mirror of
https://github.com/UberGames/GtkRadiant.git
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3326472fee
version of code in VectorNormalize() is used. Yes, I put the old code back in there, and it's active if MATHLIB_VECTOR_NORMALIZE_PRECISION_FIX is 0. Right now it's 1, so the fixed code is active. I need this quick way to test regression tests. git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@424 8a3a26a2-13c4-0310-b231-cf6edde360e5
362 lines
15 KiB
C
362 lines
15 KiB
C
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant 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 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#ifndef __MATHLIB__
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#define __MATHLIB__
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// mathlib.h
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#include <math.h>
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#include <float.h>
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#include "bytebool.h"
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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typedef float vec_t;
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typedef vec_t vec3_t[3];
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typedef vec_t vec5_t[5];
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typedef vec_t vec4_t[4];
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// Smallest positive value for vec_t such that 1.0 + VEC_SMALLEST_EPSILON_AROUND_ONE != 1.0.
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// In the case of 32 bit floats (which is almost certainly the case), it's 0.00000011921.
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// Don't forget that your epsilons should depend on the possible range of values,
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// because for example adding VEC_SMALLEST_EPSILON_AROUND_ONE to 1024.0 will have no effect.
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#define VEC_SMALLEST_EPSILON_AROUND_ONE FLT_EPSILON
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#define SIDE_FRONT 0
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#define SIDE_ON 2
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#define SIDE_BACK 1
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#define SIDE_CROSS -2
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// plane types are used to speed some tests
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// 0-2 are axial planes
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#define PLANE_X 0
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#define PLANE_Y 1
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#define PLANE_Z 2
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#define PLANE_NON_AXIAL 3
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#define Q_PI 3.14159265358979323846f
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extern vec3_t vec3_origin;
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#define EQUAL_EPSILON 0.001
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#ifndef VEC_MAX
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#define VEC_MAX 3.402823466e+38F
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#endif
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qboolean VectorCompare (vec3_t v1, vec3_t v2);
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#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
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#define VectorSubtract(a,b,c) ((c)[0]=(a)[0]-(b)[0],(c)[1]=(a)[1]-(b)[1],(c)[2]=(a)[2]-(b)[2])
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#define VectorAdd(a,b,c) ((c)[0]=(a)[0]+(b)[0],(c)[1]=(a)[1]+(b)[1],(c)[2]=(a)[2]+(b)[2])
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#define VectorIncrement(a,b) ((b)[0]+=(a)[0],(b)[1]+=(a)[1],(b)[2]+=(a)[2])
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#define VectorCopy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2])
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#define VectorSet(v, a, b, c) ((v)[0]=(a),(v)[1]=(b),(v)[2]=(c))
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#define VectorScale(a,b,c) ((c)[0]=(b)*(a)[0],(c)[1]=(b)*(a)[1],(c)[2]=(b)*(a)[2])
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#define VectorMid(a,b,c) ((c)[0]=((a)[0]+(b)[0])*0.5f,(c)[1]=((a)[1]+(b)[1])*0.5f,(c)[2]=((a)[2]+(b)[2])*0.5f)
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#define VectorNegative(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2])
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#define CrossProduct(a,b,c) ((c)[0]=(a)[1]*(b)[2]-(a)[2]*(b)[1],(c)[1]=(a)[2]*(b)[0]-(a)[0]*(b)[2],(c)[2]=(a)[0]*(b)[1]-(a)[1]*(b)[0])
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#define VectorClear(x) ((x)[0]=(x)[1]=(x)[2]=0)
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#define Q_rint(in) ((vec_t)floor(in+0.5))
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qboolean VectorIsOnAxis(vec3_t v);
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qboolean VectorIsOnAxialPlane(vec3_t v);
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vec_t VectorLength(vec3_t v);
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void VectorMA( const vec3_t va, vec_t scale, const vec3_t vb, vec3_t vc );
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void _CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
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// I need this define in order to test some of the regression tests from time to time.
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// This define affect the precision of VectorNormalize() function only.
