This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
void Sys_Error (char *error, ...);
vec3_t vec3_origin = {0,0,0};
-int nanmask = 255<<23;
+float ixtable[4096];
/*-----------------------------------------------------------------*/
-#define DEG2RAD( a ) ( a * M_PI ) / 180.0F
+float m_bytenormals[NUMVERTEXNORMALS][3] =
+{
+{-0.525731, 0.000000, 0.850651}, {-0.442863, 0.238856, 0.864188},
+{-0.295242, 0.000000, 0.955423}, {-0.309017, 0.500000, 0.809017},
+{-0.162460, 0.262866, 0.951056}, {0.000000, 0.000000, 1.000000},
+{0.000000, 0.850651, 0.525731}, {-0.147621, 0.716567, 0.681718},
+{0.147621, 0.716567, 0.681718}, {0.000000, 0.525731, 0.850651},
+{0.309017, 0.500000, 0.809017}, {0.525731, 0.000000, 0.850651},
+{0.295242, 0.000000, 0.955423}, {0.442863, 0.238856, 0.864188},
+{0.162460, 0.262866, 0.951056}, {-0.681718, 0.147621, 0.716567},
+{-0.809017, 0.309017, 0.500000}, {-0.587785, 0.425325, 0.688191},
+{-0.850651, 0.525731, 0.000000}, {-0.864188, 0.442863, 0.238856},
+{-0.716567, 0.681718, 0.147621}, {-0.688191, 0.587785, 0.425325},
+{-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, 0.955423, -0.295242}, {-0.262866, 0.951056, -0.162460},
+{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},
+{0.500000, 0.809017, -0.309017}, {0.850651, 0.525731, 0.000000},
+{0.716567, 0.681718, 0.147621}, {0.716567, 0.681718, -0.147621},
+{0.525731, 0.850651, 0.000000}, {0.425325, 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},
+{0.587785, 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},
+{0.864188, -0.442863, 0.238856}, {0.951056, -0.162460, 0.262866},
+{0.809017, -0.309017, 0.500000}, {0.681718, -0.147621, 0.716567},
+{0.850651, 0.000000, 0.525731}, {0.864188, 0.442863, -0.238856},
+{0.809017, 0.309017, -0.500000}, {0.951056, 0.162460, -0.262866},
+{0.525731, 0.000000, -0.850651}, {0.681718, 0.147621, -0.716567},
+{0.681718, -0.147621, -0.716567}, {0.850651, 0.000000, -0.525731},
+{0.809017, -0.309017, -0.500000}, {0.864188, -0.442863, -0.238856},
+{0.951056, -0.162460, -0.262866}, {0.147621, 0.716567, -0.681718},
+{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},
+{-0.295242, 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},
+{-0.309017, -0.500000, -0.809017}, {-0.162460, -0.262866, -0.951056},
+{0.000000, -0.850651, -0.525731}, {-0.147621, -0.716567, -0.681718},
+{0.147621, -0.716567, -0.681718}, {0.000000, -0.525731, -0.850651},
+{0.309017, -0.500000, -0.809017}, {0.442863, -0.238856, -0.864188},
+{0.162460, -0.262866, -0.951056}, {0.238856, -0.864188, -0.442863},
+{0.500000, -0.809017, -0.309017}, {0.425325, -0.688191, -0.587785},
+{0.716567, -0.681718, -0.147621}, {0.688191, -0.587785, -0.425325},
+{0.587785, -0.425325, -0.688191}, {0.000000, -0.955423, -0.295242},
+{0.000000, -1.000000, 0.000000}, {0.262866, -0.951056, -0.162460},
+{0.000000, -0.850651, 0.525731}, {0.000000, -0.955423, 0.295242},
+{0.238856, -0.864188, 0.442863}, {0.262866, -0.951056, 0.162460},
+{0.500000, -0.809017, 0.309017}, {0.716567, -0.681718, 0.147621},
+{0.525731, -0.850651, 0.000000}, {-0.238856, -0.864188, -0.442863},
+{-0.500000, -0.809017, -0.309017}, {-0.262866, -0.951056, -0.162460},
+{-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},
+{-0.809017, -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},
+{-0.864188, -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},
+};
+
+qbyte NormalToByte(vec3_t n)
+{
+ int i, best;
+ float bestdistance, distance;
+
+ best = 0;
+ bestdistance = DotProduct (n, m_bytenormals[0]);
+ for (i = 1;i < NUMVERTEXNORMALS;i++)
+ {
+ distance = DotProduct (n, m_bytenormals[i]);
+ if (distance > bestdistance)
+ {
+ bestdistance = distance;
+ best = i;
+ }
+ }
+ return best;
+}
+
+// note: uses byte partly to force unsigned for the validity check
+void ByteToNormal(qbyte num, vec3_t n)
+{
+ if (num < NUMVERTEXNORMALS)
+ VectorCopy(m_bytenormals[num], n);
+ else
+ VectorClear(n); // FIXME: complain?
