X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=mathlib.c;h=7846af91a6a90019e80c7791acd40fc1adbae6e3;hp=d45bb3562127506fec23c9f4711a45c185dde39a;hb=74743f37052ddbb064486473bffa56e9eb433023;hpb=c4ee1bbcc6b2f917465f07269ad09942bbf40849 diff --git a/mathlib.c b/mathlib.c index d45bb356..7846af91 100644 --- a/mathlib.c +++ b/mathlib.c @@ -22,8 +22,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include #include "quakedef.h" -void Sys_Error (char *error, ...); - vec3_t vec3_origin = {0,0,0}; float ixtable[4096]; @@ -45,9 +43,9 @@ float m_bytenormals[NUMVERTEXNORMALS][3] = {-0.500000, 0.809017, 0.309017}, {-0.238856, 0.864188, 0.442863}, {-0.425325, 0.688191, 0.587785}, {-0.716567, 0.681718, -0.147621}, {-0.500000, 0.809017, -0.309017}, {-0.525731, 0.850651, 0.000000}, -{0.000000, 0.850651, -0.525731}, {-0.238856, 0.864188, -0.442863}, +{0.000000, 0.850651, -0.525731}, {-0.238856, 0.864188, -0.442863}, {0.000000, 0.955423, -0.295242}, {-0.262866, 0.951056, -0.162460}, -{0.000000, 1.000000, 0.000000}, {0.000000, 0.955423, 0.295242}, +{0.000000, 1.000000, 0.000000}, {0.000000, 0.955423, 0.295242}, {-0.262866, 0.951056, 0.162460}, {0.238856, 0.864188, 0.442863}, {0.262866, 0.951056, 0.162460}, {0.500000, 0.809017, 0.309017}, {0.238856, 0.864188, -0.442863}, {0.262866, 0.951056, -0.162460}, @@ -55,7 +53,7 @@ float m_bytenormals[NUMVERTEXNORMALS][3] = {0.716567, 0.681718, 0.147621}, {0.716567, 0.681718, -0.147621}, {0.525731, 0.850651, 0.000000}, {0.425325, 0.688191, 0.587785}, {0.864188, 0.442863, 0.238856}, {0.688191, 0.587785, 0.425325}, -{0.809017, 0.309017, 0.500000}, {0.681718, 0.147621, 0.716567}, +{0.809017, 0.309017, 0.500000}, {0.681718, 0.147621, 0.716567}, {0.587785, 0.425325, 0.688191}, {0.955423, 0.295242, 0.000000}, {1.000000, 0.000000, 0.000000}, {0.951056, 0.162460, 0.262866}, {0.850651, -0.525731, 0.000000}, {0.955423, -0.295242, 0.000000}, @@ -70,8 +68,8 @@ float m_bytenormals[NUMVERTEXNORMALS][3] = {0.309017, 0.500000, -0.809017}, {0.425325, 0.688191, -0.587785}, {0.442863, 0.238856, -0.864188}, {0.587785, 0.425325, -0.688191}, {0.688191, 0.587785, -0.425325}, {-0.147621, 0.716567, -0.681718}, -{-0.309017, 0.500000, -0.809017}, {0.000000, 0.525731, -0.850651}, -{-0.525731, 0.000000, -0.850651}, {-0.442863, 0.238856, -0.864188}, +{-0.309017, 0.500000, -0.809017}, {0.000000, 0.525731, -0.850651}, +{-0.525731, 0.000000, -0.850651}, {-0.442863, 0.238856, -0.864188}, {-0.295242, 0.000000, -0.955423}, {-0.162460, 0.262866, -0.951056}, {0.000000, 0.000000, -1.000000}, {0.295242, 0.000000, -0.955423}, {0.162460, 0.262866, -0.951056}, {-0.442863, -0.238856, -0.864188}, @@ -92,29 +90,29 @@ float m_bytenormals[NUMVERTEXNORMALS][3] = {-0.850651, -0.525731, 0.000000}, {-0.716567, -0.681718, -0.147621}, {-0.716567, -0.681718, 0.147621}, {-0.525731, -0.850651, 0.000000}, {-0.500000, -0.809017, 0.309017}, {-0.238856, -0.864188, 0.442863}, -{-0.262866, -0.951056, 0.162460}, {-0.864188, -0.442863, 