/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. 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. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // mathlib.c -- math primitives #include #include "quakedef.h" void Sys_Error (char *error, ...); vec3_t vec3_origin = {0,0,0}; int nanmask = 255<<23; /*-----------------------------------------------------------------*/ 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}, }; byte 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(byte 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; 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; float minelem; 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 } #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) { 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]; 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]; 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; 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); // 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 } #ifdef _WIN32 #pragma optimize( "", on ) #endif /*-----------------------------------------------------------------*/ // 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));} int BoxOnPlaneSide3 (vec3_t emins, vec3_t emaxs, mplane_t *p) {return (((p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2]) >= p->dist) | (((p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2]) < p->dist) << 1));} int BoxOnPlaneSide4 (vec3_t emins, vec3_t emaxs, mplane_t *p) {return (((p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2]) >= p->dist) | (((p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2]) < p->dist) << 1));} int BoxOnPlaneSide5 (vec3_t emins, vec3_t emaxs, mplane_t *p) {return (((p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2]) >= p->dist) | (((p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2]) < p->dist) << 1));} int BoxOnPlaneSide6 (vec3_t emins, vec3_t emaxs, mplane_t *p) {return (((p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2]) >= p->dist) | (((p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2]) < p->dist) << 1));} int BoxOnPlaneSide7 (vec3_t emins, vec3_t emaxs, mplane_t *p) {return (((p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2]) >= p->dist) | (((p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2]) < p->dist) << 1));} void BoxOnPlaneSideClassify(mplane_t *p) { switch(p->type) { 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[1] < 0) // 2 { if (p->normal[0] < 0) // 1 p->BoxOnPlaneSideFunc = BoxOnPlaneSide7; else p->BoxOnPlaneSideFunc = BoxOnPlaneSide6; } else { if (p->normal[0] < 0) // 1 p->BoxOnPlaneSideFunc = BoxOnPlaneSide5; else p->BoxOnPlaneSideFunc = BoxOnPlaneSide4; } } else { if (p->normal[1] < 0) // 2 { if (p->normal[0] < 0) // 1 p->BoxOnPlaneSideFunc = BoxOnPlaneSide3; else p->BoxOnPlaneSideFunc = BoxOnPlaneSide2; } else { 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) { float angle; float 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 (right || up) { angle = angles[ROLL] * (M_PI*2 / 360); sr = sin(angle); cr = cos(angle); } if (forward) { forward[0] = cp*cy; forward[1] = cp*sy; forward[2] = -sp; } if (right) { 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; } } int VectorCompare (vec3_t v1, vec3_t v2) { int i; for (i=0 ; i<3 ; i++) if (v1[i] != v2[i]) return 0; return 1; } void VectorMA (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: renamed these to Length, and made the normal ones #define float VectorNormalizeLength (vec3_t v) { 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; v[0] *= ilength; v[1] *= ilength; v[2] *= ilength; } return length; } 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]) { 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]; } /* ================ R_ConcatTransforms ================ */ void R_ConcatTransforms (float in1[3][4], 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); } }