+}
+
+float Q_RSqrt(float number)
+{
+ float y;
+ if (number == 0.0f)
+ return 0.0f;
+
+ *((long *)&y) = 0x5f3759df - ((* (long *) &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;
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
-*/
+// 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 = 1.0F;
+ float minelem, d;
vec3_t tempvec;
- /*
- ** find the smallest magnitude axially aligned vector
- */
+ // find the smallest magnitude axially aligned vector
+ minelem = 1.0F;
for ( pos = 0, i = 0; i < 3; i++ )
{
if ( fabs( src[i] ) < minelem )
minelem = fabs( src[i] );
}
}
- tempvec[0] = tempvec[1] = tempvec[2] = 0.0F;
+ VectorClear(tempvec);
tempvec[pos] = 1.0F;
- /*
- ** project the point onto the plane defined by src
- */
+ // project the point onto the plane defined by src
ProjectPointOnPlane( dst, tempvec, src );
- /*
- ** normalize the result
- */
- VectorNormalize( dst );
-}
+ // normalize the result
+ VectorNormalize(dst);
+#else
+ // LordHavoc: optimized to death and beyond
+ int pos;
+ float minelem;
-#ifdef _WIN32
-#pragma optimize( "", off )
+ if (src[0])
+ {
+ dst[0] = 0;
+ if (src[1])
+ {
+ dst[1] = 0;
+ if (src[2])
+ {
+ dst[2] = 0;
+ pos = 0;
+ minelem = fabs(src[0]);
+ if (fabs(src[1]) < minelem)
+ {
+ pos = 1;
+ minelem = fabs(src[1]);
+ }
+ if (fabs(src[2]) < minelem)
+ pos = 2;
+
+ dst[pos] = 1;
+ dst[0] -= src[pos] * src[0];
+ dst[1] -= src[pos] * src[1];
+ dst[2] -= src[pos] * src[2];
+
+ // normalize the result
+ VectorNormalize(dst);
+ }
+ else
+ dst[2] = 1;
+ }
+ else
+ {
+ dst[1] = 1;
+ dst[2] = 0;
+ }
+ }
+ else
+ {
+ dst[0] = 1;
+ dst[1] = 0;
+ dst[2] = 0;
+ }
#endif
+}
+
+
+// LordHavoc: like AngleVectors, but taking a forward vector instead of angles, useful!
