -0.147621f, 0.716567f }, { 0.850651f, 0.000000f, 0.525731f }, { 0.864188f, 0.442863f, -0.238856f }, { 0.809017f, 0.309017f, -0.500000f }, { 0.951056f, 0.162460f, -0.262866f }, { 0.525731f, 0.000000f, -0.850651f }, { 0.681718f, 0.147621f, -0.716567f }, { 0.681718f, -0.147621f, -0.716567f }, { 0.850651f, 0.000000f, -0.525731f }, { 0.809017f, -0.309017f, -0.500000f }, { 0.864188f, -0.442863f, -0.238856f }, { 0.951056f, -0.162460f, -0.262866f }, { 0.147621f, 0.716567f, -0.681718f }, { 0.309017f, 0.500000f, -0.809017f }, { 0.425325f, 0.688191f, -0.587785f }, { 0.442863f, 0.238856f, -0.864188f }, { 0.587785f, 0.425325f, -0.688191f }, { 0.688191f, 0.587785f, -0.425325f }, { -0.147621f, 0.716567f, -0.681718f }, { -0.309017f, 0.500000f, -0.809017f }, { 0.000000f, 0.525731f, -0.850651f }, { -0.525731f, 0.000000f, -0.850651f }, { -0.442863f, 0.238856f, -0.864188f }, { -0.295242f, 0.000000f, -0.955423f }, { -0.162460f, 0.262866f, -0.951056f }, { 0.000000f, 0.000000f, -1.000000f }, { 0.295242f, 0.000000f, -0.955423f }, { 0.162460f, 0.262866f, -0.951056f }, { -0.442863f, -0.238856f, -0.864188f }, { -0.309017f, -0.500000f, -0.809017f },{ -0.162460f, -0.262866f, -0.951056f }, { 0.000000f, -0.850651f, -0.525731f }, { -0.147621f, -0.716567f, -0.681718f }, { 0.147621f, -0.716567f, -0.681718f }, { 0.000000f, -0.525731f, -0.850651f }, { 0.309017f, -0.500000f, -0.809017f }, { 0.442863f, -0.238856f, -0.864188f }, { 0.162460f, -0.262866f, -0.951056f }, { 0.238856f, -0.864188f, -0.442863f }, { 0.500000f, -0.809017f, -0.309017f }, { 0.425325f, -0.688191f, -0.587785f }, { 0.716567f, -0.681718f, -0.147621f }, { 0.688191f, -0.587785f, -0.425325f }, { 0.587785f, -0.425325f, -0.688191f }, { 0.000000f, -0.955423f, -0.295242f }, { 0.000000f, -1.000000f, 0.000000f }, { 0.262866f, -0.951056f, -0.162460f }, { 0.000000f, -0.850651f, 0.525731f }, { 0.000000f, -0.955423f, 0.295242f }, { 0.238856f, -0.864188f, 0.442863f }, { 0.262866f, -0.951056f, 0.162460f }, { 0.500000f, -0.809017f, 0.309017f }, { 0.716567f, -0.681718f, 0.147621f }, { 0.525731f, -0.850651f, 0.000000f }, { -0.238856f, -0.864188f, -0.442863f }, { -0.500000f, -0.809017f, -0.309017f },{ -0.262866f, -0.951056f, -0.162460f }, { -0.850651f, -0.525731f, 0.000000f }, { -0.716567f, -0.681718f, -0.147621f }, { -0.716567f, -0.681718f, 0.147621f }, { -0.525731f, -0.850651f, 0.000000f }, { -0.500000f, -0.809017f, 0.309017f }, { -0.238856f, -0.864188f, 0.442863f }, { -0.262866f, -0.951056f, 0.162460f }, { -0.864188f, -0.442863f, 0.238856f }, { -0.809017f, -0.309017f, 0.500000f }, { -0.688191f, -0.587785f, 0.425325f }, { -0.681718f, -0.147621f, 0.716567f }, { -0.442863f, -0.238856f, 0.864188f }, { -0.587785f, -0.425325f, 0.688191f }, { -0.309017f, -0.500000f, 0.809017f }, { -0.147621f, -0.716567f, 0.681718f }, { -0.425325f, -0.688191f, 0.587785f }, { -0.162460f, -0.262866f, 0.951056f }, { 0.442863f, -0.238856f, 0.864188f }, { 0.162460f, -0.262866f, 0.951056f }, { 0.309017f, -0.500000f, 0.809017f }, { 0.147621f, -0.716567f, 0.681718f }, { 0.000000f, -0.525731f, 0.850651f }, { 0.425325f, -0.688191f, 0.587785f }, { 0.587785f, -0.425325f, 0.688191f }, { 0.688191f, -0.587785f, 0.425325f }, { -0.955423f, 0.295242f, 0.000000f }, { -0.951056f, 0.162460f, 0.262866f }, { -1.000000f, 0.000000f, 0.000000f }, { -0.850651f, 0.000000f, 0.525731f }, { -0.955423f, -0.295242f, 0.000000f }, { -0.951056f, -0.162460f, 0.262866f }, { -0.864188f, 0.442863f, -0.238856f }, { -0.951056f, 0.162460f, -0.262866f }, { -0.809017f, 0.309017f, -0.500000f }, { -0.864188f, -0.442863f, -0.238856f },{ -0.951056f, -0.162460f, -0.262866f }, { -0.809017f, -0.309017f, -0.500000f },{ -0.681718f, 0.147621f, -0.716567f }, { -0.681718f, -0.147621f, -0.716567f },{ -0.850651f, 0.000000f, -0.525731f }, { -0.688191f, 0.587785f, -0.425325f }, { -0.587785f, 0.425325f, -0.688191f }, { -0.425325f, 0.688191f, -0.587785f }, { -0.425325f, -0.688191f, -0.587785f }, { -0.587785f, -0.425325f, -0.688191f },{ -0.688191f, -0.587785f, -0.425325f } }; int Q_rand( int *seed ) { *seed = (69069 * *seed + 1); return *seed; } float Q_random( int *seed ) { return ( Q_rand( seed ) & 0xffff ) / (float)0x10000; } float Q_crandom( int *seed ) { return 2.0f * ( Q_random( seed ) - 0.5f ); } /* grealrandom This function produces a random number with a gaussian distribution. This is also known as a normal or bell curve distribution; it has a mean value of zero and a standard deviation of one. */ float grealrandom ( void ) { double v1; double v2; double s; float x1; static float x2 = 0; static int toggle = 0; if ( toggle ) { toggle = 0; return x2; } do { v1 = -1.0 + ( 2.0 * random () ); v2 = -1.0 + ( 2.0 * random () ); s = ( v1 * v1 ) + ( v2 * v2 ); } while ( ( s >= 1.0 ) || ( s == 0 ) ); s = sqrt ( -2.0 * log ( s ) / s ); x1 = (float)( v1 * s ); x2 = (float)( v2 * s ); toggle = 1; return x1; } /* erandom This function produces a random number with a exponential distribution and the specified mean value. */ float erandom( float mean ) { float r; do { r = random(); } while ( r == 0.0f ); return -mean * (float)log( r ); } float randomrange( float min, float max ) { return min + ( random() * ( max - min ) ); } float crandomrange( float min, float max ) { float random_number; random_number = crandom(); if ( random_number >= 0.0f ) return min + ( crandom() * ( max - min ) ); else return ( crandom() * ( max - min ) ) - min; } float grandom( float average, float deviation ) { return average + ( grealrandom() * deviation ); } signed char ClampChar( int i ) { if ( i < DATATYPE_SCHAR_MIN ) { return DATATYPE_SCHAR_MIN; } if ( i > DATATYPE_SCHAR_MAX ) { return