/*
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ Copyright (C) 1999-2007 id Software, Inc. and contributors.
+ For a list of contributors, see the accompanying CONTRIBUTORS file.
-This file is part of GtkRadiant.
+ This file is part of GtkRadiant.
-GtkRadiant 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.
+ GtkRadiant 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.
-GtkRadiant 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.
+ GtkRadiant 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 GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-*/
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ */
// mathlib.c -- math primitives
#include "mathlib.h"
vec3_t vec3_origin = {0.0f,0.0f,0.0f};
/*
-================
-MakeNormalVectors
+ ================
+ VectorIsOnAxis
+ ================
+ */
+qboolean VectorIsOnAxis( vec3_t v ){
+ int i, zeroComponentCount;
+
+ zeroComponentCount = 0;
+ for ( i = 0; i < 3; i++ )
+ {
+ if ( v[i] == 0.0 ) {
+ zeroComponentCount++;
+ }
+ }
-Given a normalized forward vector, create two
-other perpendicular vectors
-================
-*/
-void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up)
-{
- float d;
+ if ( zeroComponentCount > 1 ) {
+ // The zero vector will be on axis.
+ return qtrue;
+ }
+
+ return qfalse;
+}
+
+/*
+ ================
+ VectorIsOnAxialPlane
+ ================
+ */
+qboolean VectorIsOnAxialPlane( vec3_t v ){
+ int i;
+
+ for ( i = 0; i < 3; i++ )
+ {
+ if ( v[i] == 0.0 ) {
+ // The zero vector will be on axial plane.
+ return qtrue;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+ ================
+ MakeNormalVectors
+
+ Given a normalized forward vector, create two
+ other perpendicular vectors
+ ================
+ */
+void MakeNormalVectors( vec3_t forward, vec3_t right, vec3_t up ){
+ float d;
// this rotate and negate guarantees a vector
// not colinear with the original
right[2] = forward[1];
right[0] = forward[2];
- d = DotProduct (right, forward);
- VectorMA (right, -d, forward, right);
- VectorNormalize (right, right);
- CrossProduct (right, forward, up);
+ d = DotProduct( right, forward );
+ VectorMA( right, -d, forward, right );
+ VectorNormalize( right, right );
+ CrossProduct( right, forward, up );
}
-vec_t VectorLength(vec3_t v)
-{
- int i;
- float length;
-
+vec_t VectorLength( vec3_t v ){
+ int i;
+ float length;
+
length = 0.0f;
- for (i=0 ; i< 3 ; i++)
- length += v[i]*v[i];
- length = (float)sqrt (length);
+ for ( i = 0 ; i < 3 ; i++ )
+ length += v[i] * v[i];
+ length = (float)sqrt( length );
return length;
}
-qboolean VectorCompare (vec3_t v1, vec3_t v2)
-{
- int i;
-
- for (i=0 ; i<3 ; i++)
- if (fabs(v1[i]-v2[i]) > EQUAL_EPSILON)
+qboolean VectorCompare( vec3_t v1, vec3_t v2 ){
+ int i;
