// Copyright (C) 1999-2000 Id Software, Inc. // // q_math.c -- stateless support routines that are included in each code module /* * Portions Copyright (C) 2000-2001 Tim Angus * * This program is free software; you can redistribute it and/or modify it * under the terms of the OSML - Open Source Modification License v1.0 as * described in the file COPYING which is distributed with this source * code. * * 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. */ #include "q_shared.h" vec3_t vec3_origin = {0,0,0}; vec3_t axisDefault[3] = { { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 } }; vec4_t colorBlack = {0, 0, 0, 1}; vec4_t colorRed = {1, 0, 0, 1}; vec4_t colorGreen = {0, 1, 0, 1}; vec4_t colorBlue = {0, 0, 1, 1}; vec4_t colorYellow = {1, 1, 0, 1}; vec4_t colorMagenta= {1, 0, 1, 1}; vec4_t colorCyan = {0, 1, 1, 1}; vec4_t colorWhite = {1, 1, 1, 1}; vec4_t colorLtGrey = {0.75, 0.75, 0.75, 1}; vec4_t colorMdGrey = {0.5, 0.5, 0.5, 1}; vec4_t colorDkGrey = {0.25, 0.25, 0.25, 1}; vec4_t g_color_table[8] = { {0.0, 0.0, 0.0, 1.0}, {1.0, 0.0, 0.0, 1.0}, {0.0, 1.0, 0.0, 1.0}, {1.0, 1.0, 0.0, 1.0}, {0.0, 0.0, 1.0, 1.0}, {0.0, 1.0, 1.0, 1.0}, {1.0, 0.0, 1.0, 1.0}, {1.0, 1.0, 1.0, 1.0}, }; vec3_t bytedirs[NUMVERTEXNORMALS] = { {-0.525731f, 0.000000f, 0.850651f}, {-0.442863f, 0.238856f, 0.864188f}, {-0.295242f, 0.000000f, 0.955423f}, {-0.309017f, 0.500000f, 0.809017f}, {-0.162460f, 0.262866f, 0.951056f}, {0.000000f, 0.000000f, 1.000000f}, {0.000000f, 0.850651f, 0.525731f}, {-0.147621f, 0.716567f, 0.681718f}, {0.147621f, 0.716567f, 0.681718f}, {0.000000f, 0.525731f, 0.850651f}, {0.309017f, 0.500000f, 0.809017f}, {0.525731f, 0.000000f, 0.850651f}, {0.295242f, 0.000000f, 0.955423f}, {0.442863f, 0.238856f, 0.864188f}, {0.162460f, 0.262866f, 0.951056f}, {-0.681718f, 0.147621f, 0.716567f}, {-0.809017f, 0.309017f, 0.500000f},{-0.587785f, 0.425325f, 0.688191f}, {-0.850651f, 0.525731f, 0.000000f},{-0.864188f, 0.442863f, 0.238856f}, {-0.716567f, 0.681718f, 0.147621f},{-0.688191f, 0.587785f, 0.425325f}, {-0.500000f, 0.809017f, 0.309017f}, {-0.238856f, 0.864188f, 0.442863f}, {-0.425325f, 0.688191f, 0.587785f}, {-0.716567f, 0.681718f, -0.147621f}, {-0.500000f, 0.809017f, -0.309017f}, {-0.525731f, 0.850651f, 0.000000f}, {0.000000f, 0.850651f, -0.525731f}, {-0.238856f, 0.864188f, -0.442863f}, {0.000000f, 0.955423f, -0.295242f}, {-0.262866f, 0.951056f, -0.162460f}, {0.000000f, 1.000000f, 0.000000f}, {0.000000f, 0.955423f, 0.295242f}, {-0.262866f, 0.951056f, 0.162460f}, {0.238856f, 0.864188f, 0.442863f}, {0.262866f, 0.951056f, 0.162460f}, {0.500000f, 0.809017f, 0.309017f}, {0.238856f, 0.864188f, -0.442863f},{0.262866f, 0.951056f, -0.162460f}, {0.500000f, 0.809017f, -0.309017f},{0.850651f, 0.525731f, 0.000000f}, {0.716567f, 0.681718f, 0.147621f}, {0.716567f, 0.681718f, -0.147621f}, {0.525731f, 0.850651f, 0.000000f}, {0.425325f, 0.688191f, 0.587785f}, {0.864188f, 0.442863f, 0.238856f}, {0.688191f, 0.587785f, 0.425325f}, {0.809017f, 0.309017f, 0.500000f}, {0.681718f, 0.147621f, 0.716567f}, {0.587785f, 0.425325f, 0.688191f}, {0.955423f, 0.295242f, 0.000000f}, {1.000000f, 0.000000f, 0.000000f}, {0.951056f, 0.162460f, 0.262866f}, {0.850651f, -0.525731f, 0.000000f},{0.955423f, -0.295242f, 0.000000f}, {0.864188f, -0.442863f, 0.238856f}, {0.951056f, -0.162460f, 0.262866f}, {0.809017f, -0.309017f, 0.500000f}, {0.681718f, -0.147621f, 0.716567f}, {0.850651f, 0.000000f, 0.525731f}, {0.864188f, 0.442863f, -0.238856f}, {0.809017f, 0.309017f, -0.500000f}, {0.951056f, 0.162460f, -0.262866f}, {0.525731f, 0.000000f, -0.850651f}, {0.681718f, 0.147621f, -0.716567f}, {0.681718f, -0.147621f, -0.716567f},{0.850651f, 