#include "quakedef.h" vec3_t vec3_origin = {0, 0, 0}; #define DEG2RAD(a) (a * M_PI / 180.0) floatanglemod(float a){ return (360.0 / 65536.0) * ((int)(a * (65536.0 / 360.0)) & 65535);} voidTransformVector(vec3_t in, vec3_t out, view_t *v){ out[0] = DotProduct(in, v->right); out[1] = DotProduct(in, v->up); out[2] = DotProduct(in, v->pn);} /* returns 1, 2, or 1 + 2 */intBoxOnPlaneSide(vec3_t emins, vec3_t emaxs, mplane_t *p){ float dist1, dist2; int sides; // 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: fatal("BoxOnPlaneSide: Bad signbits"); break; } sides = 0; if(dist1 >= p->dist) sides = 1; if(dist2 < p->dist) sides |= 2; #ifndef NDEBUG if(sides == 0) fatal("BoxOnPlaneSide: sides==0");#endif return sides;} voidAngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up){ float angle, sr, sp, sy, cr, cp, cy; angle = angles[YAW] * (M_PI * 2 / 360.0); sy = sinf(angle); cy = cosf(angle); angle = angles[PITCH] * (M_PI * 2 / 360.0); sp = sinf(angle); cp = cosf(angle); angle = angles[ROLL] * (M_PI * 2 / 360.0); sr = sinf(angle); cr = cosf(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;} voidVectorMA(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];} voidCrossProduct(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];} vec_tLength(vec3_t v){ return sqrtf(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);} floatVectorNormalize(vec3_t v){ float length, ilength; length = sqrtf(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); if(length != 0) { ilength = 1 / length; v[0] *= ilength; v[1] *= ilength; v[2] *= ilength; } return length;} voidVectorInverse(vec3_t v){ v[0] = -v[0]; v[1] = -v[1]; v[2] = -v[2];} voidVectorScale(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;} voidR_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];} voidR_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];} /* * 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. */voidFloorDivMod(double numer, double denom, int *quotient, int *rem){ int q, r; double x; #ifndef NDEBUG if(denom <= 0.0) fatal("FloorDivMod: bad denominator %g\n", denom); if(floor(numer) != numer || floor(denom) != denom) fatal("FloorDivMod: non-integer numer or denom %g %g\n", numer, denom);#endif if(numer >= 0.0) { x = floor(numer / denom); q = x; r = 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 = floor(-numer - (x * denom)); if(r != 0) { q--; r = (int)denom - r; } } *quotient = q; *rem = r;} intGreatestCommonDivisor(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); }}
#include "quakedef.h"
vec3_t vec3_origin = {0, 0, 0};
#define DEG2RAD(a) (a * M_PI / 180.0)
float
anglemod(float a)
{
return (360.0 / 65536.0) * ((int)(a * (65536.0 / 360.0)) & 65535);
}
void
TransformVector(vec3_t in, vec3_t out, view_t *v)
{
out[0] = DotProduct(in, v->right);
out[1] = DotProduct(in, v->up);
out[2] = DotProduct(in, v->pn);
}
/* returns 1, 2, or 1 + 2 */
int
BoxOnPlaneSide(vec3_t emins, vec3_t emaxs, mplane_t *p)
{
float dist1, dist2;
int sides;
// 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:
fatal("BoxOnPlaneSide: Bad signbits");
break;
}
sides = 0;
if(dist1 >= p->dist)
sides = 1;
if(dist2 < p->dist)
sides |= 2;
#ifndef NDEBUG
if(sides == 0)
fatal("BoxOnPlaneSide: sides==0");
#endif
return sides;
}
void
AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
{
float angle, sr, sp, sy, cr, cp, cy;
angle = angles[YAW] * (M_PI * 2 / 360.0);
sy = sinf(angle);
cy = cosf(angle);
angle = angles[PITCH] * (M_PI * 2 / 360.0);
sp = sinf(angle);
cp = cosf(angle);
angle = angles[ROLL] * (M_PI * 2 / 360.0);
sr = sinf(angle);
cr = cosf(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;
}
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];
}
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];
}
vec_t
Length(vec3_t v)
{
return sqrtf(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
}
float
VectorNormalize(vec3_t v)
{
float length, ilength;
length = sqrtf(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
if(length != 0) {
ilength = 1 / length;
v[0] *= ilength;
v[1] *= ilength;
v[2] *= ilength;
}
return length;
}
void
VectorInverse(vec3_t v)
{
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[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
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];
}
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];
}
/*
* 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 NDEBUG
if(denom <= 0.0)
fatal("FloorDivMod: bad denominator %g\n", denom);
if(floor(numer) != numer || floor(denom) != denom)
fatal("FloorDivMod: non-integer numer or denom %g %g\n", numer, denom);
#endif
if(numer >= 0.0) {
x = floor(numer / denom);
q = x;
r = 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 = floor(-numer - (x * denom));
if(r != 0) {
q--;
r = (int)denom - r;
}
}
*quotient = q;
*rem = r;
}
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);
}
}