+
+ for ( i = 0 ; i < 3 ; i++ )
+ if ( fabs( v1[i] - v2[i] ) > EQUAL_EPSILON ) {
return qfalse;
-
+ }
+
return qtrue;
}
/*
-// FIXME TTimo this implementation has to be particular to radiant
-// through another name I'd say
-vec_t Q_rint (vec_t in)
-{
- if (g_PrefsDlg.m_bNoClamp)
+ // FIXME TTimo this implementation has to be particular to radiant
+ // through another name I'd say
+ vec_t Q_rint (vec_t in)
+ {
+ if (g_PrefsDlg.m_bNoClamp)
return in;
- else
+ else
return (float)floor (in + 0.5);
-}
-*/
+ }
+ */
-void VectorMA( const vec3_t va, vec_t scale, const vec3_t vb, vec3_t vc )
-{
- vc[0] = va[0] + scale*vb[0];
- vc[1] = va[1] + scale*vb[1];
- vc[2] = va[2] + scale*vb[2];
+void VectorMA( const vec3_t va, vec_t scale, const vec3_t vb, vec3_t vc ){
+ vc[0] = va[0] + scale * vb[0];
+ vc[1] = va[1] + scale * vb[1];
+ vc[2] = va[2] + scale * vb[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];
+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 _DotProduct (vec3_t v1, vec3_t v2)
-{
- return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[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 va, vec3_t vb, vec3_t out)
-{
- out[0] = va[0]-vb[0];
- out[1] = va[1]-vb[1];
- out[2] = va[2]-vb[2];
+void _VectorSubtract( vec3_t va, vec3_t vb, vec3_t out ){
+ out[0] = va[0] - vb[0];
+ out[1] = va[1] - vb[1];
+ out[2] = va[2] - vb[2];
}
-void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out)
-{
- out[0] = va[0]+vb[0];
- out[1] = va[1]+vb[1];
- out[2] = va[2]+vb[2];
+void _VectorAdd( vec3_t va, vec3_t vb, vec3_t out ){
+ out[0] = va[0] + vb[0];
+ out[1] = va[1] + vb[1];
+ out[2] = va[2] + vb[2];
}
-void _VectorCopy (vec3_t in, vec3_t out)
-{
+void _VectorCopy( vec3_t in, vec3_t out ){
out[0] = in[0];
out[1] = in[1];
out[2] = in[2];
}
vec_t VectorNormalize( const vec3_t in, vec3_t out ) {
- vec_t length;
- length = (vec_t)sqrt (in[0]*in[0] + in[1]*in[1] + in[2]*in[2]);
- if (length == 0)
- {
- VectorClear (out);
+#if MATHLIB_VECTOR_NORMALIZE_PRECISION_FIX
+
+ // The sqrt() function takes double as an input and returns double as an
+ // output according the the man pages on Debian and on FreeBSD. Therefore,
+ // I don't see a reason why using a double outright (instead of using the
+ // vec_accu_t alias for example) could possibly be frowned upon.
+
+ double x, y, z, length;
+
+ x = (double) in[0];
+ y = (double) in[1];
+ z = (double) in[2];
+
+ length = sqrt( ( x * x ) + ( y * y ) + ( z * z ) );
+ if ( length == 0 ) {
+ VectorClear( out );
return 0;
}
- out[0] = in[0]/length;
- out[1] = in[1]/length;
- out[2] = in[2]/length;
+ out[0] = (vec_t) ( x / length );
+ out[1] = (vec_t) ( y / length );
+ out[2] = (vec_t) ( z / length );
- return length;
-}
+ return (vec_t) length;