+void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up)
+{
+ float d;
+ right[0] = forward[2];
+ right[1] = -forward[0];
+ right[2] = forward[1];
+
+ d = DotProduct(forward, right);
+ right[0] -= d * forward[0];
+ right[1] -= d * forward[1];
+ right[2] -= d * forward[2];
+ VectorNormalizeFast(right);
+ CrossProduct(right, forward, up);
+}
+
+void VectorVectorsDouble(const double *forward, double *right, double *up)
+{
+ double d;
+
+ right[0] = forward[2];
+ right[1] = -forward[0];
+ right[2] = forward[1];
+
+ d = DotProduct(forward, right);
+ right[0] -= d * forward[0];
+ right[1] -= d * forward[1];
+ right[2] -= d * forward[2];
+ VectorNormalize(right);
+ CrossProduct(right, forward, 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];
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;
+ vec3_t vr, vu, vf;
-#ifdef _WIN32
-#pragma optimize( "", on )
-#endif
+ angle = DEG2RAD(degrees);
-/*-----------------------------------------------------------------*/
+ c = cos(angle);
+ s = sin(angle);
+ vf[0] = dir[0];
+ vf[1] = dir[1];
+ vf[2] = dir[2];
-float anglemod(float a)
-{
-#if 0
- if (a >= 0)
- a -= 360*(int)(a/360);
- else
- a += 360*( 1 + (int)(-a/360) );
+ 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;
+ t1 = vr[0] * s + vu[0] * c;
+ dst[0] = (t0 * vr[0] + t1 * vu[0] + vf[0] * vf[0]) * point[0]
+ + (t0 * vr[1] + t1 * vu[1] + vf[0] * vf[1]) * point[1]
+ + (t0 * vr[2] + t1 * vu[2] + vf[0] * vf[2]) * point[2];
+
+ t0 = vr[1] * c + vu[1] * -s;
+ t1 = vr[1] * s + vu[1] * c;
+ dst[1] = (t0 * vr[0] + t1 * vu[0] + vf[1] * vf[0]) * point[0]
+ + (t0 * vr[1] + t1 * vu[1] + vf[1] * vf[1]) * point[1]
+ + (t0 * vr[2] + t1 * vu[2] + vf[1] * vf[2]) * point[2];
+
+ t0 = vr[2] * c + vu[2] * -s;
+ t1 = vr[2] * s + vu[2] * c;
+ 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
- a = (360.0/65536) * ((int)(a*(65536/360.0)) & 65535);
- return a;
}
+/*-----------------------------------------------------------------*/
+
+
+// LordHavoc note 1:
+// BoxOnPlaneSide did a switch on a 'signbits' value and had optimized
+// assembly in an attempt to accelerate it further, very inefficient
+// considering that signbits of the frustum planes only changed each
+// frame, and the world planes changed only at load time.
+// So, to optimize it further I took the obvious route of storing a function
+// pointer in the plane struct itself, and shrunk each of the individual
+// cases to a single return statement.
+// LordHavoc note 2:
+// realized axial cases would be a nice speedup for world geometry, although
+// never useful for the frustum planes.
+int BoxOnPlaneSideX (vec3_t emins, vec3_t emaxs, mplane_t *p) {return p->dist <= emins[0] ? 1 : (p->dist >= emaxs[0] ? 2 : 3);}
+int BoxOnPlaneSideY (vec3_t emins, vec3_t emaxs, mplane_t *p) {return p->dist <= emins[1] ? 1 : (p->dist >= emaxs[1] ? 2 : 3);}