0.238856}, +{-0.262866, -0.951056, 0.162460}, {-0.864188, -0.442863, 0.238856}, {-0.809017, -0.309017, 0.500000}, {-0.688191, -0.587785, 0.425325}, -{-0.681718, -0.147621, 0.716567}, {-0.442863, -0.238856, 0.864188}, -{-0.587785, -0.425325, 0.688191}, {-0.309017, -0.500000, 0.809017}, -{-0.147621, -0.716567, 0.681718}, {-0.425325, -0.688191, 0.587785}, -{-0.162460, -0.262866, 0.951056}, {0.442863, -0.238856, 0.864188}, -{0.162460, -0.262866, 0.951056}, {0.309017, -0.500000, 0.809017}, -{0.147621, -0.716567, 0.681718}, {0.000000, -0.525731, 0.850651}, -{0.425325, -0.688191, 0.587785}, {0.587785, -0.425325, 0.688191}, -{0.688191, -0.587785, 0.425325}, {-0.955423, 0.295242, 0.000000}, -{-0.951056, 0.162460, 0.262866}, {-1.000000, 0.000000, 0.000000}, -{-0.850651, 0.000000, 0.525731}, {-0.955423, -0.295242, 0.000000}, -{-0.951056, -0.162460, 0.262866}, {-0.864188, 0.442863, -0.238856}, -{-0.951056, 0.162460, -0.262866}, {-0.809017, 0.309017, -0.500000}, +{-0.681718, -0.147621, 0.716567}, {-0.442863, -0.238856, 0.864188}, +{-0.587785, -0.425325, 0.688191}, {-0.309017, -0.500000, 0.809017}, +{-0.147621, -0.716567, 0.681718}, {-0.425325, -0.688191, 0.587785}, +{-0.162460, -0.262866, 0.951056}, {0.442863, -0.238856, 0.864188}, +{0.162460, -0.262866, 0.951056}, {0.309017, -0.500000, 0.809017}, +{0.147621, -0.716567, 0.681718}, {0.000000, -0.525731, 0.850651}, +{0.425325, -0.688191, 0.587785}, {0.587785, -0.425325, 0.688191}, +{0.688191, -0.587785, 0.425325}, {-0.955423, 0.295242, 0.000000}, +{-0.951056, 0.162460, 0.262866}, {-1.000000, 0.000000, 0.000000}, +{-0.850651, 0.000000, 0.525731}, {-0.955423, -0.295242, 0.000000}, +{-0.951056, -0.162460, 0.262866}, {-0.864188, 0.442863, -0.238856}, +{-0.951056, 0.162460, -0.262866}, {-0.809017, 0.309017, -0.500000}, {-0.864188, -0.442863, -0.238856}, {-0.951056, -0.162460, -0.262866}, -{-0.809017, -0.309017, -0.500000}, {-0.681718, 0.147621, -0.716567}, -{-0.681718, -0.147621, -0.716567}, {-0.850651, 0.000000, -0.525731}, -{-0.688191, 0.587785, -0.425325}, {-0.587785, 0.425325, -0.688191}, -{-0.425325, 0.688191, -0.587785}, {-0.425325, -0.688191, -0.587785}, -{-0.587785, -0.425325, -0.688191}, {-0.688191, -0.587785, -0.425325}, +{-0.809017, -0.309017, -0.500000}, {-0.681718, 0.147621, -0.716567}, +{-0.681718, -0.147621, -0.716567}, {-0.850651, 0.000000, -0.525731}, +{-0.688191, 0.587785, -0.425325}, {-0.587785, 0.425325, -0.688191}, +{-0.425325, 0.688191, -0.587785}, {-0.425325, -0.688191, -0.587785}, +{-0.587785, -0.425325, -0.688191}, {-0.688191, -0.587785, -0.425325}, }; -qbyte NormalToByte(vec3_t n) +qbyte NormalToByte(const vec3_t n) { int i, best; float bestdistance, distance; @@ -149,91 +147,16 @@ float Q_RSqrt(float number) if (number == 0.0f) return 0.0f; - *((long *)&y) = 0x5f3759df - ((* (long *) &number) >> 1); + *((int *)&y) = 0x5f3759df - ((* (int *) &number) >> 1); return y * (1.5f - (number * 0.5f * y * y)); } -void _VectorNormalizeFast(vec3_t v) -{ - float y, number; - - number = DotProduct(v, v); - - if (number != 0.0) - { - *((long *)&y) = 0x5f3759df - ((* (long *) &number) >> 1); - y = y * (1.5f - (number * 0.5f * y * y)); - - VectorScale(v, y, v); - } -} - -#if 0 -// LordHavoc: no longer used at all -void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal ) -{ -#if 0 - // LordHavoc: the old way... - 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]; -#else - // LordHavoc: optimized to death and beyond - float d; - - // LordHavoc: the normal is a unit vector by definition, - // therefore inv_denom was pointless. - d = DotProduct(normal, p); - dst[0] = p[0] - d * normal[0]; - dst[1] = p[1] - d * normal[1]; - dst[2] = p[2] - d * normal[2]; -#endif -} -#endif // assumes "src" is normalized void PerpendicularVector( vec3_t dst, const vec3_t src ) { -#if 0 - // LordHavoc: the old way... - int pos; - int i; - float minelem, d; - vec3_t tempvec; - - // find the smallest magnitude axially aligned vector - minelem = 1.0F; - for ( pos = 0, i = 0; i < 3; i++ ) - { - if ( fabs( src[i] ) < minelem ) - { - pos = i; - minelem = fabs( src[i] ); - } - } - VectorClear(tempvec); - tempvec[pos] = 1.0F; - - // project the point onto the plane defined by src - ProjectPointOnPlane( dst, tempvec, src ); - - // normalize the result - VectorNormalize(dst); -#else // LordHavoc: optimized to death and beyond - int pos; + int pos; float minelem; if (src[0]) @@ -278,7 +201,6 @@ void PerpendicularVector( vec3_t dst, const vec3_t src ) dst[1] = 0; dst[2] = 0; } -#endif } @@ -317,66 +239,8 @@ void VectorVectorsDouble(const double *forward, double *right, double *up) void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees ) { -#if 0 - // LordHavoc: the old way, cryptic brute force... - 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; - - 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; - - zrot[0][0] = cos( DEG2RAD( degrees ) ); - zrot[0][1] = sin( DEG2RAD( degrees ) ); - zrot[1][0] = -sin( DEG2RAD( degrees ) ); - zrot[1][1] = cos( DEG2RAD( degrees ) ); - - R_ConcatRotations( m, zrot, tmpmat ); - R_ConcatRotations( 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]; -#elif 0 - // LordHavoc: on the path to unintelligible code... -// float m[3][3]; -// float im[3][3]; -// float zrot[3][3]; - float tmpmat[3][3]; -// float rot[3][3]; - float angle, c, s; -// int i; + float t0, t1; + float angle, c, s; vec3_t vr, vu, vf; angle = DEG2RAD(degrees); @@ -388,89 +252,6 @@ void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, vf[1] = dir[1]; vf[2] = dir[2]; - PerpendicularVector(vr, dir); - CrossProduct(vr, vf, vu); - -// m [0][0] = vr[0];m [0][1] = vu[0];m [0][2] = vf[0]; -// m [1][0] = vr[1];m [1][1] = vu[1];m [1][2] = vf[1]; -// m [2][0] = vr[2];m [2][1] = vu[2];m [2][2] = vf[2]; -// im [0][0] = vr[0];im [0][1] = vr[1];im [0][2] = vr[2]; -// im [1][0] = vu[0];im [1][1] = vu[1];im [1][2] = vu[2]; -// im [2][0] = vf[0];im [2][1] = vf[1];im [2][2] = vf[2]; -// zrot[0][0] = c;zrot[0][1] = s;zrot[0][2] = 0; -// zrot[1][0] = -s;zrot[1][1] = c;zrot[1][2] = 0; -// zrot[2][0] = 0;zrot[2][1] = 0;zrot[2][2] = 1; - -// tmpmat[0][0] = m[0][0] * zrot[0][0] + m[0][1] * zrot[1][0] + m[0][2] * zrot[2][0]; -// tmpmat[0][1] = m[0][0] * zrot[0][1] + m[0][1] * zrot[1][1] + m[0][2] * zrot[2][1]; -// tmpmat[0][2] = m[0][0] * zrot[0][2] + m[0][1] * zrot[1][2] + m[0][2] * zrot[2][2]; -// tmpmat[1][0] = m[1][0] * zrot[0][0] + m[1][1] * zrot[1][0] + m[1][2] * zrot[2][0]; -// tmpmat[1][1] = m[1][0] * zrot[0][1] + m[1][1] * zrot[1][1] + m[1][2] * zrot[2][1]; -// tmpmat[1][2] = m[1][0] * zrot[0][2] + m[1][1] * zrot[1][2] + m[1][2] * zrot[2][2]; -// tmpmat[2][0] = m[2][0] * zrot[0][0] + m[2][1] * zrot[1][0] + m[2][2] * zrot[2][0]; -// tmpmat[2][1] = m[2][0] * zrot[0][1] + m[2][1] * zrot[1][1] + m[2][2] * zrot[2][1]; -// tmpmat[2][2] = m[2][0] * zrot[0][2] + m[2][1] * zrot[1][2] + m[2][2] * zrot[2][2]; - - tmpmat[0][0] = vr[0] * c + vu[0] * -s; - tmpmat[0][1] = vr[0] * s + vu[0] * c; -// tmpmat[0][2] = vf[0]; - tmpmat[1][0] = vr[1] * c + vu[1] * -s; - tmpmat[1][1] = vr[1] * s + vu[1] * c; -// tmpmat[1][2] = vf[1]; - tmpmat[2][0] = vr[2] * c + vu[2] * -s; - tmpmat[2][1] = vr[2] * s + vu[2] * c; -// tmpmat[2][2] = vf[2]; - -// rot[0][0] = tmpmat[0][0] * vr[0] + tmpmat[0][1] * vu[0] + tmpmat[0][2] * vf[0]; -// rot[0][1] = tmpmat[0][0] * vr[1] + tmpmat[0][1] * vu[1] + tmpmat[0][2] * vf[1]; -// rot[0][2] = tmpmat[0][0] * vr[2] + tmpmat[0][1] * vu[2] + tmpmat[0][2] * vf[2]; -// rot[1][0] = tmpmat[1][0] * vr[0] + tmpmat[1][1] * vu[0] + tmpmat[1][2] * vf[0]; -// rot[1][1] = tmpmat[1][0] * vr[1] + tmpmat[1][1] * vu[1] + tmpmat[1][2] * vf[1]; -// rot[1][2] = tmpmat[1][0] * vr[2] + tmpmat[1][1] * vu[2] + tmpmat[1][2] * vf[2]; -// rot[2][0] = tmpmat[2][0] * vr[0] + tmpmat[2][1] * vu[0] + tmpmat[2][2] * vf[0]; -// rot[2][1] = tmpmat[2][0] * vr[1] + tmpmat[2][1] * vu[1] + tmpmat[2][2] * vf[1]; -// rot[2][2] = tmpmat[2][0] * vr[2] + tmpmat[2][1] * vu[2] + tmpmat[2][2] * vf[2]; - -// rot[0][0] = tmpmat[0][0] * vr[0] + tmpmat[0][1] * vu[0] + vf[0] * vf[0]; -// rot[0][1] = tmpmat[0][0] * vr[1] + tmpmat[0][1] * vu[1] + vf[0] * vf[1]; -// rot[0][2] = tmpmat[0][0] * vr[2] + tmpmat[0][1] * vu[2] + vf[0] * vf[2]; -// rot[1][0] = tmpmat[1][0] * vr[0] + tmpmat[1][1] * vu[0] + vf[1] * vf[0]; -// rot[1][1] = tmpmat[1][0] * vr[1] + tmpmat[1][1] * vu[1] + vf[1] * vf[1]; -// rot[1][2] = tmpmat[1][0] * vr[2] + tmpmat[1][1] * vu[2] + vf[1] * vf[2]; -// rot[2][0] = tmpmat[2][0] * vr[0] + tmpmat[2][1] * vu[0] + vf[2] * vf[0]; -// rot[2][1] = tmpmat[2][0] * vr[1] + tmpmat[2][1] * vu[1] + vf[2] * vf[1]; -// rot[2][2] = tmpmat[2][0] * vr[2] + tmpmat[2][1] * vu[2] + vf[2] * vf[2]; - -// dst[0] = rot[0][0] * point[0] + rot[0][1] * point[1] + rot[0][2] * point[2]; -// dst[1] = rot[1][0] * point[0] + rot[1][1] * point[1] + rot[1][2] * point[2]; -// dst[2