DATATYPE_SCHAR_MAX; } return i; } signed short ClampShort( int i ) { if ( i < DATATYPE_SSHORT_MIN ) { return DATATYPE_SSHORT_MIN; } if ( i > DATATYPE_SSHORT_MAX ) { return DATATYPE_SSHORT_MAX; } return i; } //=========================================================================== // // Global functions base on type double // //=========================================================================== #define SCALAR_EPSILON (0.000001f) #define SCALAR_IDENTITY (0.0f) double dEpsilon( void ) { return (double)SCALAR_EPSILON; } double dIdentity( void ) { return (double)SCALAR_IDENTITY; } double dSign( const double number ) { if (number >= 0.0) { return 1; } else { return -1; } } double dClamp( const double value, const double min, const double max ) { assert( min <= max ); if ( value < min ) { return min; } if ( value > max ) { return max; } return value; } double dDistance (const double value1, const double value2 ) { return fabs ( value1 - value2); } qboolean dCloseEnough( const double value1, const double value2, const double epsilon ) { return dDistance( value1, value2) < epsilon; } qboolean dSmallEnough( const double value, const double epsilon ) { return dDistance( dIdentity(), value ) < epsilon; } //=========================================================================== // // Global functions base on type float // //=========================================================================== float fEpsilon(void) { return SCALAR_EPSILON; } float fIdentity(void) { return SCALAR_IDENTITY; } float fSign( const float number) { if (number >= 0.0f) { return 1; } else { return -1; } } float fClamp( const float value, const float min, const float max ) { assert( min <= max ); if ( value < min ) { return min; } if ( value > max ) { return max; } return value; } float fDistance (const float value1, const float value2 ) { return fabs ( value1 - value2); } qboolean fCloseEnough(const float value1, const float value2, const float epsilon ) { return fDistance( value1, value2) < epsilon; } qboolean fSmallEnough(const float value, const float epsilon ) { return fDistance( fIdentity(), value ) < epsilon; } //=========================================================================== // // Global functions base on type int // //=========================================================================== int iSign( const int number) { if (number >= 0) { return 1; } else { return -1; } } int iClamp( const int value, const int min, const int max ) { assert( min <= max ); if ( value < min ) { return min; } if ( value > max ) { return max; } return value; } // this isn't a real cheap function to call! int DirToByte( const vec3_t dir ) { int i, best; float d, bestd; if ( !dir ) { return 0; } bestd = 0; best = 0; for (i=0 ; i bestd) { bestd = d; best = i; } } return best; } void ByteToDir( int b, vec3_t dir ) { if ( ( b < 0 ) || ( b >= NUMVERTEXNORMALS ) ) { VectorCopy( vec3_origin, dir ); return; } VectorCopy (bytedirs[b], dir); } unsigned ColorBytes3 (float r, float g, float b) { unsigned i; ( (byte *)&i )[0] = r * 255.0f; ( (byte *)&i )[1] = g * 255.0f; ( (byte *)&i )[2] = b * 255.0f; return i; } unsigned ColorBytes4 (float r, float g, float b, float a) { unsigned i; ( (byte *)&i )[0] = r * 255.0f; ( (byte *)&i )[1] = g * 255.0f; ( (byte *)&i )[2] = b * 255.0f; ( (byte *)&i )[3] = a * 255.0f; return i; } float NormalizeColor( const vec3_t in, vec3_t out ) { float max; USES_CLAMP_ZERO; max = in[0] - in[1]; ClampZero ( max ); max = ( max + in[1] ) - in[2]; ClampZero ( max ); max += in[2]; if ( !max ) { VectorClear( out ); } else { float oomax = 1.f / max; out[0] = in[0] * oomax; out[1] = in[1] * oomax; out[2] = in[2] * oomax; } return max; } //============================================================================ 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; float rad; 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( 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; rad = DEG2RAD( degrees ); zrot[0][0] = (float)cos( rad ); zrot[0][1] = (float)sin( rad ); zrot[1][0] = (float)-sin( rad ); zrot[1][1] = (float)cos( rad ); MatrixMultiply( m, zrot, tmpmat ); MatrixMultiply( 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] ); } } /* =============== RotateAroundDirection =============== */ void RotateAroundDirection( vec3_t axis[3], float yaw ) { // create an arbitrary axis[1] PerpendicularVector( axis[1], axis[0] ); // rotate it around axis[0] by yaw if ( yaw ) { vec3_t temp; VectorCopy( axis[1], temp ); RotatePointAroundVector( axis[1], axis[0], temp, yaw ); } // cross to get axis[2] CrossProduct( axis[0], axis[1], axis[2] ); } void vectoangles( const vec3_t value1, vec3_t angles ) { float forward; float yaw, pitch; if ( ( value1[1] == 0.0f ) && ( value1[0] == 0.0f ) ) { yaw = 0.0f; if ( value1[2] > 0.0f ) { pitch = 90.0f; } else { pitch = 270.0f; } } else { if ( value1[0] ) { yaw = ( atan2 ( value1[1], value1[0] ) * 180.0f / M_PI ); } else if ( value1[1] > 0.0f ) { yaw = 90.0f; } else { yaw = 270.0f; } if ( yaw < 0.0f ) { yaw += 360.0f; } forward = sqrt ( ( value1[0] * value1[0] ) + ( value1[1] * value1[1] ) ); pitch = ( atan2(value1[2], forward) * 180.0f / M_PI ); if ( pitch < 0.0f ) { pitch += 360.0f; } } angles[PITCH] = -pitch; angles[YAW] = yaw; angles[ROLL] = 0.0f; } float vectoyaw( const vec3_t vec ) { float yaw; if ( ( vec[YAW] == 0.0f ) && ( vec[PITCH] == 0.0f ) ) { yaw = 0.0f; } else { if (vec[PITCH]) { yaw = ( atan2( vec[YAW], vec[PITCH]) * 180.0f / M_PI ); } else if (vec[YAW] > 0.0f) { yaw = 90.0f; } else { yaw = 270.0f; } if (yaw < 0.0f) { yaw += 