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];
/*-----------------------------------------------------------------*/
{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},
+{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},
+{0.850651, 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},
{0.500000, -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},
+{-0.850651, -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},
+{-0.809017, -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},
{-0.587785, -0.425325, -0.688191}, {-0.688191, -0.587785, -0.425325},
};
-byte NormalToByte(vec3_t n)
+qbyte NormalToByte(vec3_t n)
{
int i, best;
float bestdistance, distance;
}
// note: uses byte partly to force unsigned for the validity check
-void ByteToNormal(byte num, vec3_t n)
+void ByteToNormal(qbyte num, vec3_t n)
{
if (num < NUMVERTEXNORMALS)
- VectorCopy(m_bytenormals[num], n)
+ VectorCopy(m_bytenormals[num], n);
else
- VectorClear(n) // FIXME: complain?
+ VectorClear(n); // FIXME: complain?
}
float Q_RSqrt(float number)
}
-#ifdef _WIN32
-#pragma optimize( "", off )
-#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)
{
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];
#endif
}
-#ifdef _WIN32
-#pragma optimize( "", on )
-#endif
-
/*-----------------------------------------------------------------*/
void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, 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);
- // LordHavoc: this is only to hush up gcc complaining about 'might be used uninitialized' variables
- // (they are NOT used uninitialized, but oh well)
- cr = 0;
- sr = 0;
+ if (forward)
+ {
+ forward[0] = cp*cy;
+ forward[1] = cp*sy;
+ forward[2] = -sp;
+ }
if (right || up)
{
angle = angles[ROLL] * (M_PI*2 / 360);
sr = sin(angle);
cr = cos(angle);
+ if (right)
+ {
+ right[0] = -1*(sr*sp*cy+cr*-sy);
+ right[1] = -1*(sr*sp*sy+cr*cy);
+ right[2] = -1*(sr*cp);
+ }
+ if (up)
+ {
+ up[0] = (cr*sp*cy+-sr*-sy);
+ up[1] = (cr*sp*sy+-sr*cy);
+ up[2] = cr*cp;
+ }
}
+}
+
+void AngleVectorsFLU (vec3_t angles, vec3_t forward, vec3_t left, 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)
+ if (left || up)
{
- right[0] = (-1*sr*sp*cy+-1*cr*-sy);
- right[1] = (-1*sr*sp*sy+-1*cr*cy);
- right[2] = -1*sr*cp;
- }
- if (up)
- {
- up[0] = (cr*sp*cy+-sr*-sy);
- up[1] = (cr*sp*sy+-sr*cy);
- up[2] = cr*cp;
+ 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];