0.000000f, -0.525731f}, {0.809017f, -0.309017f, -0.500000f}, {0.864188f, -0.442863f, -0.238856f}, {0.951056f, -0.162460f, -0.262866f}, {0.147621f, 0.716567f, -0.681718f}, {0.309017f, 0.500000f, -0.809017f}, {0.425325f, 0.688191f, -0.587785f}, {0.442863f, 0.238856f, -0.864188f}, {0.587785f, 0.425325f, -0.688191f}, {0.688191f, 0.587785f, -0.425325f}, {-0.147621f, 0.716567f, -0.681718f}, {-0.309017f, 0.500000f, -0.809017f}, {0.000000f, 0.525731f, -0.850651f}, {-0.525731f, 0.000000f, -0.850651f}, {-0.442863f, 0.238856f, -0.864188f}, {-0.295242f, 0.000000f, -0.955423f}, {-0.162460f, 0.262866f, -0.951056f}, {0.000000f, 0.000000f, -1.000000f}, {0.295242f, 0.000000f, -0.955423f}, {0.162460f, 0.262866f, -0.951056f}, {-0.442863f, -0.238856f, -0.864188f}, {-0.309017f, -0.500000f, -0.809017f}, {-0.162460f, -0.262866f, -0.951056f}, {0.000000f, -0.850651f, -0.525731f}, {-0.147621f, -0.716567f, -0.681718f}, {0.147621f, -0.716567f, -0.681718f}, {0.000000f, -0.525731f, -0.850651f}, {0.309017f, -0.500000f, -0.809017f}, {0.442863f, -0.238856f, -0.864188f}, {0.162460f, -0.262866f, -0.951056f}, {0.238856f, -0.864188f, -0.442863f}, {0.500000f, -0.809017f, -0.309017f}, {0.425325f, -0.688191f, -0.587785f}, {0.716567f, -0.681718f, -0.147621f}, {0.688191f, -0.587785f, -0.425325f}, {0.587785f, -0.425325f, -0.688191f}, {0.000000f, -0.955423f, -0.295242f}, {0.000000f, -1.000000f, 0.000000f}, {0.262866f, -0.951056f, -0.162460f}, {0.000000f, -0.850651f, 0.525731f}, {0.000000f, -0.955423f, 0.295242f}, {0.238856f, -0.864188f, 0.442863f}, {0.262866f, -0.951056f, 0.162460f}, {0.500000f, -0.809017f, 0.309017f}, {0.716567f, -0.681718f, 0.147621f}, {0.525731f, -0.850651f, 0.000000f}, {-0.238856f, -0.864188f, -0.442863f}, {-0.500000f, -0.809017f, -0.309017f}, {-0.262866f, -0.951056f, -0.162460f}, {-0.850651f, -0.525731f, 0.000000f}, {-0.716567f, -0.681718f, -0.147621f}, {-0.716567f, -0.681718f, 0.147621f}, {-0.525731f, -0.850651f, 0.000000f}, {-0.500000f, -0.809017f, 0.309017f}, {-0.238856f, -0.864188f, 0.442863f}, {-0.262866f, -0.951056f, 0.162460f}, {-0.864188f, -0.442863f, 0.238856f}, {-0.809017f, -0.309017f, 0.500000f}, {-0.688191f, -0.587785f, 0.425325f}, {-0.681718f, -0.147621f, 0.716567f}, {-0.442863f, -0.238856f, 0.864188f}, {-0.587785f, -0.425325f, 0.688191f}, {-0.309017f, -0.500000f, 0.809017f}, {-0.147621f, -0.716567f, 0.681718f}, {-0.425325f, -0.688191f, 0.587785f}, {-0.162460f, -0.262866f, 0.951056f}, {0.442863f, -0.238856f, 0.864188f}, {0.162460f, -0.262866f, 0.951056f}, {0.309017f, -0.500000f, 0.809017f}, {0.147621f, -0.716567f, 0.681718f}, {0.000000f, -0.525731f, 0.850651f}, {0.425325f, -0.688191f, 0.587785f}, {0.587785f, -0.425325f, 0.688191f}, {0.688191f, -0.587785f, 0.425325f}, {-0.955423f, 0.295242f, 0.000000f}, {-0.951056f, 0.162460f, 0.262866f}, {-1.000000f, 0.000000f, 0.000000f}, {-0.850651f, 0.000000f, 0.525731f}, {-0.955423f, -0.295242f, 0.000000f}, {-0.951056f, -0.162460f, 0.262866f}, {-0.864188f, 0.442863f, -0.238856f}, {-0.951056f, 0.162460f, -0.262866f}, {-0.809017f, 0.309017f, -0.500000f}, {-0.864188f, -0.442863f, -0.238856f}, {-0.951056f, -0.162460f, -0.262866f}, {-0.809017f, -0.309017f, -0.500000f}, {-0.681718f, 0.147621f, -0.716567f}, {-0.681718f, -0.147621f, -0.716567f}, {-0.850651f, 0.000000f, -0.525731f}, {-0.688191f, 0.587785f, -0.425325f}, {-0.587785f, 0.425325f, -0.688191f}, {-0.425325f, 0.688191f, -0.587785f}, {-0.425325f, -0.688191f, -0.587785f}, {-0.587785f, -0.425325f, -0.688191f}, {-0.688191f, -0.587785f, -0.425325f} }; //============================================================== int Q_rand( int *seed ) { *seed = (69069 * *seed + 1); return *seed; } float Q_random( int *seed ) { return ( Q_rand( seed ) & 0xffff ) / (float)0x10000; } float Q_crandom( int *seed ) { return 2.0 * ( Q_random( seed ) - 0.5 ); } #ifdef __LCC__ int VectorCompare( const vec3_t v1, const vec3_t v2 ) { if (v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2]) { return 0; } return 1; } vec_t VectorLength( const vec3_t v ) { return (vec_t)sqrt( v[ 0 ] * v[ 0 ] + v[ 1 ] * v[ 1 ] + v[ 2 ] * v[ 2 ] ); } vec_t VectorLengthSquared( const vec3_t v ) { return (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); } vec_t Distance( const vec3_t p1, const vec3_t p2 ) { vec3_t v; VectorSubtract (p2, p1, v); return VectorLength( v ); } vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 ) { vec3_t v; VectorSubtract (p2, p1, v); return v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; } // fast vector normalize routine that does not check to make sure // that length != 0, nor does it return length, uses rsqrt approximation void VectorNormalizeFast( vec3_t v ) { float ilength; ilength = Q_rsqrt( DotProduct( v, v ) ); v[0] *= ilength; v[1] *= ilength; v[2] *= ilength; } void VectorInverse( vec3_t v ){ v[0] = -v[0]; v[1] = -v[1]; v[2] = -v[2]; } void CrossProduct( const vec3_t v1, const 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]; } #endif //======================================================= signed char ClampChar( int i ) { if ( i < -128 ) { return -128; } if ( i > 127 ) { return 127; } return i; } signed short ClampShort( int i ) { if ( i < -32768 ) { return -32768; } if ( i > 0x7fff ) { return 0x7fff; } return i; } // this isn't a real cheap function to call! int DirToByte( vec3_t dir ) { int i, best; float d, bestd; if( !dir ) return 0; bestd = 0; best = 0; for( i = 0; i < NUMVERTEXNORMALS; i++ ) { d = DotProduct( dir, bytedirs[ i ] ); if( d > bestd ) { bestd = d; best = i; } } return best; } void ByteToDir( int b, vec3_t dir ) { if( b < 0 || b >= NUMVERTEXNORMALS ) { VectorCopy( vec3_origin, dir ); return; } VectorCopy( bytedirs[ b ], dir); } unsigned ColorBytes3 (float r, float g, float b) { unsigned i; ( (byte *)&i )[0] = r * 255; ( (byte *)&i )[1] = g * 255; ( (byte *)&i )[2] = b * 255; return i; } unsigned ColorBytes4 (float r, float g, float b, float a) { unsigned i; ( (byte *)&i )[0] = r * 255; ( (byte *)&i )[1] = g * 255; ( (byte *)&i )[2] = b * 255; ( (byte *)&i )[3] = a * 255; return i; } float NormalizeColor( const vec3_t in, vec3_t out ) { float max; max = in[0]; if ( in[1] > max ) { max = in[1]; } if ( in[2] > max ) { max = in[2]; } if ( !max ) { VectorClear( out ); } else { out[0] = in[0] / max; out[1] = in[1] / max; out[2] = in[2] / max; } return max; } /* ===================== PlaneFromPoints Returns false if the triangle is degenrate. The normal will point out of the clock for clockwise ordered points ===================== */ qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c ) { vec3_t d1, d2; VectorSubtract( b, a, d1 ); VectorSubtract( c, a, d2 ); CrossProduct( d2, d1, plane ); if ( VectorNormalize( plane ) == 0 ) { return qfalse; } plane[3] = DotProduct( a, plane ); return qtrue; } /// These optimised and much cleaner implementations of the Vector Rotation /// functions were provided by Riv (riviera@planetquake.com) /// ...Cheers Riv... /* =============== RotatePointAroundVector This is not implemented very well... =============== */ void RotatePointAroundVector(vec3_t dst, const vec3_t dir, const vec3_t point, float degrees) { float sin_a; float cos_a; float cos_ia; float i_i_ia; float j_j_ia; float k_k_ia; float i_j_ia; float i_k_ia; float j_k_ia; float a_sin; float b_sin; float c_sin; float rot[3][3]; cos_ia = DEG2RAD(degrees); sin_a = sin(cos_ia); cos_a = cos(cos_ia); cos_ia = 1.0F - cos_a; i_i_ia = dir[0] * dir[0] * cos_ia; j_j_ia = dir[1] * dir[1] * cos_ia; k_k_ia = dir[2] * dir[2] * cos_ia; i_j_ia = dir[0] * dir[1] * cos_ia; i_k_ia = dir[0] * dir[2] * cos_ia; j_k_ia = dir[1] * dir[2] * cos_ia; a_sin = dir[0] * sin_a; b_sin = dir[1] * sin_a; c_sin = dir[2] * sin_a; rot[0][0] = i_i_ia + cos_a; rot[0][1] = i_j_ia - c_sin; rot[0][2] = i_k_ia + b_sin; rot[1][0] = i_j_ia + c_sin; rot[1][1] = j_j_ia + cos_a; rot[1][2] = j_k_ia - a_sin; rot[2][0] = i_k_ia - b_sin; rot[2][1] = j_k_ia + a_sin; rot[2][2] = k_k_ia + cos_a; dst[0] = point[0] * rot[0][0] + point[1] * rot[0][1] + point[2] * rot[0][2]; dst[1] = point[0] * rot[1][0] + point[1] * rot[1][1] + point[2] * rot[1][2]; dst[2] = point[0] * rot[2][0] + point[1] * rot[2][1] + point[2] * rot[2][2]; } /* =============== RotateAroundDirection =============== */ void RotateAroundDirection( vec3_t axis[ 3 ], vec_t angle ) { vec_t scale; angle = DEG2RAD( angle ); // create an arbitrary axis[1] PerpendicularVector( axis[ 1 ], axis[ 0 ] ); // cross to get axis[2] CrossProduct( axis[ 0 ], axis[ 1 ], axis[ 2 ] ); // rotate scale = cos( angle ); VectorScale( axis[ 1 ], scale, axis[ 1 ] ); scale = sin( angle ); VectorMA( axis[ 1 ], scale, axis[ 2 ], axis[ 1 ] ); // recalculate axis[2] CrossProduct( axis[ 0 ], axis[ 1 ], axis[ 2 ] ); } void vectoangles( const vec3_t value1, vec3_t angles ) { float forward; float yaw, pitch; if( value1[ 1 ] == 0 && value1[ 0 ] == 0 ) { yaw = 0; if( value1[ 2 ] > 0 ) pitch = 90; else pitch = 270; } else { if( value1[ 0 ] ) yaw = ( atan2 ( value1[ 1 ], value1[ 0 ] ) * 180 / M_PI ); else if( value1[ 1 ] > 0 ) yaw = 90; else yaw = 270; if( yaw < 0 ) yaw += 360; forward = sqrt( value1[ 0 ] * value1[ 0 ] + value1[ 1 ] * value1[ 1 ] ); pitch = ( atan2( value1[ 2 ], forward ) * 180 / M_PI ); if( pitch < 0 ) pitch += 360; } angles[ PITCH ] = -pitch; angles[ YAW ] = yaw; angles[ ROLL ] = 0; } /* ================= AxisToAngles TA: takes an axis (forward + right + up) and returns angles -- including a roll ================= */ void AxisToAngles( vec3_t axis[3], vec3_t angles ) { float length1; float yaw, pitch, roll = 0.0f; if ( axis[0][1] == 0 && axis[0][0] == 0 ) { yaw = 0; if ( axis[0][2] > 0 ) { pitch = 90; } else { pitch = 270; } } else { if ( axis[0][0] ) { yaw = ( atan2 ( axis[0][1], axis[0][0] ) * 180 / M_PI ); } else if ( axis[0][1] > 0 ) { yaw = 90; } else { yaw = 270; } if ( yaw < 0 ) { yaw += 360; } length1 = sqrt ( axis[0][0]*axis[0][0] + axis[0][1]*axis[0][1] ); pitch = ( atan2(axis[0][2], length1) * 180 / M_PI ); if ( pitch < 0 ) { pitch += 360; } roll = ( atan2( axis[1][2], axis[2][2] ) * 180 / M_PI ); if ( roll < 0 ) { roll += 360; } } angles[PITCH] = -pitch; angles[YAW] = yaw; angles[ROLL] = roll; } /* ================= AnglesToAxis ================= */ void AnglesToAxis( const vec3_t angles, vec3_t axis[3] ) { vec3_t right; // angle vectors returns "right" instead of "y axis" AngleVectors( angles, axis[0], right, axis[2] ); VectorSubtract( vec3_origin, right, axis[1] ); } void AxisClear( vec3_t axis[ 3 ] ) { axis[ 0 ][ 0 ] = 1; axis[ 0 ][ 1 ] = 0; axis[ 0 ][ 2 ] = 0; axis[ 1 ][ 0 ] = 0; axis[ 1 ][ 1 ] = 1; axis[ 1 ][ 2 ] = 0; axis[ 2 ][ 0 ] = 0; axis[ 2 ][ 1 ] = 0; axis[ 2 ][ 2 ] = 1; } void AxisCopy( vec3_t in[3], vec3_t out[3] ) { VectorCopy( in[0], out[0] ); VectorCopy( in[1], out[1] ); VectorCopy( in[2], out[2] ); } void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal ) { float d; vec3_t n; float inv_denom; inv_denom = 1.0F / DotProduct( normal, normal ); #ifndef Q3_VM assert( Q_fabs(inv_denom) != 0.0f ); // bk010122 - zero