360.0f; } } return yaw; } void AxisClear( vec3_t axis[3] ) { axis[0][0] = 1; axis[0][1] = 0; axis[0][2] = 0; axis[1][0] = 0; axis[1][1] = 1; axis[1][2] = 0; axis[2][0] = 0; axis[2][1] = 0; axis[2][2] = 1; } void AxisCopy( const vec3_t in[3], vec3_t out[3] ) { VectorCopy( in[0], out[0] ); VectorCopy( in[1], out[1] ); VectorCopy( in[2], out[2] ); } 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] ); } /* ================ MakeNormalVectors Given a normalized forward vector, create two other perpendicular vectors ================ */ void MakeNormalVectors (const vec3_t forward, vec3_t right, vec3_t up) { float d; // this rotate and negate guarantees a vector // not colinear with the original right[1] = -forward[0]; right[2] = forward[1]; right[0] = forward[2]; d = DotProduct (right, forward); VectorMA (right, -d, forward, right); VectorNormalize (right); CrossProduct (right, forward, up); } void VectorRotate( const vec3_t in, const vec3_t matrix[3], vec3_t out ) { out[0] = DotProduct( in, matrix[0] ); out[1] = DotProduct( in, matrix[1] ); out[2] = DotProduct( in, matrix[2] ); } void AccumulateTransform( vec3_t dstOrigin, vec3_t dstAxes[3], const vec3_t childOrigin, const vec3_t childAxes[3], const vec3_t parentOrigin, const vec3_t parentAxes[3] ) { vec3_t tmpVector; // compute final angles MatrixMultiply( childAxes, parentAxes, dstAxes ); // compute final origin as parent * p VectorRotate( childOrigin, parentAxes, tmpVector ); VectorAdd( tmpVector, parentOrigin, dstOrigin ); } void AccumulatePosition( vec3_t dstOrigin, const vec3_t childOrigin, const vec3_t parentOrigin, const vec3_t parentAxes[3] ) { vec3_t tmpVector; // compute final origin as parent * p VectorRotate( childOrigin, parentAxes, tmpVector ); VectorAdd( tmpVector, parentOrigin, dstOrigin ); } //============================================================================ /* ** float q_rsqrt( float number ) */ #if !id386 || defined LINUX float Q_rsqrt( float number ) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; // evil floating point bit level hacking i = 0x5f3759df - ( i >> 1 ); // what is this? y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration // y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed return y; } #else static const float ONE_HALF = 0.5f; static const float THREE_HALVES = 1.5f; __declspec(naked) float Q_rsqrt ( float f ) { __asm { fld dword ptr [esp + 4] fmul dword ptr [ONE_HALF] mov eax, [esp + 4] mov ecx, 0x5f3759df shr eax, 1 sub ecx, eax mov [esp + 4], ecx fmul dword ptr [esp + 4] fld dword ptr [esp + 4] fmul dword ptr [esp + 4] fld dword ptr [THREE_HALVES] fmul dword ptr [esp + 4] fxch st(2) fmulp st(1), st fsubp st(1), st ret } Q_UNUSED(f); } #endif float Q_fabs( float f ) { int tmp = * ( int * ) &f; tmp &= 0x7FFFFFFF; return * ( float * ) &tmp; } //============================================================ /* =============== LerpAngle =============== */ float LerpAngle (float from, float to, float frac) { float a; if ( to - from > 180.0f ) { to -= 360.0f; } if ( to - from < -180.0f ) { to += 360.0f; } a = from + ( frac * (to - from) ); return a; } /* =============== LerpAngleFromCurrent =============== */ float LerpAngleFromCurrent (float from, float to, float current, float frac) { float a; if ( to - current > 180.0f ) { to -= 360.0f; } if ( to - current < -180.0f ) { to += 360.0f; } a = from + ( frac * (to - from) ); return a; } /* ================= AngleSubtract Always returns a value from -180 to 180 ================= */ float AngleSubtract( float a1, float a2 ) { float a; a = a1 - a2; while ( a > 180.0f ) { a -= 360.0f; } while ( a < -180.0f ) { a += 360.0f; } return a; } void AnglesSubtract( const vec3_t v1, const vec3_t v2, vec3_t v3 ) { v3[0] = AngleSubtract( v1[0], v2[0] ); v3[1] = AngleSubtract( v1[1], v2[1] ); v3[2] = AngleSubtract( v1[2], v2[2] ); } float AngleMod(float a) { /**************************************************************************** Squirrel : #if 0 / 1 block demoted to comment #if 0 if (a >= 0) a -= 360*(int)(a/360); else a += 360*( 1 + (int)(-a/360) ); #endif ****************************************************************************/ a = (360.0f/65536.0f) * (float)( (int)(a*(65536.0f/360.0f)) & 65535 ); return a; } /* ================= AngleNormalize360 returns angle normalized to the range [0 <= angle < 360] ================= */ float AngleNormalize360 ( float angle ) { // return (360.0f / 65536.0f) * (float)( (int)(angle * (65536.0f / 360.0f)) & 65535 ); while( angle > 360.0f ) angle -= 360.0f; while( angle < 0.0f ) angle += 360.0f; return( angle ); } /* ================= AngleNormalize180 returns angle normalized to the range [-180 < angle <= 180] ================= */ float AngleNormalize180 ( float angle ) { angle = AngleNormalize360( angle ); if ( angle > 180.0f ) { angle -= 360.0f; } return angle; } /* ================= AngleNormalizeArbitrary returns angle normalized to the range [minimumAngle < angle <= minimumAngle + 360] ================= */ float AngleNormalizeArbitrary ( const float angle, const float minimumAngle ) { float maximumAngle = minimumAngle + 360.0f; float normalizedAngle = angle; while( normalizedAngle > maximumAngle ) normalizedAngle -= 360.0f; while( normalizedAngle < minimumAngle ) normalizedAngle += 360.0f; return( normalizedAngle ); } /* ================= AngleDelta returns the normalized delta from angle1 to angle2 ================= */ float AngleDelta ( float angle1, float angle2 ) { // return AngleNormalize180( angle1 - angle2 ); float normalized1 = AngleNormalize360( angle1 ); float normalized2 = AngleNormalize360( angle2 ); float angularDistance = normalized1 - normalized2; if( angularDistance < -180 ) angularDistance += 360; if( angularDistance > 180 ) angularDistance -= 360; return( angularDistance ); } /* ================= AnglesDelta returns the normalized delta from angle1 to angle2 ================= */ void AnglesDelta( const vec3_t v1, const vec3_t v2, vec3_t v3 ) { v3[0] = AngleDelta( v1[0], v2[0] ); v3[1] = AngleDelta( v1[1], v2[1] ); v3[2] = AngleDelta( v1[2], v2[2] ); } //============================================================ /* ================= SetPlaneSignbits ================= */ void SetPlaneSignbits (cplane_t *out) { int bits, j; // for fast box on planeside test bits = 0; for (j=0 ; j<3 ; j++) { if (out->normal[j] < 0.0f) { bits |= 1<signbits = bits; } /* ================== BoxOnPlaneSide Returns 1, 2, or 1 + 2 // this is the slow, general version int BoxOnPlaneSide2 (vec3_t emins, vec3_t emaxs, struct cplane_s *p) { int i; float dist1, dist2; int sides; vec3_t corners[2]; for (i=0 ; i<3 ; i++) { if (p->normal[i] < 0) { corners[0][i] = emins[i]; corners[1][i] = emaxs[i]; } else { corners[1][i] = emins[i]; corners[0][i] = emaxs[i]; } } dist1 = DotProduct (p->normal, corners[0]) - p->dist; dist2 = DotProduct (p->normal, corners[1]) - p->dist; sides = 0; if (dist1 >= 0) sides = 1; if (dist2 < 0) sides |= 2; return sides; } ================== */ #if !id386 || defined LINUX int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *p) { float dist1, dist2; int sides; // fast axial cases if (p->type < 3) { if (p->dist <= emins[p->type]) return 1; if (p->dist >= emaxs[p->type]) return 2; return 3; } // general case switch (p->signbits) { case 0: 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]; break; case 1: 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]; break; case 2: 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]; break; case 3: 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]; break; case 4: 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]; break; case 5: 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]; break; case 6: 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]; break; case 7: 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]; break; default: dist1 = dist2 = 0; // shut up compiler break; } sides = 0; if (dist1 >= p->dist) sides = 1; if (dist2 < p->dist) sides |= 2; return sides; } #else #pragma warning( disable: 4035 ) __declspec( naked ) int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *p) { static int bops_initialized; static int Ljmptab[8]; __asm { push ebx cmp bops_initialized, 1 je initialized mov bops_initialized, 1 mov Ljmptab[0*4], offset Lcase0 mov Ljmptab[1*4], offset Lcase1 mov Ljmptab[2*4], offset Lcase2 mov Ljmptab[3*4], offset Lcase3 mov Ljmptab[4*4], offset Lcase4 mov Ljmptab[5*4], offset Lcase5 mov Ljmptab[6*4], offset Lcase6 mov Ljmptab[7*4], offset Lcase7 initialized: mov edx,ds:dword ptr[4+12+esp] mov ecx,ds:dword ptr[4+4+esp] xor eax,eax mov ebx,ds:dword ptr[4+8+esp] mov al,ds:byte ptr[17+edx] cmp al,8 jge Lerror fld ds:dword ptr[0+edx] fld st(0) jmp dword ptr[Ljmptab+eax*4] Lcase0: fmul ds:dword ptr[ebx] fld ds:dword ptr[0+4+edx] fxch st(2) fmul ds:dword ptr[ecx] fxch st(2) fld st(0) fmul ds:dword ptr[4+ebx] fld ds:dword ptr[0+8+edx] fxch st(2) fmul ds:dword ptr[4+ecx] fxch st(2) fld st(0) fmul ds:dword ptr[8+ebx] fxch st(5) faddp st(3),st(0) fmul ds:dword ptr[8+ecx] fxch st(1) faddp st(3),st(0) fxch st(3) faddp st(2),st(0) jmp LSetSides Lcase1: fmul ds:dword ptr[ecx] fld ds:dword ptr[0+4+edx] fxch st(2) fmul ds:dword ptr[ebx] fxch st(2) fld st(0) fmul ds:dword ptr[4+ebx] fld ds:dword ptr[0+8+edx] fxch st(2) fmul ds:dword ptr[4+ecx] fxch st(2) fld st(0) fmul ds:dword ptr[8+ebx] fxch st(5) faddp st(3),st(0) fmul ds:dword ptr[8+ecx] fxch st(1) faddp st(3),st(0) fxch st(3) faddp st(2),st(0) jmp LSetSides Lcase2: fmul ds:dword ptr[ebx] fld ds:dword ptr[0+4+edx] fxch st(2) fmul ds:dword ptr[ecx] fxch st(2) fld st(0) fmul ds:dword ptr[4+ecx] fld ds:dword ptr[0+8+edx] fxch st(2) fmul ds:dword ptr[4+ebx] fxch st(2) fld st(0) fmul ds:dword ptr[8+ebx] fxch st(5) faddp st(3),st(0) fmul ds:dword ptr[8+ecx] fxch st(1) faddp st(3),st(0) fxch st(3) faddp st(2),st(0) jmp LSetSides Lcase3: fmul ds:dword ptr[ecx] fld ds:dword ptr[0+4+edx] fxch st(2) fmul ds:dword ptr[ebx] fxch st(2) fld st(0) fmul ds:dword ptr[4+ecx] fld ds:dword ptr[0+8+edx] fxch st(2) fmul ds:dword ptr[4+ebx] fxch st(2) fld st(0) fmul ds:dword ptr[8+ebx] fxch st(5) faddp st(3),st(0) fmul ds:dword ptr[8+ecx] fxch st(1) faddp st(3),st(0) fxch st(3) faddp st(2),st(0) jmp LSetSides Lcase4: fmul ds:dword ptr[ebx] fld ds:dword ptr[0+4+edx] fxch st(2) fmul ds:dword ptr[ecx] fxch st(2) fld st(0) fmul ds:dword ptr[4+ebx] fld ds:dword ptr[0+8+edx] fxch st(2) fmul ds:dword ptr[4+ecx] fxch st(2) fld st(0) fmul ds:dword ptr[8+ecx] fxch st(5) faddp st(3),st(0) fmul ds:dword ptr[8+ebx] fxch st(1) faddp st(3),st(0) fxch st(3) faddp st(2),st(0) jmp LSetSides Lcase5: fmul ds:dword ptr[ecx] fld ds:dword ptr[0+4+edx] fxch st(2) fmul ds:dword ptr[ebx] fxch st(2) fld st(0) fmul ds:dword ptr[4+ebx] fld ds:dword ptr[0+8+edx] fxch st(2) fmul ds:dword ptr[4+ecx] fxch st(2) fld st(0) fmul ds:dword ptr[8+ecx] fxch st(5) faddp st(3),st(0) fmul ds:dword ptr[8+ebx] fxch st(1) faddp st(3),st(0) fxch st(3) faddp st(2),st(0) jmp LSetSides Lcase6: fmul ds:dword ptr[ebx] fld ds:dword ptr[0+4+edx] fxch st(2) fmul ds:dword ptr[ecx] fxch st(2) fld st(0) fmul ds:dword ptr[4+ecx] fld ds:dword ptr[0+8+edx] fxch st(2) fmul ds:dword ptr[4+ebx] fxch st(2) fld st(0) fmul ds:dword