return y * (1.5f - (number * 0.5f * y * y));
}
-#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;
dst[1] = 0;
dst[2] = 0;
}
-#endif
}
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;
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;
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
}
/*-----------------------------------------------------------------*/
matrix[2][3] = translate[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];
-}
-*/
-
-/*
-// 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)
}
-/*
-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;
-}
-*/
/*
================
for (a = 1;a < 4096;a++)
ixtable[a] = 1.0f / a;
}
+