+int BoxOnPlaneSideZ (vec3_t emins, vec3_t emaxs, mplane_t *p) {return p->dist <= emins[2] ? 1 : (p->dist >= emaxs[2] ? 2 : 3);}
int BoxOnPlaneSide0 (vec3_t emins, vec3_t emaxs, mplane_t *p) {return (((p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2]) >= p->dist) | (((p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2]) < p->dist) << 1));}
int BoxOnPlaneSide1 (vec3_t emins, vec3_t emaxs, mplane_t *p) {return (((p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2]) >= p->dist) | (((p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2]) < p->dist) << 1));}
int BoxOnPlaneSide2 (vec3_t emins, vec3_t emaxs, mplane_t *p) {return (((p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2]) >= p->dist) | (((p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2]) < p->dist) << 1));}
void BoxOnPlaneSideClassify(mplane_t *p)
{
- if (p->normal[2] < 0) // 4
+ switch(p->type)
{
- if (p->normal[1] < 0) // 2
+ case 0: // x axis
+ p->BoxOnPlaneSideFunc = BoxOnPlaneSideX;
+ break;
+ case 1: // y axis
+ p->BoxOnPlaneSideFunc = BoxOnPlaneSideY;
+ break;
+ case 2: // z axis
+ p->BoxOnPlaneSideFunc = BoxOnPlaneSideZ;
+ break;
+ default:
+ if (p->normal[2] < 0) // 4
{
- if (p->normal[0] < 0) // 1
- p->BoxOnPlaneSideFunc = BoxOnPlaneSide7;
+ if (p->normal[1] < 0) // 2
+ {
+ if (p->normal[0] < 0) // 1
+ p->BoxOnPlaneSideFunc = BoxOnPlaneSide7;
+ else
+ p->BoxOnPlaneSideFunc = BoxOnPlaneSide6;
+ }
else
- p->BoxOnPlaneSideFunc = BoxOnPlaneSide6;
+ {
+ if (p->normal[0] < 0) // 1
+ p->BoxOnPlaneSideFunc = BoxOnPlaneSide5;
+ else
+ p->BoxOnPlaneSideFunc = BoxOnPlaneSide4;
+ }
}
else
{
- if (p->normal[0] < 0) // 1
- p->BoxOnPlaneSideFunc = BoxOnPlaneSide5;
+ if (p->normal[1] < 0) // 2
+ {
+ if (p->normal[0] < 0) // 1
+ p->BoxOnPlaneSideFunc = BoxOnPlaneSide3;
+ else
+ p->BoxOnPlaneSideFunc = BoxOnPlaneSide2;
+ }
else
- p->BoxOnPlaneSideFunc = BoxOnPlaneSide4;
+ {
+ if (p->normal[0] < 0) // 1
+ p->BoxOnPlaneSideFunc = BoxOnPlaneSide1;
+ else
+ p->BoxOnPlaneSideFunc = BoxOnPlaneSide0;
+ }
}
+ break;
}
+}
+
+void PlaneClassify(mplane_t *p)
+{
+ if (p->normal[0] == 1)
+ p->type = 0;
+ else if (p->normal[1] == 1)
+ p->type = 1;
+ else if (p->normal[2] == 1)
+ p->type = 2;
else
+ p->type = 3;
+ BoxOnPlaneSideClassify(p);
+}
+
+void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
+{
+ double angle, sr, sp, sy, cr, cp, cy;
+
+ angle = angles[YAW] * (M_PI*2 / 360);
+ sy = sin(angle);
+ cy = cos(angle);
+ angle = angles[PITCH] * (M_PI*2 / 360);
+ sp = sin(angle);
+ cp = cos(angle);
+ if (forward)
+ {
+ forward[0] = cp*cy;
+ forward[1] = cp*sy;
+ forward[2] = -sp;
+ }
+ if (right || up)
{
- if (p->normal[1] < 0) // 2
+ angle = angles[ROLL] * (M_PI*2 / 360);
+ sr = sin(angle);
+ cr = cos(angle);
+ if (right)
{
- if (p->normal[0] < 0) // 1
- p->BoxOnPlaneSideFunc = BoxOnPlaneSide3;
- else
- p->BoxOnPlaneSideFunc = BoxOnPlaneSide2;