-vec_t VectorSetLength(const vec3_t in, vec_t length, vec3_t out) {
- vec_t origLength;
+#else
- origLength = (vec_t) sqrt((in[0] * in[0]) + (in[1] * in[1]) + (in[2] * in[2]));
- if (origLength == 0)
- {
- VectorClear(out);
+ vec_t length, ilength;
+
+ length = (vec_t)sqrt( in[0] * in[0] + in[1] * in[1] + in[2] * in[2] );
+ if ( length == 0 ) {
+ VectorClear( out );
return 0;
}
- VectorScale(in, length / origLength, out);
+ ilength = 1.0f / length;
+ out[0] = in[0] * ilength;
+ out[1] = in[1] * ilength;
+ out[2] = in[2] * ilength;
+
+ return length;
+
+#endif
- return origLength;
}
vec_t ColorNormalize( const vec3_t in, vec3_t out ) {
- float max, scale;
+ float max, scale;
max = in[0];
- if (in[1] > max)
+ if ( in[1] > max ) {
max = in[1];
- if (in[2] > max)
+ }
+ if ( in[2] > max ) {
max = in[2];
+ }
- if (max == 0) {
+ if ( max == 0 ) {
out[0] = out[1] = out[2] = 1.0;
return 0;
}
scale = 1.0f / max;
- VectorScale (in, scale, out);
+ VectorScale( in, scale, out );
return max;
}
-void VectorInverse (vec3_t v)
-{
+void VectorInverse( vec3_t v ){
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
}
/*
-void VectorScale (vec3_t v, vec_t scale, vec3_t out)
-{
- out[0] = v[0] * scale;
- out[1] = v[1] * scale;
- out[2] = v[2] * scale;
+ void VectorScale (vec3_t v, vec_t scale, vec3_t out)
+ {
+ out[0] = v[0] * scale;
+ out[1] = v[1] * scale;
+ out[2] = v[2] * scale;
+ }
+ */
+
+void VectorRotate( vec3_t vIn, vec3_t vRotation, vec3_t out ){
+ vec3_t vWork, va;
+ int nIndex[3][2];
+ int i;
+
+ VectorCopy( vIn, va );
+ VectorCopy( va, vWork );
+ nIndex[0][0] = 1; nIndex[0][1] = 2;
+ nIndex[1][0] = 2; nIndex[1][1] = 0;
+ nIndex[2][0] = 0; nIndex[2][1] = 1;
+
+ for ( i = 0; i < 3; i++ )
+ {
+ if ( vRotation[i] != 0 ) {
+ float dAngle = vRotation[i] * Q_PI / 180.0f;
+ float c = (vec_t)cos( dAngle );
+ float s = (vec_t)sin( dAngle );
+ vWork[nIndex[i][0]] = va[nIndex[i][0]] * c - va[nIndex[i][1]] * s;
+ vWork[nIndex[i][1]] = va[nIndex[i][0]] * s + va[nIndex[i][1]] * c;
+ }
+ VectorCopy( vWork, va );
+ }
+ VectorCopy( vWork, out );
+}
+
+void VectorRotateOrigin( vec3_t vIn, vec3_t vRotation, vec3_t vOrigin, vec3_t out ){
+ vec3_t vTemp, vTemp2;
+
+ VectorSubtract( vIn, vOrigin, vTemp );
+ VectorRotate( vTemp, vRotation, vTemp2 );
+ VectorAdd( vTemp2, vOrigin, out );
}
-*/
-void VectorRotate (vec3_t vIn, vec3_t vRotation, vec3_t out)
-{
- vec3_t vWork, va;
- int nIndex[3][2];
- int i;
-
- VectorCopy(vIn, va);
- VectorCopy(va, vWork);
- nIndex[0][0] = 1; nIndex[0][1] = 2;
- nIndex[1][0] = 2; nIndex[1][1] = 0;
- nIndex[2][0] = 0; nIndex[2][1] = 1;
-
- for (i = 0; i < 3; i++)
- {
- if (vRotation[i] != 0)
- {
- float dAngle = vRotation[i] * Q_PI / 180.0f;
- float c = (vec_t)cos(dAngle);
- float s = (vec_t)sin(dAngle);