vectors get here #endif inv_denom = 1.0f / inv_denom; 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]; } /* ================ MakeNormalVectors Given a normalized forward vector, create two other perpendicular vectors ================ */ void MakeNormalVectors( const vec3_t forward, vec3_t right, vec3_t up) { float d; // this rotate and negate guarantees a vector // not colinear with the original right[1] = -forward[0]; right[2] = forward[1]; right[0] = forward[2]; d = DotProduct (right, forward); VectorMA (right, -d, forward, right); VectorNormalize (right); CrossProduct (right, forward, up); } void VectorRotate( vec3_t in, vec3_t matrix[3], vec3_t out ) { out[0] = DotProduct( in, matrix[0] ); out[1] = DotProduct( in, matrix[1] ); out[2] = DotProduct( in, matrix[2] ); } //============================================================================ #if !idppc /* ** float q_rsqrt( float number ) */ float Q_rsqrt( float number ) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; // evil floating point bit level hacking i = 0x5f3759df - ( i >> 1 ); // what the fuck? y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration // y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed #ifndef Q3_VM #ifdef __linux__ assert( !isnan(y) ); // bk010122 - FPE? #endif #endif return y; } #endif float Q_fabs( float f ) { int tmp = * ( int * ) &f; tmp &= 0x7FFFFFFF; return * ( float * ) &tmp; } //============================================================ /* =============== LerpAngle =============== */ float LerpAngle (float from, float to, float frac) { float a; if ( to - from > 180 ) { to -= 360; } if ( to - from < -180 ) { to += 360; } a = from + frac * (to - from); return a; } /* ================= AngleSubtract Always returns a value from -180 to 180 ================= */ float AngleSubtract( float a1, float a2 ) { float a; a = a1 - a2; while ( a > 180 ) { a -= 360; } while ( a < -180 ) { a += 360; } return a; } void AnglesSubtract( vec3_t v1, vec3_t v2, vec3_t v3 ) { v3[0] = AngleSubtract( v1[0], v2[0] ); v3[1] = AngleSubtract( v1[1], v2[1] ); v3[2] = AngleSubtract( v1[2], v2[2] ); } float AngleMod( float a ) { a = ( 360.0 / 65536 ) * ( (int)( a * ( 65536 / 360.0 ) ) & 65535 ); return a; } /* ================= AngleNormalize360 returns angle normalized to the range [0 <= angle < 360] ================= */ float AngleNormalize360 ( float angle ) { return (360.0 / 65536) * ((int)(angle * (65536 / 360.0)) & 65535); } /* ================= AngleNormalize180 returns angle normalized to the range [-180 < angle <= 180] ================= */ float AngleNormalize180 ( float angle ) { angle = AngleNormalize360( angle ); if ( angle > 180.0 ) { angle -= 360.0; } return angle; } /* ================= AngleDelta returns the normalized delta from angle1 to angle2 ================= */ float AngleDelta ( float angle1, float angle2 ) { return AngleNormalize180( angle1 - angle2 ); } //============================================================ /* ================= SetPlaneSignbits ================= */ void SetPlaneSignbits (cplane_t *out) { int bits, j; // for fast box on planeside test bits = 0; for (j=0 ; j<3 ; j++) { if (out->normal[j] < 0) { bits |= 1<signbits = bits; } /* ================== BoxOnPlaneSide Returns 1, 2, or 1 + 2 // this is the slow, general version int BoxOnPlaneSide2 (vec3_t emins, vec3_t emaxs, struct cplane_s *p) { int i; float dist1, dist2; int sides; vec3_t corners[2]; for (i=0 ; i<3 ; i++) { if (p->normal[i] < 0) { corners[0][i] = emins[i]; corners[1][i] = emaxs[i]; } else { corners[1][i] = emins[i]; corners[0][i] = emaxs[i]; } } dist1 = DotProduct (p->normal, corners[0]) - p->dist; dist2 = DotProduct (p->normal, corners[1]) - p->dist; sides = 0; if (dist1 >= 0) sides = 1; if (dist2 < 0) sides |= 2; return sides; } ================== */ #if !