ptr[8+ecx] fxch st(5) faddp st(3),st(0) fmul ds:dword ptr[8+ebx] fxch st(1) faddp st(3),st(0) fxch st(3) faddp st(2),st(0) jmp LSetSides Lcase7: fmul ds:dword ptr[ecx] fld ds:dword ptr[0+4+edx] fxch st(2) fmul ds:dword ptr[ebx] fxch st(2) fld st(0) fmul ds:dword ptr[4+ecx] fld ds:dword ptr[0+8+edx] fxch st(2) fmul ds:dword ptr[4+ebx] fxch st(2) fld st(0) fmul ds:dword ptr[8+ecx] fxch st(5) faddp st(3),st(0) fmul ds:dword ptr[8+ebx] fxch st(1) faddp st(3),st(0) fxch st(3) faddp st(2),st(0) LSetSides: faddp st(2),st(0) fcomp ds:dword ptr[12+edx] xor ecx,ecx fnstsw ax fcomp ds:dword ptr[12+edx] and ah,1 xor ah,1 add cl,ah fnstsw ax and ah,1 add ah,ah add cl,ah pop ebx mov eax,ecx ret Lerror: int 3 } Q_UNUSED(p); Q_UNUSED(emins); Q_UNUSED(emaxs); } #pragma warning( default: 4035 ) #endif /* ================= RadiusFromBounds ================= */ float RadiusFromBounds( const vec3_t mins, const vec3_t maxs ) { int i; vec3_t corner; float a, b; for (i=0 ; i<3 ; i++) { a = (float)fabs( mins[i] ); b = (float)fabs( maxs[i] ); corner[i] = a > b ? a : b; } return VectorLength (corner); } #define BOUNDS_CLEAR_VALUE 99999 void ClearBounds( vec3_t mins, vec3_t maxs ) { mins[0] = mins[1] = mins[2] = BOUNDS_CLEAR_VALUE; maxs[0] = maxs[1] = maxs[2] = -BOUNDS_CLEAR_VALUE; } qboolean BoundsClear( const vec3_t mins, const vec3_t maxs ) { if ( ( mins[ 0 ] == BOUNDS_CLEAR_VALUE ) && ( mins[ 1 ] == BOUNDS_CLEAR_VALUE ) && ( mins[ 2 ] == BOUNDS_CLEAR_VALUE ) && ( maxs[ 0 ] == -BOUNDS_CLEAR_VALUE ) && ( maxs[ 1 ] == -BOUNDS_CLEAR_VALUE ) && ( maxs[ 2 ] == -BOUNDS_CLEAR_VALUE ) ) { return qtrue; } else { return qfalse; } } void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs ) { if ( v[0] < mins[0] ) { mins[0] = v[0]; } if ( v[0] > maxs[0]) { maxs[0] = v[0]; } if ( v[1] < mins[1] ) { mins[1] = v[1]; } if ( v[1] > maxs[1]) { maxs[1] = v[1]; } if ( v[2] < mins[2] ) { mins[2] = v[2]; } if ( v[2] > maxs[2]) { maxs[2] = v[2]; } } int VectorCompare( const vec3_t v1, const vec3_t v2 ) { if ( ( v1[0] != v2[0] ) || ( v1[1] != v2[1] ) || ( v1[2] != v2[2] )) { return qfalse; } return qtrue; } vec_t VectorNormalize( vec3_t v ) { float length, ilength; length = ( v[0] * v[0] ) + ( v[1] * v[1] ) + ( v[2] * v[2] ); length = (float)sqrt (length); if ( length ) { ilength = 1.0f / length; v[0] *= ilength; v[1] *= ilength; v[2] *= ilength; } return length; } // // fast vector normalize routine that does not check to make sure // that length != 0, nor does it return length // void VectorNormalizeFast( vec3_t v ) { float ilength; ilength = Q_rsqrt( DotProduct( v, v ) ); v[0] *= ilength; v[1] *= ilength; v[2] *= ilength; } vec_t VectorNormalize2( const vec3_t v, vec3_t out) { float length, ilength; length = ( v[0] * v[0] ) + ( v[1] * v[1] ) + ( v[2] * v[2] ); length = (float)sqrt (length); if (length) { ilength = 1.0f / length; out[0] = v[0] * ilength; out[1] = v[1] * ilength; out[2] = v[2] * ilength; } else { VectorClear( out ); } return length; } void _VectorMA( const vec3_t veca, float scale, const 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( const vec3_t v1, const vec3_t v2 ) { return ( v1[0] * v2[0] ) + ( v1[1] * v2[1] ) + ( v1[2] * v2[2] ); } //intel change #if !defined (MSVC_BUILD) && !defined( LINUX ) //intel optimized version __declspec(cpu_specific(pentium_4)) void _VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out ) { __m128 xmm_veca, xmm_vecb, xmm_out; xmm_veca = _mm_load_ss(&veca[0]); xmm_vecb = _mm_load_ss(&vecb[0]); xmm_out = _mm_sub_ss(xmm_veca,xmm_vecb); _mm_store_ss(&out[0],xmm_out); xmm_veca = _mm_load_ss(&veca[1]); xmm_vecb = _mm_load_ss(&vecb[1]); xmm_out = _mm_sub_ss(xmm_veca,xmm_vecb); _mm_store_ss(&out[1],xmm_out); xmm_veca = _mm_load_ss(&veca[2]); xmm_vecb = _mm_load_ss(&vecb[2]); xmm_out = _mm_sub_ss(xmm_veca,xmm_vecb); _mm_store_ss(&out[2],xmm_out); } __declspec(cpu_specific(generic)) //original void _VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out ) { out[0] = veca[0]-vecb[0]; out[1] = veca[1]-vecb[1]; out[2] = veca[2]-vecb[2]; } #else //original code for MSVC builds void _VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out ) { out[0] = veca[0]-vecb[0]; out[1] = veca[1]-vecb[1]; out[2] = veca[2]-vecb[2]; } #endif //intel change #if !defined(MSVC_BUILD) && !defined (LINUX) //intel optimized version __declspec(cpu_specific(pentium_4)) void _VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t out ) { __m128 xmm_veca, xmm_vecb, xmm_out; xmm_veca = _mm_load_ss(&veca[0]); xmm_vecb = _mm_load_ss(&vecb[0]); xmm_out = _mm_add_ss(xmm_veca,xmm_vecb); _mm_store_ss(&out[0],xmm_out); xmm_veca = _mm_load_ss(&veca[1]); xmm_vecb = _mm_load_ss(&vecb[1]); xmm_out = _mm_add_ss(xmm_veca,xmm_vecb); _mm_store_ss(&out[1],xmm_out); xmm_veca = _mm_load_ss(&veca[2]); xmm_vecb = _mm_load_ss(&vecb[2]); xmm_out = _mm_add_ss(xmm_veca,xmm_vecb); _mm_store_ss(&out[2],xmm_out); } __declspec(cpu_specific(generic)) //original void _VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t out ) { out[0] = veca[0]+vecb[0]; out[1] = veca[1]+vecb[1]; out[2] = veca[2]+vecb[2]; } #else //original code for MSVC builds void _VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t out ) { out[0] = veca[0]+vecb[0]; out[1] = veca[1]+vecb[1]; out[2] = veca[2]+vecb[2]; } #endif void _VectorCopy( const vec3_t in, vec3_t out ) { out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; } void _VectorScale( const vec3_t in, vec_t scale, vec3_t out ) { out[0] = in[0]*scale; out[1] = in[1]*scale; out[2] = in[2]*scale; } void CrossProduct( const vec3_t v1, const 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] ); } vec_t