- vWork[nIndex[i][0]] = va[nIndex[i][0]] * c - va[nIndex[i][1]] * s;
- vWork[nIndex[i][1]] = va[nIndex[i][0]] * s + va[nIndex[i][1]] * c;
- }
- VectorCopy(vWork, va);
- }
- VectorCopy(vWork, out);
-}
-
-void VectorRotateOrigin (vec3_t vIn, vec3_t vRotation, vec3_t vOrigin, vec3_t out)
-{
- vec3_t vTemp, vTemp2;
-
- VectorSubtract(vIn, vOrigin, vTemp);
- VectorRotate(vTemp, vRotation, vTemp2);
- VectorAdd(vTemp2, vOrigin, out);
-}
-
-void VectorPolar(vec3_t v, float radius, float theta, float phi)
-{
- v[0]=(float)(radius * cos(theta) * cos(phi));
- v[1]=(float)(radius * sin(theta) * cos(phi));
- v[2]=(float)(radius * sin(phi));
-}
-
-void VectorSnap(vec3_t v)
-{
- int i;
- for (i = 0; i < 3; i++)
- {
- v[i] = (vec_t)floor (v[i] + 0.5);
- }
-}
-
-void VectorISnap(vec3_t point, int snap)
-{
- int i;
- for (i = 0 ;i < 3 ; i++)
+void VectorPolar( vec3_t v, float radius, float theta, float phi ){
+ v[0] = (float)( radius * cos( theta ) * cos( phi ) );
+ v[1] = (float)( radius * sin( theta ) * cos( phi ) );
+ v[2] = (float)( radius * sin( phi ) );
+}
+
+void VectorSnap( vec3_t v ){
+ int i;
+ for ( i = 0; i < 3; i++ )
{
- point[i] = (vec_t)floor (point[i] / snap + 0.5) * snap;
+ v[i] = (vec_t)floor( v[i] + 0.5 );
}
}
-void VectorFSnap(vec3_t point, float snap)
-{
- int i;
- for (i = 0 ;i < 3 ; i++)
+void VectorISnap( vec3_t point, int snap ){
+ int i;
+ for ( i = 0 ; i < 3 ; i++ )
{
- point[i] = (vec_t)floor (point[i] / snap + 0.5) * snap;
+ point[i] = (vec_t)floor( point[i] / snap + 0.5 ) * snap;
}
}
-void _Vector5Add (vec5_t va, vec5_t vb, vec5_t out)
-{
- out[0] = va[0]+vb[0];
- out[1] = va[1]+vb[1];
- out[2] = va[2]+vb[2];
- out[3] = va[3]+vb[3];
- out[4] = va[4]+vb[4];
+void VectorFSnap( vec3_t point, float snap ){
+ int i;
+ for ( i = 0 ; i < 3 ; i++ )
+ {
+ point[i] = (vec_t)floor( point[i] / snap + 0.5 ) * snap;
+ }
+}
+
+void _Vector5Add( vec5_t va, vec5_t vb, vec5_t out ){
+ out[0] = va[0] + vb[0];
+ out[1] = va[1] + vb[1];
+ out[2] = va[2] + vb[2];
+ out[3] = va[3] + vb[3];
+ out[4] = va[4] + vb[4];
}
-void _Vector5Scale (vec5_t v, vec_t scale, vec5_t out)
-{
+void _Vector5Scale( vec5_t v, vec_t scale, vec5_t out ){
out[0] = v[0] * scale;
out[1] = v[1] * scale;
out[2] = v[2] * scale;
out[4] = v[4] * scale;
}
-void _Vector53Copy (vec5_t in, vec3_t out)
-{
+void _Vector53Copy( vec5_t in, vec3_t out ){
out[0] = in[0];
out[1] = in[1];
out[2] = in[2];
}
// NOTE: added these from Ritual's Q3Radiant
-void ClearBounds (vec3_t mins, vec3_t maxs)
-{
+void ClearBounds( vec3_t mins, vec3_t maxs ){
mins[0] = mins[1] = mins[2] = 99999;
maxs[0] = maxs[1] = maxs[2] = -99999;
}
-void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs)
-{
- int i;
- vec_t val;
-
- for (i=0 ; i<3 ; i++)
