return qfalse;
}
+/*
+================
+VectorIsOnAxis
+================
+*/
+qboolean VectorIsOnAxis(vec3_t v)
+{
+ int i, zeroComponentCount;
+
+ zeroComponentCount = 0;
+ for (i = 0; i < 3; i++)
+ {
+ if (v[i] == 0.0)
+ {
+ zeroComponentCount++;
+ }
+ }
+
+ 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
vec_t VectorNormalize( const vec3_t in, vec3_t 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
out[2] = (vec_t) (z / length);
return (vec_t) length;
+
+#else
+
+ 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;
+ }
+
+ ilength = 1.0f/length;
+ out[0] = in[0]*ilength;
+ out[1] = in[1]*ilength;
+ out[2] = in[2]*ilength;
+
+ return length;
+
+#endif
+
}
vec_t ColorNormalize( const vec3_t in, vec3_t out ) {
return length;
}
+
+
+////////////////////////////////////////////////////////////////////////////////
+// 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;
+}