VectorLength( const vec3_t v ) { return sqrt ( ( v[0] * v[0] ) + ( v[1] * v[1] ) + ( v[2] * v[2] ) ); } vec_t VectorLengthSquared( const vec3_t v ) { return ( ( v[0] * v[0] ) + ( v[1] * v[1] ) + ( v[2] * v[2] ) ); } vec_t Distance( const vec3_t p1, const vec3_t p2 ) { vec3_t v; VectorSubtract (p2, p1, v); return VectorLength( v ); } vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 ) { vec3_t v; VectorSubtract (p2, p1, v); return ( v[0] * v[0] ) + ( v[1] * v[1] ) + ( v[2] * v[2] ); } void VectorInverse( vec3_t v ){ v[0] = -v[0]; v[1] = -v[1]; v[2] = -v[2]; } void Vector4Scale( const vec4_t in, vec_t scale, vec4_t out ) { out[0] = in[0]*scale; out[1] = in[1]*scale; out[2] = in[2]*scale; out[3] = in[3]*scale; } int Q_log2( int val ) { int answer; answer = 0; while ( ( val>>=1 ) != 0 ) { answer++; } return answer; } /* ** NormalToLatLong ** ** Lat = 0 at (1,0,0) to 360 (-1,0,0), encoded in 8-bit sine table format ** Lng = 0 at (0,0,1) to 180 (0,0,-1), encoded in 8-bit sine table format ** ** Latitude is encoded in high 8 bits */ unsigned short NormalToLatLong( const vec3_t normal ) { unsigned short ll; // check for singularities if ( ( normal[0] == 0 ) && ( normal[1] == 0 ) ) { if ( normal[2] > 0.0f ) { ll = 0; // lat = 0, long = 0 } else { ll = 128; // lat = 0, long = 128 } } else { unsigned short a, b; a = RAD2DEG( atan2( normal[1], normal[0] ) ) * (255.0f / 360.0f ); a &= 0xff; b = RAD2DEG( acos( normal[2] ) ) * ( 255.0f / 360.0f ); b &= 0xff; ll = ( a << 8 ) | b; } return ll; } float bias(float a, float b) { return (float)( pow(a, (float)(log(b) / log(0.5))) ); } float gain(float a, float b) { float p = (float)( log(1. - b) / log(0.5) ); if ( a < .001f ) return 0.0f; else if ( a > .999f ) return 1.0f; if ( a < 0.5f ) return (float)pow( (float)(2.0 * a), p) / 2.0f; else return 1.0f - (float)pow( (float)(2.0 * (1.0 - a)), p ) / 2.0f; } float noise(float vec[], int len) { switch (len) { case 0: return 0.; case 1: return noise1(vec[0]); case 2: return noise2(vec); default: return noise3(vec); } } float turbulence( const float *v, float freq) { float t, vec[3]; for ( t = 0.0f ; freq >= 1.0f ; freq /= 2.0f ) { vec[0] = freq * v[0]; vec[1] = freq * v[1]; vec[2] = freq * v[2]; t += (float)fabs(noise3(vec)) / freq; } return t; } /* noise functions over 1, 2, and 3 dimensions */ #define B 0x100 #define BM 0xff #define N 0x1000 //#define NP 12 /* 2^N */ //#define NM 0xfff static int p[B + B + 2]; static float g3[B + B + 2][3]; static float g2[B + B + 2][2]; static float g1[B + B + 2]; static int start = 1; static void init(void); #define s_curve(t) ( t * t * (3.0f - ( 2.0f * t ) ) ) #define lerp(t, a, b) ( a + ( t * (b - a) ) ) #define setup(i,b0,b1,r0,r1)\ t = vec[i] + N;\ b0 = ((int)t) & BM;\ b1 = (b0+1) & BM;\ r0 = t - (int)t;\ r1 = r0 - 1.0f; float noise1(float arg) { int bx0, bx1; float rx0, rx1, sx, t, u, v, vec[1]; vec[0] = arg; if (start) { start = 0; init(); } setup(0, bx0,bx1, rx0,rx1); sx = s_curve(rx0); u = rx0 * g1[ p[ bx0 ] ]; v = rx1 * g1[ p[ bx1 ] ]; return lerp(sx, u, v); } #define at2(rx,ry) ( ( rx * q[0] ) + ( ry * q[1] ) ) float noise2( const float vec[2] ) { int bx0, bx1, by0, by1, b00, b10, b01, b11; float rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v; register int i, j; if (start) { start = 0; init(); } setup(0, bx0,bx1, rx0,rx1); setup(1, by0,by1, ry0,ry1); i = p[ bx0 ]; j = p[ bx1 ]; b00 = p[ i + by0 ]; b10 = p[ j + by0 ]; b01 = p[ i + by1 ]; b11 = p[ j + by1 ]; sx = s_curve(rx0); sy = s_curve(ry0); q = g2[ b00 ] ; u = at2(rx0,ry0); q = g2[ b10 ] ; v = at2(rx1,ry0); a = lerp(sx, u, v); q = g2[ b01 ] ; u = at2(rx0,ry1); q = g2[ b11 ] ; v = at2(rx1,ry1); b = lerp(sx, u, v); return lerp(sy, a, b); } #define at3(rx,ry,rz) ( ( rx * q[0] ) + ( ry * q[1] ) + ( rz * q[2] ) ) float noise3( const float vec[3] ) { int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11; float rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v; register int i, j; if (start) { start = 0; init(); } setup(0, bx0,bx1, rx0,rx1); setup(1, by0,by1, ry0,ry1); setup(2, bz0,bz1, rz0,rz1); i = p[ bx0 ]; j = p[ bx1 ]; b00 = p[ i + by0 ]; b10 = p[ j + by0 ]; b01 = p[ i + by1 ]; b11 = p[ j + by1 ]; t = s_curve(rx0); sy = s_curve(ry0); sz = s_curve(rz0); q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0); q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0); a = lerp(t, u, v); q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0); q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0); b = lerp(t, u, v); c = lerp(sy, a, b); q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1); q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1); a = lerp(t, u, v); q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1); q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1); b = lerp(t, u, v); d = lerp(sy, a, b); return lerp(sz, c, d); } static void normalize2(float v[2]) { float s; s = sqrt( ( v[0] * v[0] ) + ( v[1] * v[1] ) ); v[0] = v[0] / s; v[1] = v[1] / s; } static void normalize3(float v[3]) { float s; s = sqrt( ( v[0] * v[0] ) + ( v[1] * v[1] ) + ( v[2] * v[2] ) ); v[0] = v[0] / s; v[1] = v[1] / s; v[2] = v[2] / s; } static void init(void) { int i, j, k; for (i = 0 ; i < B ; i++) { p[i] = i; g1[i] = (float)((rand() % (B + B)) - B) / B; for (j = 0 ; j < 2 ; j++) g2[i][j] = (float)((rand() % (B + B)) - B) / B; normalize2(g2[i]); for (j = 0 ; j < 3 ; j++) g3[i][j] = (float)((rand() % (B + B)) - B) / B; normalize3(g3[i]); } while (--i) { k = p[i]; p[i] = p[j = rand() % B]; p[j] = k; } for (i = 0 ; i < B + 2 ; i++) { p[B + i] = p[i]; g1[B + i] = g1[i]; for (j = 