+void AddPointToBounds( vec3_t v, vec3_t mins, vec3_t maxs ){
+ int i;
+ vec_t val;
+
+ for ( i = 0 ; i < 3 ; i++ )
{
val = v[i];
- if (val < mins[i])
+ if ( val < mins[i] ) {
mins[i] = val;
- if (val > maxs[i])
+ }
+ if ( val > maxs[i] ) {
maxs[i] = val;
+ }
}
}
-#define PITCH 0 // up / down
-#define YAW 1 // left / right
-#define ROLL 2 // fall over
+#define PITCH 0 // up / down
+#define YAW 1 // left / right
+#define ROLL 2 // fall over
#ifndef M_PI
-#define M_PI 3.14159265358979323846f // matches value in gcc v2 math.h
+#define M_PI 3.14159265358979323846f // matches value in gcc v2 math.h
#endif
-void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
-{
- float angle;
- static float sr, sp, sy, cr, cp, cy;
+void AngleVectors( 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*2.0f / 360.0f);
- sy = (vec_t)sin(angle);
- cy = (vec_t)cos(angle);
- angle = angles[PITCH] * (M_PI*2.0f / 360.0f);
- sp = (vec_t)sin(angle);
- cp = (vec_t)cos(angle);
- angle = angles[ROLL] * (M_PI*2.0f / 360.0f);
- sr = (vec_t)sin(angle);
- cr = (vec_t)cos(angle);
-
- if (forward)
- {
- forward[0] = cp*cy;
- forward[1] = cp*sy;
+
+ angle = angles[YAW] * ( M_PI * 2.0f / 360.0f );
+ sy = (vec_t)sin( angle );
+ cy = (vec_t)cos( angle );
+ angle = angles[PITCH] * ( M_PI * 2.0f / 360.0f );
+ sp = (vec_t)sin( angle );
+ cp = (vec_t)cos( angle );
+ angle = angles[ROLL] * ( M_PI * 2.0f / 360.0f );
+ sr = (vec_t)sin( angle );
+ cr = (vec_t)cos( angle );
+
+ if ( forward ) {
+ forward[0] = cp * cy;
+ forward[1] = cp * sy;
forward[2] = -sp;
}
- if (right)
- {
- right[0] = -sr*sp*cy+cr*sy;
- right[1] = -sr*sp*sy-cr*cy;
- right[2] = -sr*cp;
+ if ( right ) {
+ right[0] = -sr * sp * cy + cr * sy;
+ right[1] = -sr * sp * sy - cr * cy;
+ right[2] = -sr * cp;
}
- if (up)
- {
- up[0] = cr*sp*cy+sr*sy;
- up[1] = cr*sp*sy-sr*cy;
- up[2] = cr*cp;
+ if ( up ) {
+ up[0] = cr * sp * cy + sr * sy;
+ up[1] = cr * sp * sy - sr * cy;
+ up[2] = cr * cp;
}
}
-void VectorToAngles( vec3_t vec, vec3_t angles )
-{
+void VectorToAngles( vec3_t vec, vec3_t angles ){
float forward;
float yaw, pitch;
-
- if ( ( vec[ 0 ] == 0 ) && ( vec[ 1 ] == 0 ) )
- {
+
+ if ( ( vec[ 0 ] == 0 ) && ( vec[ 1 ] == 0 ) ) {
yaw = 0;
- if ( vec[ 2 ] > 0 )
- {
+ if ( vec[ 2 ] > 0 ) {
pitch = 90;
}
else
else
{
yaw = (vec_t)atan2( vec[ 1 ], vec[ 0 ] ) * 180 / M_PI;
- if ( yaw < 0 )
- {
+ if ( yaw < 0 ) {
yaw += 360;
}
-
+
forward = ( float )sqrt( vec[ 0 ] * vec[ 0 ] + vec[ 1 ] * vec[ 1 ] );
pitch = (vec_t)atan2( vec[ 2 ], forward ) * 180 / M_PI;
- if ( pitch < 0 )
- {
+ if ( pitch < 0 ) {
pitch += 360;
}
}
-
+
angles[ 0 ] = pitch;
angles[ 1 ] = yaw;
angles[ 2 ] = 0;
}
/*
-=====================
-PlaneFromPoints
+ =====================
+ PlaneFromPoints
-Returns false if the triangle is degenrate.