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#define MATHLIB_VECTOR_NORMALIZE_PRECISION_FIX 1
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vec_t VectorNormalize (const vec3_t in, vec3_t out);
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vec_t ColorNormalize( const vec3_t in, vec3_t out );
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void VectorInverse (vec3_t v);
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void VectorPolar(vec3_t v, float radius, float theta, float phi);
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// default snapping, to 1
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void VectorSnap(vec3_t v);
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// integer snapping
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void VectorISnap(vec3_t point, int snap);
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// Gef: added snap to float for sub-integer grid sizes
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// TTimo: we still use the int version of VectorSnap when possible
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// to avoid potential rounding issues
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// TTimo: renaming to VectorFSnap for C implementation
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void VectorFSnap(vec3_t point, float snap);
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// NOTE: added these from Ritual's Q3Radiant
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void ClearBounds (vec3_t mins, vec3_t maxs);
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void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
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void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
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void VectorToAngles( vec3_t vec, vec3_t angles );
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#define ZERO_EPSILON 1.0E-6
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#define RAD2DEGMULT 57.29577951308232f
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#define DEG2RADMULT 0.01745329251994329f
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#define RAD2DEG( a ) ( (a) * RAD2DEGMULT )
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#define DEG2RAD( a ) ( (a) * DEG2RADMULT )
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void VectorRotate (vec3_t vIn, vec3_t vRotation, vec3_t out);
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void VectorRotateOrigin (vec3_t vIn, vec3_t vRotation, vec3_t vOrigin, vec3_t out);
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// some function merged from tools mathlib code
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qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c );
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void NormalToLatLong( const vec3_t normal, byte bytes[2] );
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int PlaneTypeForNormal (vec3_t normal);
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void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
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// Spog
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// code imported from geomlib
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/*!
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\todo
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FIXME test calls such as intersect tests should be named test_
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*/
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typedef vec_t m3x3_t[9];
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/*!NOTE
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m4x4 looks like this..
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x y z
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x axis ( 0 1 2)
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y axis ( 4 5 6)
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z axis ( 8 9 10)
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translation (12 13 14)
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scale ( 0 5 10)
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*/
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typedef vec_t m4x4_t[16];
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#define M4X4_INDEX(m,row,col) (m[(col<<2)+row])
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typedef enum { TRANSLATE, SCALE, ROTATE } transformtype; // legacy, used only in pmesh.cpp
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typedef enum { eXYZ, eYZX, eZXY, eXZY, eYXZ, eZYX } eulerOrder_t;
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// constructors
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/*! create m4x4 as identity matrix */
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void m4x4_identity(m4x4_t matrix);
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/*! create m4x4 as a translation matrix, for a translation vec3 */
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void m4x4_translation_for_vec3(m4x4_t matrix, const vec3_t translation);
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/*! create m4x4 as a rotation matrix, for an euler angles (degrees) vec3 */
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void m4x4_rotation_for_vec3(m4x4_t matrix, const vec3_t euler, eulerOrder_t order);
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/*! create m4x4 as a scaling matrix, for a scale vec3 */
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void m4x4_scale_for_vec3(m4x4_t matrix, const vec3_t scale);
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/*! create m4x4 as a rotation matrix, for a quaternion vec4 */
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void m4x4_rotation_for_quat(m4x4_t matrix, const vec4_t rotation);
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/*! create m4x4 as a rotation matrix, for an axis vec3 and an angle (radians) */
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void m4x4_rotation_for_axisangle(m4x4_t matrix, const vec3_t axis, vec_t angle);
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// a valid m4x4 to be modified is always first argument
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/*! translate m4x4 by a translation vec3 */
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void m4x4_translate_by_vec3(m4x4_t matrix, const vec3_t translation);
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/*! rotate m4x4 by a euler (degrees) vec3 */
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void m4x4_rotate_by_vec3(m4x4_t matrix, const vec3_t euler, eulerOrder_t order);
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/*! scale m4x4 by a scaling vec3 */
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void m4x4_scale_by_vec3(m4x4_t matrix, const vec3_t scale);
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/*! rotate m4x4 by a quaternion vec4 */
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void m4x4_rotate_by_quat(m4x4_t matrix, const vec4_t rotation);
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/*! rotate m4x4 by an axis vec3 and an angle (radians) */
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void m4x4_rotate_by_axisangle(m4x4_t matrix, const vec3_t axis, vec_t angle);
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/*! transform m4x4 by translation/euler/scaling vec3 (transform = translation.euler.scale) */
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void m4x4_transform_by_vec3(m4x4_t matrix, const vec3_t translation, const vec3_t euler, eulerOrder_t order, const vec3_t scale);
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/*! rotate m4x4 around a pivot point by euler(degrees) vec3 */
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void m4x4_pivoted_rotate_by_vec3(m4x4_t matrix, const vec3_t euler, eulerOrder_t order, const vec3_t pivotpoint);
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/*! scale m4x4 around a pivot point by scaling vec3 */
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void m4x4_pivoted_scale_by_vec3(m4x4_t matrix, const vec3_t scale, const vec3_t pivotpoint);
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/*! transform m4x4 around a pivot point by translation/euler/scaling vec3 */
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void m4x4_pivoted_transform_by_vec3(m4x4_t matrix, const vec3_t translation, const vec3_t euler, eulerOrder_t order, const vec3_t scale, const vec3_t pivotpoint);
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/*! rotate m4x4 around a pivot point by quaternion vec4 */
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void m4x4_pivoted_rotate_by_quat(m4x4_t matrix, const vec4_t rotation, const vec3_t pivotpoint);
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/*! rotate m4x4 around a pivot point by axis vec3 and angle (radians) */
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void m4x4_pivoted_rotate_by_axisangle(m4x4_t matrix, const vec3_t axis, vec_t angle, const vec3_t pivotpoint);
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/*! post-multiply m4x4 by another m4x4 */
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void m4x4_multiply_by_m4x4(m4x4_t matrix, const m4x4_t other);
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/*! pre-multiply m4x4 by another m4x4 */
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void m4x4_premultiply_by_m4x4(m4x4_t matrix, const m4x4_t other);