0 ; j < 2 ; j++) g2[B + i][j] = g2[i][j]; for (j = 0 ; j < 3 ; j++) g3[B + i][j] = g3[i][j]; } } /* ================ R_ConcatRotations ================ */ void R_ConcatRotations ( const float in1[3][3], const 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 ( const float in1[3][4], const 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]; } //============================================================================ float anglemod(float a) { /**************************************************************************** Squirrel : #if 0 / 1 block demoted to comment #if 0 if (a >= 0) a -= 360*(int)(a/360); else a += 360*( 1 + (int)(-a/360) ); #endif ****************************************************************************/ a = (360.0f / 65536.0f ) * (float)( (int)(a*(65536.0f/360.0f)) & 65535 ); return a; } float angledist( float ang ) { float a; a = anglemod( ang ); if ( a > 180.0f ) { a -= 360.0f; } return a; } // int i; // vec3_t corners[2]; // this is the slow, general version int BoxOnPlaneSide2 ( const vec3_t emins, const vec3_t emaxs, const struct cplane_s *p ) { int i; float dist1, dist2; int sides; vec3_t corners[2]; for (i=0 ; i<3 ; i++) { if (p->normal[i] < 0.0f) { corners[0][i] = emins[i]; corners[1][i] = emaxs[i]; } else { corners[1][i] = emins[i]; corners[0][i] = emaxs[i]; } } dist1 = DotProduct (p->normal, corners[0]) - p->dist; dist2 = DotProduct (p->normal, corners[1]) - p->dist; sides = 0; if (dist1 >= 0.0f) sides = 1; if (dist2 < 0.0f) sides |= 2; return sides; } /* ================= CalculateRotatedBounds ================= */ void CalculateRotatedBounds( const vec3_t angles, vec3_t mins, vec3_t maxs ) { int i; vec3_t rotmins, rotmaxs; float trans[3][3]; AnglesToAxis( angles, trans ); ClearBounds( rotmins, rotmaxs ); for ( i = 0; i < 8; i++ ) { vec3_t tmp, rottemp; if ( i & 1 ) tmp[0] = mins[0]; else tmp[0] = maxs[0]; if ( i & 2 ) tmp[1] = mins[1]; else tmp[1] = maxs[1]; if ( i & 4 ) tmp[2] = mins[2]; else tmp[2] = maxs[2]; MatrixTransformVector( tmp, trans, rottemp ); AddPointToBounds( rottemp, rotmins, rotmaxs ); } VectorCopy( rotmins, mins ); VectorCopy( rotmaxs, maxs ); } /* ================= CalculateRotatedBounds2 ================= */ void CalculateRotatedBounds2( float trans[3][3], vec3_t mins, vec3_t maxs ) { int i; vec3_t rotmins, rotmaxs; ClearBounds( rotmins, rotmaxs ); for ( i = 0; i < 8; i++ ) { vec3_t tmp, rottemp; if ( i & 1 ) tmp[0] = mins[0]; else tmp[0] = maxs[0]; if ( i & 2 ) tmp[1] = mins[1]; else tmp[1] = maxs[1]; if ( i & 4 ) tmp[2] = mins[2]; else tmp[2] = maxs[2]; MatrixTransformVector( tmp, trans, rottemp ); AddPointToBounds( rottemp, rotmins, rotmaxs ); } VectorCopy( rotmins, mins ); VectorCopy( rotmaxs, maxs ); } #define BBOX_XBITS 9 #define BBOX_YBITS 8 #define BBOX_ZBOTTOMBITS 5 #define BBOX_ZTOPBITS 9 #define BBOX_MAX_X ( 1 << BBOX_XBITS ) #define BBOX_MAX_Y ( 1 << BBOX_YBITS ) #define BBOX_MAX_BOTTOM_Z ( 1 << ( BBOX_ZBOTTOMBITS - 1 ) ) #define BBOX_REALMAX_BOTTOM_Z ( 1 << BBOX_ZBOTTOMBITS ) #define BBOX_MAX_TOP_Z ( 1 << BBOX_ZTOPBITS ) /* ================= BoundingBoxToInteger ================= */ int BoundingBoxToInteger( const vec3_t mins, const vec3_t maxs ) { int x, y, zd, zu, result; x = (int)maxs[ 0 ]; if ( x < 0 ) x = 0; if ( x >= BBOX_MAX_X ) x = BBOX_MAX_X - 1; y = (int)maxs[ 1 ]; if ( y < 0 ) y = 0; if ( y >= BBOX_MAX_Y ) y = BBOX_MAX_Y - 1; zd = (int)mins[ 2 ] + BBOX_MAX_BOTTOM_Z; if ( zd < 0 ) { zd = 0; } if ( zd >= BBOX_REALMAX_BOTTOM_Z ) { zd = BBOX_REALMAX_BOTTOM_Z - 1; } zu = (int)maxs[ 2 ]; if ( zu < 0 ) zu = 0; if ( zu >= BBOX_MAX_TOP_Z ) zu = BBOX_MAX_TOP_Z - 1; result = x | ( y << BBOX_XBITS ) | ( zd << ( BBOX_XBITS + BBOX_YBITS ) ) | ( zu << ( BBOX_XBITS + BBOX_YBITS + BBOX_ZBOTTOMBITS ) ); return result; } /* ================= IntegerToBoundingBox ================= */ void IntegerToBoundingBox( int num, vec3_t mins, vec3_t maxs ) { int x, y, zd, zu; x = num & ( BBOX_MAX_X - 1 ); y = ( num >> ( BBOX_XBITS ) ) & ( BBOX_MAX_Y -1 ); zd = ( num >> ( BBOX_XBITS + BBOX_YBITS ) ) & ( BBOX_REALMAX_BOTTOM_Z - 1 ); zd -= BBOX_MAX_BOTTOM_Z; zu = ( num >> ( BBOX_XBITS + BBOX_YBITS + BBOX_ZBOTTOMBITS ) ) & ( BBOX_MAX_TOP_Z - 1 ); mins[ 0 ] = -x; mins[ 1 ] = -y; mins[ 2 ] = zd; maxs[ 0 ] = x; maxs[ 1 ] = y; maxs[ 2 ] = zu; } //==================================================================== void MatrixTransformVector ( const vec3_t in, const float mat[ 3 ][ 3 ], vec3_t out ) { out[ 0 ] = ( in[ 0 ] * mat[ 0 ][ 0 ] ) + ( in[ 1 ] * mat[ 1 ][ 0 ] ) + ( in[ 2 ] * mat[ 2 ][ 0 ] ); out[ 1 ] = ( in[ 0 ] * mat[ 0 ][ 1 ] ) + ( in[ 1 ] * mat[ 1 ][ 1 ] ) + ( in[ 2 ] * mat[ 2 ][ 1 ] ); out[ 2 ] = ( in[ 0 ] * mat[ 0 ][ 2 ] ) + ( in[ 1 ] * mat[ 1 ][ 2 ] ) + ( in[ 2 ] * mat[ 2 ][ 2 ] ); } void Matrix4TransformVector ( const vec3_t in, const float mat[ 4 ][ 4 ], vec3_t out ) { out[ 0 ] = ( in[ 0 ] * mat[ 0 ][ 0 ] ) + ( in[ 1 ] * mat[ 1 ][ 0 ] ) + ( in[ 2 ] * mat[ 2 ][ 0 ] ) + mat[ 3 ][ 0 ]; out[ 1 ] = ( in[ 0 ] * mat[ 0 ][ 1 ] ) + ( in[ 1 ] * mat[ 1 ][ 1 ] ) + ( in[ 2 ] * mat[ 2 ][ 1 ] ) + mat[ 3 ][ 1 ]; out[ 2 ] = ( in[ 0 ] * mat[ 0 ][ 2 ] ) + ( in[ 1 ] * mat[ 1 ][ 2 ] ) + ( in[ 2 ] * mat[ 2 ][ 2 ] ) + mat[ 3 ][ 2 ]; } void MatrixToEulerAngles ( const float mat[ 3 ][ 3 ], vec3_t ang ) { double theta; double cp; double sp; sp = mat[ 0 ][ 2 ]; // cap off our sin value so that we don't get any NANs if ( sp > 1.0 ) { sp = 1.0; } if ( sp < -1.0 ) { sp = -1.0; } theta = -asin( sp ); cp = cos( theta ); if ( cp > ( 8192.0 * FLT_EPSILON ) ) { ang[ 0 ] = (float)( theta * 180.0 / M_PI ); ang[ 1 ] = (float)( atan2( mat[ 0 ][ 1 ], mat[ 0 ][ 0 ] ) * 180.0 / M_PI ); ang[ 2 ] = (float)( atan2( mat[ 1 ][ 2 ], mat[ 2 ][ 2 ] ) * 180.0 / M_PI ); } else { ang[ 0 ] = (float)( theta * 180.0 / M_PI ); ang[ 1 ] = (float)( -atan2( mat[ 1 ][ 0 ], mat[ 1 ][ 1 ] ) * 180.0 / M_PI ); ang[ 2 ] = 0.0f; } } void TransposeMatrix ( const float in[ 3 ][ 3 ], float out[ 3 ][ 3 ] ) { out[ 0 ][ 0 ] = in[ 0 ][ 0 ]; out[ 0 ][ 1 ] = in[ 1 ][ 0 ]; out[ 0 ][ 2 ] = in[ 2 ][ 0 ]; out[ 1 ][ 0 ] = in[ 0 ][ 1 ]; out[ 1 ][ 1 ] = in[ 1 ][ 1 ]; out[ 1 ][ 2 ] = in[ 2 ][ 1 ]; out[ 2 ][ 0 ] = in[ 0 ][ 2 ]; out[ 2 ][ 1 ] = in[ 1 ][ 2 ]; out[ 2 ][ 2 ] = in[ 2 ][ 2 ]; } void OrthoNormalize ( float mat[3][3] ) { VectorNormalize( mat[ 0 ] ); CrossProduct( mat[ 0 ], mat[ 1 ], mat[ 2 ] ); VectorNormalize( mat[ 2 ] ); CrossProduct( mat[ 2 ], mat[ 0 ], mat[ 1 ] ); VectorNormalize( mat[ 1 ] ); } float NormalizeQuat ( float q[ 4 ] ) { float length, ilength; length = ( q[ 0 ] * q[ 0 ] ) + ( q[ 1 ] * q[ 1 ] ) + ( q[ 2 ] * q[ 2 ] ) + ( q[ 3 ] * q[ 3 ] ); length = (float)sqrt( length ); if ( length ) { ilength = 1.0f / length; q[ 0 ] *= ilength; q[ 1 ] *= ilength; q[ 2 ] *= ilength; q[ 3 ] *= ilength; } return length; } void MatToQuat ( const float srcMatrix[ 3 ][ 3 ], float destQuat[ 4 ] ) { double trace, s; int i, j, k; static int next[3] = {Y, Z, X}; trace = srcMatrix[X][X] + srcMatrix[Y][Y]+ srcMatrix[Z][Z]; if (trace > 0.0) { s = sqrt(trace + 1.0); destQuat[W] = (float)( s * 0.5 ); s = 0.5 / s; destQuat[X] = (float)( (srcMatrix[Z][Y] - srcMatrix[Y][Z]) * s ); destQuat[Y] = (float)( (srcMatrix[X][Z] - srcMatrix[Z][X]) * s ); destQuat[Z] = (float)( (srcMatrix[Y][X] - srcMatrix[X][Y]) * s ); } else { i = X; if (srcMatrix[Y][Y] > srcMatrix[X][X]) i = Y; if (srcMatrix[Z][Z] > srcMatrix[i][i]) i = Z; j = next[i]; k = next[j]; s = sqrt( (srcMatrix[i][i] - (srcMatrix[j][j]+srcMatrix[k][k])) + 1.0 ); destQuat[i] = (float)( s * 0.5 ); s = 0.5 / s; destQuat[W] = (srcMatrix[k][j] - srcMatrix[j][k]) * s; destQuat[j] = (srcMatrix[j][i] + srcMatrix[i][j]) * s; destQuat[k] = (srcMatrix[k][i] + srcMatrix[i][k]) * s; } } void RotateAxis ( const float axis[ 3 ], float angle, float q[ 4 ] ) { float sin_a; float inv_sin_a; float cos_a; float r; r = angle * M_PI / 360.0f; sin_a = sin( r ); if ( fabs( sin_a ) > 0.00000001 ) { inv_sin_a = 1.0f / sin_a; } else { inv_sin_a = 0.0f; } cos_a = (float)cos( r ); q[ X ] = axis[ 0 ] * inv_sin_a; q[ Y ] = axis[ 1 ] * inv_sin_a; q[ Z ] = axis[ 2 ] * inv_sin_a; q[ W ] = cos_a; } void MultQuat ( const float q1[ 4 ], const float q2[ 4 ], float out[ 4 ] ) { out[ 0 ] = ( q1[X] * q2[X] ) - ( q1[Y] * q2[Y] ) - ( q1[Z] * q2[Z] ) - ( q1[W] * q2[W] ); out[ 1 ] = ( q1[X] * q2[Y] ) + ( q1[Y] * q2[X] ) + ( q1[Z] * q2[W] ) - ( q1[W] * q2[Z] ); out[ 2 ] = ( q1[X] * q2[Z] ) - ( q1[Y] * q2[W] ) + ( q1[Z] * q2[X] ) + ( q1[W] * q2[Y] ); out[ 3 ] = ( q1[X] * q2[W] ) + ( q1[Y] * q2[Z] ) - ( q1[Z] * q2[Y] ) + ( q1[W] * q2[X] ); } void QuatToMat ( const float q[ 4 ], float m[ 3 ][ 3 ] ) { float wx, wy, wz; float xx, yy, yz; float xy, xz, zz; float x2, y2, z2; x2 = q[ X ] + q[ X ]; y2 = q[ Y ] + q[ Y ]; z2 = q[ Z ] + q[ Z ]; xx = q[ X ] * x2; xy = q[ X ] * y2; xz = q[ X ] * z2; yy = q[ Y ] * y2; yz = q[ Y ] * z2; zz = q[ Z ] * z2; wx = q[ W ] * x2; wy = q[ W ] * y2; wz = q[ W ] * z2; m[ 0 ][ 0 ] = 1.0f - ( yy + zz ); m[ 0 ][ 1 ] = xy - wz; m[ 0 ][ 2 ] = xz + wy; m[ 1 ][ 0 ] = xy + wz; m[ 1 ][ 1 ] = 1.0f - ( xx + zz ); m[ 1 ][ 2 ] = yz - wx; m[ 2 ][ 0 ] = xz - wy; m[ 2 ][ 1 ] = yz + wx; m[ 2 ][ 2 ] = 1.0f - ( xx + yy ); } #define DELTA 1e-6 void SlerpQuaternion ( const float from[ 4 ], const float to[ 4 ], float t, float res[ 4 ] ) { float to1[ 4 ]; double omega, cosom, sinom, scale0, scale1; cosom = ( from[ X ] * to[ X ] ) + ( from[ Y ] * to[ Y ] ) + ( from[ Z ] * to[ Z ] ) + ( from[ W ] * to [ W ] ); if ( cosom < 0.0 ) { cosom = -cosom; to1[ X ] = -to[ X ]; to1[ Y ] = -to[ Y ]; to1[ Z ] = -to[ Z ]; to1[ W ] = -to[ W ]; } else if ( ( from[ X ] == to[ X ] ) && ( from[ Y ] == to[ Y ] ) && ( from[ Z ] == to[ Z ] ) && ( from[ W ] == to[ W ] ) ) { // equal case, early exit res[ X ] = to[ X ]; res[ Y ] = to[ Y ]; res[ Z ] = to[ Z ]; res[ W ] = to[ W ]; return; } else { to1[ X ] = to[ X ]; to1[ Y ] = to[ Y ]; to1[ Z ] = to[ Z ]; to1[ W ] = to[ W ]; } if ( ( 1.0 - cosom ) > DELTA ) { omega = acos( cosom ); sinom = sin( omega ); scale0 = sin( ( 1.0 - t ) * omega ) / sinom; scale1 = sin( t * omega ) / sinom; } else { scale0 = 1.0 - t; scale1 = t; } res[ X ] = scale0 * from[ X ] + scale1 * to1[ X ]; res[ Y ] = scale0 * from[ Y ] + scale1 * to1[ Y ]; res[ Z ] = scale0 * from[ Z ] + scale1 * to1[ Z ]; res[ W ] = scale0 * from[ W ] + scale1 * to1[ W ]; } void EulerToQuat ( float ang[ 3 ], float q[ 4 ] ) { float mat[ 3 ][ 3 ]; int *i; i = ( int * )ang; if ( !i[ 0 ] && !i[ 1 ] && !i[ 2 ] ) { q[ 0 ] = 0; q[ 1 ] = 0; q[ 2 ] = 0; q[ 3 ] = 1.0f; } else { AnglesToAxis( ang, mat ); MatToQuat( mat, q ); } } /* ===================== PlaneFromPoints Returns false if the triangle is degenrate. The normal will point out of the clock for clockwise ordered points ===================== */ qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c ) { vec3_t d1, d2; VectorSubtract( b, a, d1 ); VectorSubtract( c, a, d2 ); CrossProduct( d2, d1, plane ); if ( VectorNormalize( plane ) == 0 ) { return qfalse; } plane[3] = DotProduct( a, plane ); return qtrue; } /* ================= PlaneTypeForNormal ================= */ int PlaneTypeForNormal ( const vec3_t normal ) { if ( normal[0] == 1.0f ) return PLANE_X; if ( normal[1] == 1.0f ) return PLANE_Y; if ( normal[2] == 1.0f ) return PLANE_Z; return PLANE_NON_AXIAL; }