] = rot[2][0] * point[0] + rot[2][1] * point[1] + rot[2][2] * point[2]; - - dst[0] = (tmpmat[0][0] * vr[0] + tmpmat[0][1] * vu[0] + vf[0] * vf[0]) * point[0] - + (tmpmat[0][0] * vr[1] + tmpmat[0][1] * vu[1] + vf[0] * vf[1]) * point[1] - + (tmpmat[0][0] * vr[2] + tmpmat[0][1] * vu[2] + vf[0] * vf[2]) * point[2]; - dst[1] = (tmpmat[1][0] * vr[0] + tmpmat[1][1] * vu[0] + vf[1] * vf[0]) * point[0] - + (tmpmat[1][0] * vr[1] + tmpmat[1][1] * vu[1] + vf[1] * vf[1]) * point[1] - + (tmpmat[1][0] * vr[2] + tmpmat[1][1] * vu[2] + vf[1] * vf[2]) * point[2]; - dst[2] = (tmpmat[2][0] * vr[0] + tmpmat[2][1] * vu[0] + vf[2] * vf[0]) * point[0] - + (tmpmat[2][0] * vr[1] + tmpmat[2][1] * vu[1] + vf[2] * vf[1]) * point[1] - + (tmpmat[2][0] * vr[2] + tmpmat[2][1] * vu[2] + vf[2] * vf[2]) * point[2]; -#else - // LordHavoc: optimized to death and beyond, cryptic in an entirely new way - float t0, t1; - float angle, c, s; - vec3_t vr, vu, vf; - - angle = DEG2RAD(degrees); - - c = cos(angle); - s = sin(angle); - - vf[0] = dir[0]; - vf[1] = dir[1]; - vf[2] = dir[2]; - -// PerpendicularVector(vr, dir); -// CrossProduct(vr, vf, vu); VectorVectors(vf, vr, vu); t0 = vr[0] * c + vu[0] * -s; @@ -490,7 +271,6 @@ void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, dst[2] = (t0 * vr[0] + t1 * vu[0] + vf[2] * vf[0]) * point[0] + (t0 * vr[1] + t1 * vu[1] + vf[2] * vf[1]) * point[1] + (t0 * vr[2] + t1 * vu[2] + vf[2] * vf[2]) * point[2]; -#endif } /*-----------------------------------------------------------------*/ @@ -584,7 +364,7 @@ void PlaneClassify(mplane_t *p) BoxOnPlaneSideClassify(p); } -void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up) +void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up) { double angle, sr, sp, sy, cr, cp, cy; @@ -620,7 +400,7 @@ void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up) } } -void AngleVectorsFLU (vec3_t angles, vec3_t forward, vec3_t left, vec3_t up) +void AngleVectorsFLU (const vec3_t angles, vec3_t forward, vec3_t left, vec3_t up) { double angle, sr, sp, sy, cr, cp, cy; @@ -656,7 +436,7 @@ void AngleVectorsFLU (vec3_t angles, vec3_t forward, vec3_t left, vec3_t up) } } -void AngleMatrix (vec3_t angles, vec3_t translate, vec_t matrix[][4]) +void AngleMatrix (const vec3_t angles, const vec3_t translate, vec_t matrix[][4]) { double angle, sr, sp, sy, cr, cp, cy; @@ -683,93 +463,14 @@ void AngleMatrix (vec3_t angles, vec3_t translate, vec_t matrix[][4]) matrix[2][3] = translate[2]; } -void VectorMASlow (vec3_t veca, float scale, 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 (vec3_t v1, vec3_t v2) -{ - return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2]; -} - -void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out) -{ - out[0] = veca[0]-vecb[0]; - out[1] = veca[1]-vecb[1]; - out[2] = veca[2]-vecb[2]; -} - -void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out) -{ - out[0] = veca[0]+vecb[0]; - out[1] = veca[1]+vecb[1]; - out[2] = veca[2]+vecb[2]; -} - -void _VectorCopy (vec3_t in, vec3_t out) -{ - out[0] = in[0]; - out[1] = in[1]; - out[2] = in[2]; -} - -// LordHavoc: changed CrossProduct to a #define -/* -void CrossProduct (vec3_t v1, 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]; -} -*/ - -double sqrt(double x); - -vec_t Length(vec3_t v) -{ - int i; - float length; - - length = 0; - for (i=0 ; i< 3 ; i++) - length += v[i]*v[i]; - length = sqrt (length); // FIXME - - return length; -} - -/* -// LordHavoc: fixme: do more research on gcc assembly so that qftol_minushalf and result will not be considered unused -static double qftol_minushalf = -0.5; - -int qftol(double v) -{ - int result; -#ifdef _MSC_VER - __asm - { - fld v - fadd qftol_minushalf - fistp result - } -#else // gcc hopefully - asm("fldl v\n\tfaddl qftol_minushalf\n\tfistpl result"); -#endif - return result; -} -*/ - -// LordHavoc: renamed these to Length, and made the normal ones #define +// LordHavoc: renamed this to Length, and made the normal one a #define float VectorNormalizeLength (vec3_t v) { - float length, ilength; + float length, ilength; length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; - length = sqrt (length); // FIXME + length = sqrt (length); if (length) { @@ -783,67 +484,23 @@ float VectorNormalizeLength (vec3_t v) } -float VectorNormalizeLength2 (vec3_t v, vec3_t dest) // LordHavoc: added to allow copying while doing the calculation... -{ - float length, ilength; - - length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; - length = sqrt (length); // FIXME - - if (length) - { - ilength = 1/length; - dest[0] = v[0] * ilength; - dest[1] = v[1] * ilength; - dest[2] = v[2] * ilength; - } - else - dest[0] = dest[1] = dest[2] = 0; - - return length; - -} - -void _VectorInverse (vec3_t v) -{ - v[0] = -v[0]; - v[1] = -v[1]; - v[2] = -v[2]; -} - -void _VectorScale (vec3_t in, vec_t scale, vec3_t out) -{ - out[0] = in[0]*scale; - out[1] = in[1]*scale; - out[2] = in[2]*scale; -} - - -int Q_log2(int val) -{ - int answer=0; - while (val>>=1) - answer++; - return answer; -} - /* ================ R_ConcatRotations ================ */ -void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]) +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]; + out[0*3+0] = in1[0*3+0] * in2[0*3+0] + in1[0*3+1] * in2[1*3+0] + in1[0*3+2] * in2[2*3+0]; + out[0*3+1] = in1[0*3+0] * in2[0*3+1] + in1[0*3+1] * in2[1*3+1] + in1[0*3+2] * in2[2*3+1]; + out[0*3+2] = in1[0*3+0] * in2[0*3+2] + in1[0*3+1] * in2[1*3+2] + in1[0*3+2] * in2[2*3+2]; + out[1*3+0] = in1[1*3+0] * in2[0*3+0] + in1[1*3+1] * in2[1*3+0] + in1[1*3+2] * in2[2*3+0]; + out[1*3+1] = in1[1*3+0] * in2[0*3+1] + in1[1*3+1] * in2[1*3+1] + in1[1*3+2] * in2[2*3+1]; + out[1*3+2] = in1[1*3+0] * in2[0*3+2] + in1[1*3+1] * in2[1*3+2] + in1[1*3+2] * in2[2*3+2]; + out[2*3+0] = in1[2*3+0] * in2[0*3+0] + in1[2*3+1] * in2[1*3+0] + in1[2*3+2] * in2[2*3+0]; + out[2*3+1] = in1[2*3+0] * in2[0*3+1] + in1[2*3+1] * in2[1*3+1] + in1[2*3+2] * in2[2*3+1]; + out[2*3+2] = in1[2*3+0] * in2[0*3+2] + in1[2*3+1] * in2[1*3+2] + in1[2*3+2] * in2[2*3+2]; } @@ -852,94 +509,20 @@ void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]) R_ConcatTransforms ================ */ -void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]) +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]; -} - - -/* -=================== -FloorDivMod - -Returns mathematically correct (floor-based) quotient and remainder for -numer and denom, both of which should contain no fractional part. The -quotient must fit in 32 bits. -==================== -*/ - -void FloorDivMod (double numer, double denom, int *quotient, - int *rem) -{ - int q, r; - double x; - -#ifndef PARANOID - if (denom <= 0.0) - Sys_Error ("FloorDivMod: bad denominator %d\n", denom); - -// if ((floor(numer) != numer) || (floor(denom) != denom)) -// Sys_Error ("FloorDivMod: non-integer numer or denom %f %f\n", -// numer, denom); -#endif - - if (numer >= 0.0) - { - - x = floor(numer / denom); - q = (int)x; - r = (int)floor(numer - (x * denom)); - } - else - { - // - // perform operations with positive values, and fix mod to make floor-based - // - x = floor(-numer / denom); - q = -(int)x; - r = (int)floor(-numer - (x * denom)); - if (r != 0) - { - q--; - r = (int)denom - r; - } - } - - *quotient = q; - *rem = r; -} - - -/* -=================== -GreatestCommonDivisor -==================== -*/ -int GreatestCommonDivisor (int i1, int i2) -{ - if (i1 > i2) - { - if (i2 == 0) - return (i1); - return GreatestCommonDivisor (i2, i1 % i2); - } - else - { - if (i1 == 0) - return (i2); - return GreatestCommonDivisor (i1, i2 % i1); - } + out[0*4+0] = in1[0*4+0] * in2[0*4+0] + in1[0*4+1] * in2[1*4+0] + in1[0*4+2] * in2[2*4+0]; + out[0*4+1] = in1[0*4+0] * in2[0*4+1] + in1[0*4+1] * in2[1*4+1] + in1[0*4+2] * in2[2*4+1]; + out[0*4+2] = in1[0*4+0] * in2[0*4+2] + in1[0*4+1] * in2[1*4+2] + in1[0*4+2] * in2[2*4+2]; + out[0*4+3] = in1[0*4+0] * in2[0*4+3] + in1[0*4+1] * in2[1*4+3] + in1[0*4+2] * in2[2*4+3] + in1[0*4+3]; + out[1*4+0] = in1[1*4+0] * in2[0*4+0] + in1[1*4+1] * in2[1*4+0] + in1[1*4+2] * in2[2*4+0]; + out[1*4+1] = in1[1*4+0] * in2[0*4+1] + in1[1*4+1] * in2[1*4+1] + in1[1*4+2] * in2[2*4+1]; + out[1*4+2] = in1[1*4+0] * in2[0*4+2] + in1[1*4+1] * in2[1*4+2] + in1[1*4+2] * in2[2*4+2]; + out[1*4+3] = in1[1*4+0] * in2[0*4+3] + in1[1*4+1] * in2[1*4+3] + in1[1*4+2] * in2[2*4+3] + in1[1*4+3]; + out[2*4+0] = in1[2*4+0] * in2[0*4+0] + in1[2*4+1] * in2[1*4+0] + in1[2*4+2] * in2[2*4+0]; + out[2*4+1] = in1[2*4+0] * in2[0*4+1] + in1[2*4+1] * in2[1*4+1] + in1[2*4+2] * in2[2*4+1]; + out[2*4+2] = in1[2*4+0] * in2[0*4+2] + in1[2*4+1] * in2[1*4+2] + in1[2*4+2] * in2[2*4+2]; + out[2*4+3] = in1[2*4+0] * in2[0*4+3] + in1[2*4+1] * in2[1*4+3] + in1[2*4+2] * in2[2*4+3] + in1[2*4+3]; } @@ -952,3 +535,4 @@ void Mathlib_Init(void) for (a = 1;a < 4096;a++) ixtable[a] = 1.0f / a; } +