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/*! multiply a point (x,y,z,1) by matrix */
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void m4x4_transform_point(const m4x4_t matrix, vec3_t point);
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/*! multiply a normal (x,y,z,0) by matrix */
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void m4x4_transform_normal(const m4x4_t matrix, vec3_t normal);
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/*! multiply a vec4 (x,y,z,w) by matrix */
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void m4x4_transform_vec4(const m4x4_t matrix, vec4_t vector);
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/*! multiply a point (x,y,z,1) by matrix */
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void m4x4_transform_point(const m4x4_t matrix, vec3_t point);
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/*! multiply a normal (x,y,z,0) by matrix */
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void m4x4_transform_normal(const m4x4_t matrix, vec3_t normal);
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/*! transpose a m4x4 */
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void m4x4_transpose(m4x4_t matrix);
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/*! invert an orthogonal 4x3 subset of a 4x4 matrix */
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void m4x4_orthogonal_invert(m4x4_t matrix);
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/*! invert any m4x4 using Kramer's rule.. return 1 if matrix is singular, else return 0 */
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int m4x4_invert(m4x4_t matrix);
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/*!
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\todo object/ray intersection functions should maybe return a point rather than a distance?
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*/
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/*!
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aabb_t - "axis-aligned" bounding box...
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origin: centre of bounding box...
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extents: +/- extents of box from origin...
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radius: cached length of extents vector...
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*/
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typedef struct aabb_s
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{
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vec3_t origin;
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vec3_t extents;
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vec_t radius;
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} aabb_t;
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/*!
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bbox_t - oriented bounding box...
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aabb: axis-aligned bounding box...
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axes: orientation axes...
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*/
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typedef struct bbox_s
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{
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aabb_t aabb;
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vec3_t axes[3];
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} bbox_t;
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/*!
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ray_t - origin point and direction unit-vector
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*/
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typedef struct ray_s
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{
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vec3_t origin;
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vec3_t direction;
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} ray_t;
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/*! Generate AABB from min/max. */
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void aabb_construct_for_vec3(aabb_t *aabb, const vec3_t min, const vec3_t max);
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/*! Update bounding-sphere radius. */
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void aabb_update_radius(aabb_t *aabb);
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/*! Initialise AABB to negative size. */
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void aabb_clear(aabb_t *aabb);
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/*! Extend AABB to include point. */
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void aabb_extend_by_point(aabb_t *aabb, const vec3_t point);
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/*! Extend AABB to include aabb_src. */
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void aabb_extend_by_aabb(aabb_t *aabb, const aabb_t *aabb_src);
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/*! Extend AABB by +/- extension vector. */
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void aabb_extend_by_vec3(aabb_t *aabb, vec3_t extension);
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/*! Return 2 if point is inside, else 1 if point is on surface, else 0. */
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int aabb_intersect_point(const aabb_t *aabb, const vec3_t point);
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/*! Return 2 if aabb_src intersects, else 1 if aabb_src touches exactly, else 0. */
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int aabb_intersect_aabb(const aabb_t *aabb, const aabb_t *aabb_src);
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/*! Return 2 if aabb is behind plane, else 1 if aabb intersects plane, else 0. */
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int aabb_intersect_plane(const aabb_t *aabb, const float *plane);
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/*! Return 1 if aabb intersects ray, else 0... dist = closest intersection. */
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int aabb_intersect_ray(const aabb_t *aabb, const ray_t *ray, vec_t *dist);
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/*! Return 1 if aabb intersects ray, else 0. Faster, but does not provide point of intersection */
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int aabb_test_ray(const aabb_t* aabb, const ray_t* ray);
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/*! Generate AABB from oriented bounding box. */
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void aabb_for_bbox(aabb_t *aabb, const bbox_t *bbox);
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/*! Generate AABB from 2-dimensions of min/max, specified by axis. */
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void aabb_for_area(aabb_t *aabb, vec3_t area_tl, vec3_t area_br, int axis);
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/*! Generate AABB to contain src * transform. NOTE: transform must be orthogonal */
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void aabb_for_transformed_aabb(aabb_t* dst, const aabb_t* src, const m4x4_t transform);
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/*! Generate oriented bounding box from AABB and transformation matrix. */
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/*!\todo Remove need to specify euler/scale. */
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void bbox_for_oriented_aabb(bbox_t *bbox, const aabb_t *aabb,
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const m4x4_t matrix, const vec3_t euler, const vec3_t scale);
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/*! Return 2 is bbox is behind plane, else return 1 if bbox intersects plane, else return 0. */
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int bbox_intersect_plane(const bbox_t *bbox, const vec_t* plane);
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/*! Generate a ray from an origin point and a direction unit-vector */
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void ray_construct_for_vec3(ray_t *ray, const vec3_t origin, const vec3_t direction);
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/*! Transform a ray */
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void ray_transform(ray_t *ray, const m4x4_t matrix);
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/*! return true if point intersects cone formed by ray, divergence and epsilon */
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vec_t ray_intersect_point(const ray_t *ray, const vec3_t point, vec_t epsilon, vec_t divergence);
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/*! return true if triangle intersects ray... dist = dist from intersection point to ray-origin */
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vec_t ray_intersect_triangle(const ray_t *ray, qboolean bCullBack, const vec3_t vert0, const vec3_t vert1, const vec3_t vert2);
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////////////////////////////////////////////////////////////////////////////////
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// Below is double-precision math stuff. This was initially needed by the new
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// "base winding" code in q3map2 brush processing in order to fix the famous
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// "disappearing triangles" issue. These definitions can be used wherever extra
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// precision is needed.