( (defined __linux__ || __FreeBSD__) && (defined __i386__) && (!defined C_ONLY)) // rb010123 #if defined __LCC__ || defined C_ONLY || !id386 || defined __VECTORC int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *p) { float dist1, dist2; int sides; // fast axial cases if (p->type < 3) { if (p->dist <= emins[p->type]) return 1; if (p->dist >= emaxs[p->type]) return 2; return 3; } // general case switch (p->signbits) { case 0: dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2]; dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2]; break; case 1: dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2]; dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2]; break; case 2: dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2]; dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2]; break; case 3: dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2]; dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2]; break; case 4: dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2]; dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2]; break; case 5: dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2]; dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2]; break; case 6: dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2]; dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2]; break; case 7: dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2]; dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2]; break; default: dist1 = dist2 = 0; // shut up compiler break; } sides = 0; if (dist1 >= p->dist) sides = 1; if (dist2 < p->dist) sides |= 2; return sides; } #else #pragma warning( disable: 4035 ) __declspec( naked ) int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *p) { static int bops_initialized; static int Ljmptab[8]; __asm { push ebx cmp bops_initialized, 1 je initialized mov bops_initialized, 1 mov Ljmptab[0*4], offset Lcase0 mov Ljmptab[1*4], offset Lcase1 mov Ljmptab[2*4], offset Lcase2 mov Ljmptab[3*4], offset Lcase3 mov Ljmptab[4*4], offset Lcase4 mov Ljmptab[5*4], offset Lcase5 mov Ljmptab[6*4], offset Lcase6 mov Ljmptab[7*4], offset Lcase7 initialized: mov edx,dword ptr[4+12+esp] mov ecx,dword ptr[4+4+esp] xor eax,eax mov ebx,dword ptr[4+8+esp] mov al,byte ptr[17+edx] cmp al,8 jge Lerror fld dword ptr[0+edx] fld st(0) jmp dword ptr[Ljmptab+eax*4] Lcase0: fmul dword ptr[ebx] fld dword ptr[0+4+edx] fxch st(2) fmul dword ptr[ecx] fxch st(2) fld st(0) fmul dword ptr[4+ebx] fld dword ptr[0+8+edx] fxch st(2) fmul dword ptr[4+ecx] fxch st(2) fld st(0) fmul dword ptr[8+ebx] fxch st(5) faddp st(3),st(0) fmul dword ptr[8+ecx] fxch st(1) faddp st(3),st(0) fxch st(3) faddp st(2),st(0) jmp LSetSides Lcase1: fmul dword ptr[ecx] fld dword ptr[0+4+edx] fxch st(2) fmul dword ptr[ebx] fxch st(2) fld st(0) fmul dword ptr[4+ebx] fld dword ptr[0+8+edx] fxch st(2) fmul dword ptr[4+ecx] fxch st(2) fld st(0) fmul dword ptr[8+ebx] fxch st(5) faddp st(3),st(0) fmul dword ptr[8+ecx] fxch st(1) faddp st(3),st(0) fxch st(3) faddp st(2),st(0) jmp LSetSides Lcase2: fmul dword ptr[ebx] fld dword ptr[0+4+edx] fxch st(2) fmul dword ptr[ecx] fxch st(2) fld st(0) fmul dword ptr[4+ecx] fld dword ptr[0+8+edx] fxch st(2) fmul dword ptr[4+ebx] fxch st(2) fld st(0) fmul dword ptr[8+ebx] fxch st(5) faddp st(3),st(0) fmul dword ptr[8+ecx] fxch st(1) faddp st(3),st(0) fxch st(3) faddp st(2),st(0) jmp LSetSides Lcase3: fmul dword ptr[ecx] fld dword ptr[0+4+edx] fxch st(2) fmul dword ptr[ebx] fxch st(2) fld