-The normal will point out of the clock for clockwise ordered points
-=====================
-*/
+ 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;
+ vec3_t d1, d2;
VectorSubtract( b, a, d1 );
VectorSubtract( c, a, d2 );
if ( normal[0] == 0 && normal[1] == 0 ) {
if ( normal[2] > 0 ) {
bytes[0] = 0;
- bytes[1] = 0; // lat = 0, long = 0
- } else {
+ bytes[1] = 0; // lat = 0, long = 0
+ }
+ else {
bytes[0] = 128;
- bytes[1] = 0; // lat = 0, long = 128
+ bytes[1] = 0; // lat = 0, long = 128
}
- } else {
- int a, b;
+ }
+ else {
+ int a, b;
- a = (int)( RAD2DEG( atan2( normal[1], normal[0] ) ) * (255.0f / 360.0f ) );
+ a = (int)( RAD2DEG( atan2( normal[1], normal[0] ) ) * ( 255.0f / 360.0f ) );
a &= 0xff;
b = (int)( RAD2DEG( acos( normal[2] ) ) * ( 255.0f / 360.0f ) );
b &= 0xff;
- bytes[0] = b; // longitude
- bytes[1] = a; // lattitude
+ bytes[0] = b; // longitude
+ bytes[1] = a; // lattitude
}
}
/*
-=================
-PlaneTypeForNormal
-=================
-*/
-int PlaneTypeForNormal (vec3_t normal) {
- if (normal[0] == 1.0 || normal[0] == -1.0)
+ =================
+ PlaneTypeForNormal
+ =================
+ */
+int PlaneTypeForNormal( vec3_t normal ) {
+ if ( normal[0] == 1.0 || normal[0] == -1.0 ) {
return PLANE_X;
- if (normal[1] == 1.0 || normal[1] == -1.0)
+ }
+ if ( normal[1] == 1.0 || normal[1] == -1.0 ) {
return PLANE_Y;
- if (normal[2] == 1.0 || normal[2] == -1.0)
+ }
+ if ( normal[2] == 1.0 || 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]) {
+ ================
+ 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[2][2] * in2[2][2];
}
-void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal )
-{
+void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal ){
float d;
vec3_t n;
float inv_denom;
/*
** assumes "src" is normalized
*/
-void PerpendicularVector( vec3_t dst, const vec3_t src )
-{
- int pos;
+void PerpendicularVector( vec3_t dst, const vec3_t src ){
+ int pos;
int i;
vec_t minelem = 1.0F;
vec3_t tempvec;
*/
for ( pos = 0, i = 0; i < 3; i++ )
{
- if ( fabs( src[i] ) < minelem )
- {
+ if ( fabs( src[i] ) < minelem ) {
pos = i;
minelem = (vec_t)fabs( src[i] );
}
}
/*
-===============
-RotatePointAroundVector
+ ===============
+ RotatePointAroundVector
-This is not implemented very well...
-===============
-*/
+ This is not implemented very well...
+ ===============
+ */
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point,
- float degrees ) {
- float m[3][3];
- float im[3][3];
- float zrot[3][3];
- float tmpmat[3][3];
- float rot[3][3];
- int i;
+ float degrees ) {
+ 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;
- float rad;
+ float rad;
vf[0] = dir[0];
vf[1] = dir[1];
dst[i] = rot[i][0] * point[0] + rot[i][1] * point[1] + rot[i][2] * point[2];
}
}
+
+
+////////////////////////////////////////////////////////////////////////////////
+// Below is double-precision math stuff. This was initially needed by the new
+// "base winding" code in q3map2 brush processing in order to fix the famous
+// "disappearing triangles" issue. These definitions can be used wherever extra
+// precision is needed.