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////////////////////////////////////////////////////////////////////////////////
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typedef double vec_accu_t;
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typedef vec_accu_t vec3_accu_t[3];
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// Smallest positive value for vec_accu_t such that 1.0 + VEC_ACCU_SMALLEST_EPSILON_AROUND_ONE != 1.0.
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// In the case of 64 bit doubles (which is almost certainly the case), it's 0.00000000000000022204.
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// Don't forget that your epsilons should depend on the possible range of values,
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// because for example adding VEC_ACCU_SMALLEST_EPSILON_AROUND_ONE to 1024.0 will have no effect.
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#define VEC_ACCU_SMALLEST_EPSILON_AROUND_ONE DBL_EPSILON
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vec_accu_t VectorLengthAccu(const vec3_accu_t v);
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// I have a feeling it may be safer to break these #define functions out into actual functions
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// in order to avoid accidental loss of precision. For example, say you call
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// VectorScaleAccu(vec3_t, vec_t, vec3_accu_t). The scale would take place in 32 bit land
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// and the result would be cast to 64 bit, which would cause total loss of precision when
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// scaling by a large factor.
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//#define DotProductAccu(x, y) ((x)[0] * (y)[0] + (x)[1] * (y)[1] + (x)[2] * (y)[2])
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//#define VectorSubtractAccu(a, b, c) ((c)[0] = (a)[0] - (b)[0], (c)[1] = (a)[1] - (b)[1], (c)[2] = (a)[2] - (b)[2])
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//#define VectorAddAccu(a, b, c) ((c)[0] = (a)[0] + (b)[0], (c)[1] = (a)[1] + (b)[1], (c)[2] = (a)[2] + (b)[2])
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//#define VectorCopyAccu(a, b) ((b)[0] = (a)[0], (b)[1] = (a)[1], (b)[2] = (a)[2])
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//#define VectorScaleAccu(a, b, c) ((c)[0] = (b) * (a)[0], (c)[1] = (b) * (a)[1], (c)[2] = (b) * (a)[2])
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//#define CrossProductAccu(a, b, c) ((c)[0] = (a)[1] * (b)[2] - (a)[2] * (b)[1], (c)[1] = (a)[2] * (b)[0] - (a)[0] * (b)[2], (c)[2] = (a)[0] * (b)[1] - (a)[1] * (b)[0])
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//#define Q_rintAccu(in) ((vec_accu_t) floor(in + 0.5))
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vec_accu_t DotProductAccu(const vec3_accu_t a, const vec3_accu_t b);
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void VectorSubtractAccu(const vec3_accu_t a, const vec3_accu_t b, vec3_accu_t out);
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void VectorAddAccu(const vec3_accu_t a, const vec3_accu_t b, vec3_accu_t out);
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void VectorCopyAccu(const vec3_accu_t in, vec3_accu_t out);
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void VectorScaleAccu(const vec3_accu_t in, vec_accu_t scaleFactor, vec3_accu_t out);
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void CrossProductAccu(const vec3_accu_t a, const vec3_accu_t b, vec3_accu_t out);
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vec_accu_t Q_rintAccu(vec_accu_t val);
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void VectorCopyAccuToRegular(const vec3_accu_t in, vec3_t out);
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void VectorCopyRegularToAccu(const vec3_t in, vec3_accu_t out);
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vec_accu_t VectorNormalizeAccu(const vec3_accu_t in, vec3_accu_t out);
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#ifdef __cplusplus
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}
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#endif
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#endif /* __MATHLIB__ */
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