2000-06-05 00:00:00 +00:00
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/***
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*
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2001-11-08 00:00:00 +00:00
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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2000-06-05 00:00:00 +00:00
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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// mathlib.h
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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 vec4_t[4]; // x,y,z,w
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typedef vec_t vec5_t[5];
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typedef short vec_s_t;
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typedef vec_s_t vec3s_t[3];
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typedef vec_s_t vec4s_t[4]; // x,y,z,w
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typedef vec_s_t vec5s_t[5];
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typedef int fixed4_t;
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typedef int fixed8_t;
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typedef int fixed16_t;
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#ifndef M_PI
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#endif
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struct mplane_s;
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extern vec3_t vec3_origin;
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extern int nanmask;
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#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
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2000-11-07 00:00:00 +00:00
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#ifndef VECTOR_H
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#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
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#endif
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2000-06-05 00:00:00 +00:00
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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 VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}
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#define VectorClear(a) {(a)[0]=0.0;(a)[1]=0.0;(a)[2]=0.0;}
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void VectorMA (const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc);
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vec_t _DotProduct (vec3_t v1, vec3_t v2);
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void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
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void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
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void _VectorCopy (vec3_t in, vec3_t out);
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int VectorCompare (const vec3_t v1, const vec3_t v2);
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float Length (const vec3_t v);
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void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross);
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float VectorNormalize (vec3_t v); // returns vector length
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void VectorInverse (vec3_t v);
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void VectorScale (const vec3_t in, vec_t scale, vec3_t out);
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int Q_log2(int val);
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void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
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void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
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// Here are some "manual" INLINE routines for doing floating point to integer conversions
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extern short new_cw, old_cw;
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typedef union DLONG {
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int i[2];
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double d;
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float f;
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} DLONG;
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extern DLONG dlong;
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#ifdef _WIN32
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void __inline set_fpu_cw(void)
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{
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_asm
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{ wait
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fnstcw old_cw
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wait
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mov ax, word ptr old_cw
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or ah, 0xc
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mov word ptr new_cw,ax
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fldcw new_cw
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}
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}
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int __inline quick_ftol(float f)
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{
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_asm {
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// Assumes that we are already in chop mode, and only need a 32-bit int
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fld DWORD PTR f
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fistp DWORD PTR dlong
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}
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return dlong.i[0];
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}
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void __inline restore_fpu_cw(void)
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{
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_asm fldcw old_cw
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}
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#else
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#define set_fpu_cw() /* */
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#define quick_ftol(f) ftol(f)
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#define restore_fpu_cw() /* */
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#endif
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void FloorDivMod (double numer, double denom, int *quotient,
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int *rem);
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fixed16_t Invert24To16(fixed16_t val);
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int GreatestCommonDivisor (int i1, int i2);
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void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
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void AngleVectorsTranspose (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
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#define AngleIVectors AngleVectorsTranspose
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void AngleMatrix (const vec3_t angles, float (*matrix)[4] );
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void AngleIMatrix (const vec3_t angles, float (*matrix)[4] );
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void VectorTransform (const vec3_t in1, float in2[3][4], vec3_t out);
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void VectorMatrix( vec3_t forward, vec3_t right, vec3_t up);
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void VectorAngles( const vec3_t forward, vec3_t angles );
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int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct mplane_s *plane);
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float anglemod(float a);
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#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
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(((p)->type < 3)? \
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( \
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((p)->dist <= (emins)[(p)->type])? \
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1 \
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: \
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( \
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((p)->dist >= (emaxs)[(p)->type])?\
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2 \
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: \
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3 \
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) \
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) \
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: \
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BoxOnPlaneSide( (emins), (emaxs), (p)))
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