+ right[0] = -1*(sr*sp*cy+cr*-sy);
+ right[1] = -1*(sr*sp*sy+cr*cy);
+ right[2] = -1*(sr*cp);
}
- else
+ if (up)
{
- if (p->normal[0] < 0) // 1
- p->BoxOnPlaneSideFunc = BoxOnPlaneSide1;
- else
- p->BoxOnPlaneSideFunc = BoxOnPlaneSide0;
+ up[0] = (cr*sp*cy+-sr*-sy);
+ up[1] = (cr*sp*sy+-sr*cy);
+ up[2] = cr*cp;
}
}
}
-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)
{
- float angle;
- float sr, sp, sy, cr, cp, cy;
-
+ double angle, sr, sp, sy, cr, cp, cy;
+
angle = angles[YAW] * (M_PI*2 / 360);
sy = sin(angle);
cy = cos(angle);
angle = angles[PITCH] * (M_PI*2 / 360);
sp = sin(angle);
cp = cos(angle);
- angle = angles[ROLL] * (M_PI*2 / 360);
- sr = sin(angle);
- cr = cos(angle);
-
- forward[0] = cp*cy;
- forward[1] = cp*sy;
- forward[2] = -sp;
- right[0] = (-1*sr*sp*cy+-1*cr*-sy);
- right[1] = (-1*sr*sp*sy+-1*cr*cy);
- right[2] = -1*sr*cp;
- up[0] = (cr*sp*cy+-sr*-sy);
- up[1] = (cr*sp*sy+-sr*cy);
- up[2] = cr*cp;
+ if (forward)
+ {
+ forward[0] = cp*cy;
+ forward[1] = cp*sy;
+ forward[2] = -sp;
+ }
+ if (left || up)
+ {
+ angle = angles[ROLL] * (M_PI*2 / 360);
+ sr = sin(angle);
+ cr = cos(angle);
+ if (left)
+ {
+ left[0] = sr*sp*cy+cr*-sy;
+ left[1] = sr*sp*sy+cr*cy;
+ left[2] = sr*cp;
+ }
+ if (up)
+ {
+ up[0] = cr*sp*cy+-sr*-sy;
+ up[1] = cr*sp*sy+-sr*cy;
+ up[2] = cr*cp;
+ }
+ }
}
-int VectorCompare (vec3_t v1, vec3_t v2)
+void AngleMatrix (vec3_t angles, vec3_t translate, vec_t matrix[][4])
{
- int i;
-
- for (i=0 ; i<3 ; i++)
- if (v1[i] != v2[i])
- return 0;
-
- return 1;
+ double angle, sr, sp, sy, cr, cp, cy;
+
+ angle = angles[YAW] * (M_PI*2 / 360);
+ sy = sin(angle);
+ cy = cos(angle);
+ angle = angles[PITCH] * (M_PI*2 / 360);
+ sp = sin(angle);
+ cp = cos(angle);
+ angle = angles[ROLL] * (M_PI*2 / 360);
+ sr = sin(angle);
+ cr = cos(angle);
+ matrix[0][0] = cp*cy;
+ matrix[0][1] = sr*sp*cy+cr*-sy;
+ matrix[0][2] = cr*sp*cy+-sr*-sy;
+ matrix[0][3] = translate[0];
+ matrix[1][0] = cp*sy;
+ matrix[1][1] = sr*sp*sy+cr*cy;
+ matrix[1][2] = cr*sp*sy+-sr*cy;
+ matrix[1][3] = translate[1];
+ matrix[2][0] = -sp;
+ matrix[2][1] = sr*cp;
+ matrix[2][2] = cr*cp;
+ matrix[2][3] = translate[2];
}
-void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc)
+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];
{
int i;
float length;
-
+
length = 0;
for (i=0 ; i< 3 ; i++)
length += v[i]*v[i];
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
float VectorNormalizeLength (vec3_t v)
{
}
-void VectorInverse (vec3_t v)
+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)
+void _VectorScale (vec3_t in, vec_t scale, vec3_t out)
{
out[0] = in[0]*scale;
out[1] = in[1]*scale;
return GreatestCommonDivisor (i1, i2 % i1);
}
}
+
+
+void Mathlib_Init(void)
+{
+ int a;
+
+ // LordHavoc: setup 1.0f / N table for quick recipricols of integers
+ ixtable[0] = 0;
+ for (a = 1;a < 4096;a++)
+ ixtable[a] = 1.0f / a;
+}