+////////////////////////////////////////////////////////////////////////////////
+
+/*
+ =================
+ VectorLengthAccu
+ =================
+ */
+vec_accu_t VectorLengthAccu( const vec3_accu_t v ){
+ return (vec_accu_t) sqrt( ( v[0] * v[0] ) + ( v[1] * v[1] ) + ( v[2] * v[2] ) );
+}
+
+/*
+ =================
+ DotProductAccu
+ =================
+ */
+vec_accu_t DotProductAccu( const vec3_accu_t a, const vec3_accu_t b ){
+ return ( a[0] * b[0] ) + ( a[1] * b[1] ) + ( a[2] * b[2] );
+}
+
+/*
+ =================
+ VectorSubtractAccu
+ =================
+ */
+void VectorSubtractAccu( const vec3_accu_t a, const vec3_accu_t b, vec3_accu_t out ){
+ out[0] = a[0] - b[0];
+ out[1] = a[1] - b[1];
+ out[2] = a[2] - b[2];
+}
+
+/*
+ =================
+ VectorAddAccu
+ =================
+ */
+void VectorAddAccu( const vec3_accu_t a, const vec3_accu_t b, vec3_accu_t out ){
+ out[0] = a[0] + b[0];
+ out[1] = a[1] + b[1];
+ out[2] = a[2] + b[2];
+}
+
+/*
+ =================
+ VectorCopyAccu
+ =================
+ */
+void VectorCopyAccu( const vec3_accu_t in, vec3_accu_t out ){
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[2];
+}
+
+/*
+ =================
+ VectorScaleAccu
+ =================
+ */
+void VectorScaleAccu( const vec3_accu_t in, vec_accu_t scaleFactor, vec3_accu_t out ){
+ out[0] = in[0] * scaleFactor;
+ out[1] = in[1] * scaleFactor;
+ out[2] = in[2] * scaleFactor;
+}
+
+/*
+ =================
+ CrossProductAccu
+ =================
+ */
+void CrossProductAccu( const vec3_accu_t a, const vec3_accu_t b, vec3_accu_t out ){
+ out[0] = ( a[1] * b[2] ) - ( a[2] * b[1] );
+ out[1] = ( a[2] * b[0] ) - ( a[0] * b[2] );
+ out[2] = ( a[0] * b[1] ) - ( a[1] * b[0] );
+}
+
+/*
+ =================
+ Q_rintAccu
+ =================
+ */
+vec_accu_t Q_rintAccu( vec_accu_t val ){
+ return (vec_accu_t) floor( val + 0.5 );
+}
+
+/*
+ =================
+ VectorCopyAccuToRegular
+ =================
+ */
+void VectorCopyAccuToRegular( const vec3_accu_t in, vec3_t out ){
+ out[0] = (vec_t) in[0];
+ out[1] = (vec_t) in[1];
+ out[2] = (vec_t) in[2];
+}
+
+/*
+ =================
+ VectorCopyRegularToAccu
+ =================
+ */
+void VectorCopyRegularToAccu( const vec3_t in, vec3_accu_t out ){
+ out[0] = (vec_accu_t) in[0];
+ out[1] = (vec_accu_t) in[1];
+ out[2] = (vec_accu_t) in[2];
+}
+
+/*
+ =================
+ VectorNormalizeAccu
+ =================
+ */
+vec_accu_t VectorNormalizeAccu( const vec3_accu_t in, vec3_accu_t out ){
+ // The sqrt() function takes double as an input and returns double as an
+ // output according the the man pages on Debian and on FreeBSD. Therefore,
+ // I don't see a reason why using a double outright (instead of using the
+ // vec_accu_t alias for example) could possibly be frowned upon.
+
+ vec_accu_t length;
+
+ length = (vec_accu_t) sqrt( ( in[0] * in[0] ) + ( in[1] * in[1] ) + ( in[2] * in[2] ) );
+ if ( length == 0 ) {
+ VectorClear( out );
+ return 0;
+ }
+
+ out[0] = in[0] / length;
+ out[1] = in[1] / length;
+ out[2] = in[2] / length;
+
+ return length;
+}