diff --git a/libs/mathlib.h b/libs/mathlib.h index 44bf01c..85afacf 100644 --- a/libs/mathlib.h +++ b/libs/mathlib.h @@ -81,6 +81,7 @@ void VectorMA( const vec3_t va, vec_t scale, const vec3_t vb, vec3_t vc ); void _CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross); vec_t VectorNormalize (const vec3_t in, vec3_t out); +vec_t VectorSetLength (const vec3_t in, vec_t length, vec3_t out); vec_t ColorNormalize( const vec3_t in, vec3_t out ); void VectorInverse (vec3_t v); void VectorPolar(vec3_t v, float radius, float theta, float phi); diff --git a/libs/mathlib/mathlib.c b/libs/mathlib/mathlib.c index 33945cd..1234a86 100644 --- a/libs/mathlib/mathlib.c +++ b/libs/mathlib/mathlib.c @@ -143,6 +143,21 @@ vec_t VectorNormalize( const vec3_t in, vec3_t out ) { return length; } +vec_t VectorSetLength(const vec3_t in, vec_t length, vec3_t out) { + vec_t origLength; + + origLength = (vec_t) sqrt((in[0] * in[0]) + (in[1] * in[1]) + (in[2] * in[2])); + if (origLength == 0) + { + VectorClear(out); + return 0; + } + + VectorScale(in, length / origLength, out); + + return origLength; +} + vec_t ColorNormalize( const vec3_t in, vec3_t out ) { float max, scale; diff --git a/tools/quake3/common/polylib.c b/tools/quake3/common/polylib.c index 75caec6..839f7ea 100644 --- a/tools/quake3/common/polylib.c +++ b/tools/quake3/common/polylib.c @@ -207,6 +207,83 @@ BaseWindingForPlane ================= */ winding_t *BaseWindingForPlane (vec3_t normal, vec_t dist) +{ + // The goal in this function is to replicate the exact behavior that was in the original + // BaseWindingForPlane() function (see below). The only thing we're going to change is the + // accuracy of the operation. The original code gave a preference for the vup vector to start + // out as (0, 0, 1), unless the normal had a dominant Z value, in which case vup started out + // as (1, 0, 0). After that, vup was "bent" [along the plane defined by normal and vup] to + // become perpendicular to normal. After that the vright vector was computed as the cross + // product of vup and normal. + + // Once these vectors are calculated, I'm constructing the winding points in exactly the same + // way as was done in the original function. Orientation is the same. + + // Note that the 4 points in the returned winding_t may actually not be necessary (3 might + // be enough). However, I want to minimize the chance of ANY bugs popping up due to any + // change in behavior of this function. Therefore, behavior stays exactly the same, except + // for precision of math. Performance might be better in the new function as well. + + int x, i; + vec_t max, v; + vec3_t vright, vup, org; + winding_t *w; + + max = -BOGUS_RANGE; + x = -1; + for (i = 0; i < 3; i++) { + v = fabs(normal[i]); + if (v > max) { + x = i; + max = v; + } + } + if (x == -1) Error("BaseWindingForPlane: no axis found"); + + switch (x) { + case 0: // Fall through to next case. + case 1: + vright[0] = -normal[1]; + vright[1] = normal[0]; + vright[2] = 0; + break; + case 2: + vright[0] = 0; + vright[1] = -normal[2]; + vright[2] = normal[1]; + break; + } + CrossProduct(normal, vright, vup); + + // IMPORTANT NOTE: vright and vup are NOT unit vectors at this point. + // However, normal, vup, and vright are pairwise perpendicular. + + VectorSetLength(vup, MAX_WORLD_COORD * 2, vup); + VectorSetLength(vright, MAX_WORLD_COORD * 2, vright); + VectorScale(normal, dist, org); + + w = AllocWinding(4); + + VectorSubtract(org, vright, w->p[0]); + VectorAdd(w->p[0], vup, w->p[0]); + + VectorAdd(org, vright, w->p[1]); + VectorAdd(w->p[1], vup, w->p[1]); + + VectorAdd(org, vright, w->p[2]); + VectorSubtract(w->p[2], vup, w->p[2]); + + VectorSubtract(org, vright, w->p[3]); + VectorSubtract(w->p[3], vup, w->p[3]); + + w->numpoints = 4; + + return w; +} + +// Old function, not used but here for reference. Please do not modify it. +// (You may remove it at some point.) +winding_t *_BaseWindingForPlane_orig_(vec3_t normal, vec_t dist) { int i, x; vec_t max, v;