st(0) fmul dword ptr[4+ecx] fld dword ptr[0+8+edx] fxch st(2) fmul dword ptr[4+ebx] fxch st(2) fld st(0) fmul dword ptr[8+ebx] fxch st(5) faddp st(3),st(0) fmul dword ptr[8+ecx] fxch st(1) faddp st(3),st(0) fxch st(3) faddp st(2),st(0) jmp LSetSides Lcase4: fmul dword ptr[ebx] fld dword ptr[0+4+edx] fxch st(2) fmul dword ptr[ecx] fxch st(2) fld st(0) fmul dword ptr[4+ebx] fld dword ptr[0+8+edx] fxch st(2) fmul dword ptr[4+ecx] fxch st(2) fld st(0) fmul dword ptr[8+ecx] fxch st(5) faddp st(3),st(0) fmul dword ptr[8+ebx] fxch st(1) faddp st(3),st(0) fxch st(3) faddp st(2),st(0) jmp LSetSides Lcase5: fmul dword ptr[ecx] fld dword ptr[0+4+edx] fxch st(2) fmul dword ptr[ebx] fxch st(2) fld st(0) fmul dword ptr[4+ebx] fld dword ptr[0+8+edx] fxch st(2) fmul dword ptr[4+ecx] fxch st(2) fld st(0) fmul dword ptr[8+ecx] fxch st(5) faddp st(3),st(0) fmul dword ptr[8+ebx] fxch st(1) faddp st(3),st(0) fxch st(3) faddp st(2),st(0) jmp LSetSides Lcase6: fmul dword ptr[ebx] fld dword ptr[0+4+edx] fxch st(2) fmul dword ptr[ecx] fxch st(2) fld st(0) fmul dword ptr[4+ecx] fld dword ptr[0+8+edx] fxch st(2) fmul dword ptr[4+ebx] fxch st(2) fld st(0) fmul dword ptr[8+ecx] fxch st(5) faddp st(3),st(0) fmul dword ptr[8+ebx] fxch st(1) faddp st(3),st(0) fxch st(3) faddp st(2),st(0) jmp LSetSides Lcase7: fmul dword ptr[ecx] fld dword ptr[0+4+edx] fxch st(2) fmul dword ptr[ebx] fxch st(2) fld st(0) fmul dword ptr[4+ecx] fld dword ptr[0+8+edx] fxch st(2) fmul dword ptr[4+ebx] fxch st(2) fld st(0) fmul dword ptr[8+ecx] fxch st(5) faddp st(3),st(0) fmul dword ptr[8+ebx] fxch st(1) faddp st(3),st(0) fxch st(3) faddp st(2),st(0) LSetSides: faddp st(2),st(0) fcomp dword ptr[12+edx] xor ecx,ecx fnstsw ax fcomp dword ptr[12+edx] and ah,1 xor ah,1 add cl,ah fnstsw ax and ah,1 add ah,ah add cl,ah pop ebx mov eax,ecx ret Lerror: int 3 } } #pragma warning( default: 4035 ) #endif #endif /* ================= RadiusFromBounds ================= */ float RadiusFromBounds( const vec3_t mins, const vec3_t maxs ) { int i; vec3_t corner; float a, b; for (i=0 ; i<3 ; i++) { a = fabs( mins[i] ); b = fabs( maxs[i] ); corner[i] = a > b ? a : b; } return VectorLength (corner); } void ClearBounds( vec3_t mins, vec3_t maxs ) { mins[0] = mins[1] = mins[2] = 99999; maxs[0] = maxs[1] = maxs[2] = -99999; } void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs ) { if ( v[0] < mins[0] ) { mins[0] = v[0]; } if ( v[0] > maxs[0]) { maxs[0] = v[0]; } if ( v[1] < mins[1] ) { mins[1] = v[1]; } if ( v[1] > maxs[1]) { maxs[1] = v[1]; } if ( v[2] < mins[2] ) { mins[2] = v[2]; } if ( v[2] > maxs[2]) { maxs[2] = v[2]; } } vec_t VectorNormalize( vec3_t v ) { float length, ilength; length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; length = sqrt (length); if ( length ) { ilength = 1/length; v[0] *= ilength; v[1] *= ilength; v[2] *= ilength; } return length; } vec_t VectorNormalize2( const vec3_t v, vec3_t out) { float length, ilength; length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; length = sqrt (length); if (length) { ilength = 1/length; out[0] = v[0]*ilength; out[1] = v[1]*ilength; out[2] = v[2]*ilength; } else { VectorClear( out ); } return length; } void _VectorMA( const vec3_t veca, float scale, const 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( const vec3_t v1, const vec3_t v2 ) { return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2]; } void _VectorSubtract( const vec3_t veca, const 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( const vec3_t veca, const 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( const vec3_t in, vec3_t out ) { out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; } void _VectorScale( const vec3_t in, vec_t scale, vec3_t out ) { out[0] = in[0]*scale; out[1] = in[1]*scale; out[2] = in[2]*scale; } void Vector4Scale( const vec4_t in, vec_t scale, vec4_t out ) { out[0] = in[0]*scale; out[1] = in[1]*scale; out[2] = in[2]*scale; out[3] = in[3]*scale; } int Q_log2( int val ) { int answer; answer = 0; while ( ( val>>=1 ) != 0 ) { answer++; } return answer; } /* ================= PlaneTypeForNormal ================= */ /* int PlaneTypeForNormal (vec3_t normal) { if ( normal[0] == 1.0 ) return PLANE_X; if ( normal[1] == 1.0 ) return PLANE_Y; if ( normal[2] == 1.0 ) return PLANE_Z; return PLANE_NON_AXIAL; } */ /* ================ MatrixMultiply ================ */ void MatrixMultiply( 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 ]; } void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up) { float angle; static float sr, sp, sy, cr, cp, cy; // static to help MS compiler fp bugs 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 ); 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; } } /* ** assumes "src" is normalized */ void PerpendicularVector( vec3_t dst, const vec3_t src ) { int pos; int i; float minelem = 1.0F; vec3_t tempvec; /* ** find the smallest magnitude axially aligned vector */ for ( pos = 0, i = 0; i < 3; i++ ) { if ( fabs( src[i] ) < minelem ) { pos = i; minelem = fabs( src[i] ); } } tempvec[0] = tempvec[1] = tempvec[2] = 0.0F; tempvec[pos] = 1.0F; /* ** project the point onto the plane defined by src */ ProjectPointOnPlane( dst, tempvec, src ); /* ** normalize the result */ VectorNormalize( dst ); } /* ================= pointToLineDistance Distance from a point to some line ================= */ float pointToLineDistance( const vec3_t p0, const vec3_t p1, const vec3_t p2 ) { vec3_t v, w, y; float c1, c2; VectorSubtract( p2, p1, v ); VectorSubtract( p1, p0, w ); CrossProduct( w, v, y ); c1 = VectorLength( y ); c2 = VectorLength( v ); if( c2 == 0.0f ) return 0.0f; else return c1 / c2; } //TA: wolf trail stuff // Ridah /* ================= GetPerpendicularViewVector Used to find an "up" vector for drawing a sprite so that it always faces the view as best as possible ================= */ void GetPerpendicularViewVector( const vec3_t point, const vec3_t p1, const vec3_t p2, vec3_t up ) { vec3_t v1, v2; VectorSubtract( point, p1, v1 ); VectorNormalize( v1 ); VectorSubtract( point, p2, v2 ); VectorNormalize( v2 ); CrossProduct( v1, v2, up ); VectorNormalize( up ); } /* ================ ProjectPointOntoVector ================ */ void ProjectPointOntoVector( vec3_t point, vec3_t vStart, vec3_t vEnd, vec3_t vProj ) { vec3_t pVec, vec; VectorSubtract( point, vStart, pVec ); VectorSubtract( vEnd, vStart, vec ); VectorNormalize( vec ); // project onto the directional vector for this segment VectorMA( vStart, DotProduct( pVec, vec ), vec, vProj ); } float VectorDistance(vec3_t v1, vec3_t v2) { vec3_t dir; VectorSubtract(v2, v1, dir); return VectorLength(dir); } // done. /* ================ VectorMaxComponent Return the biggest component of some vector ================ */ float VectorMaxComponent( vec3_t v ) { float biggest = v[ 0 ]; if( v[ 1 ] > biggest ) biggest = v[ 1 ]; if( v[ 2 ] > biggest ) biggest = v[ 2 ]; return biggest; } /* ================ VectorMinComponent Return the smallest component of some vector ================ */ float VectorMinComponent( vec3_t v ) { float smallest = v[ 0 ]; if( v[ 1 ] < smallest ) smallest = v[ 1 ]; if( v[ 2 ] < smallest ) smallest = v[ 2 ]; return smallest; } /* =============== round =============== */ float round( float v ) { if( v >= 0.5f ) return ceil( v ); else return floor( v ); }