VectorClear(n); // FIXME: complain?
}
-float Q_RSqrt(float number)
-{
- float y;
-
- if (number == 0.0f)
- return 0.0f;
-
- *((int *)&y) = 0x5f3759df - ((* (int *) &number) >> 1);
- return y * (1.5f - (number * 0.5f * y * y));
-}
-
// assumes "src" is normalized
void PerpendicularVector( vec3_t dst, const vec3_t src )
{
d = DotProduct(forward, right);
VectorMA(right, -d, forward, right);
- VectorNormalizeFast(right);
+ VectorNormalize(right);
CrossProduct(right, forward, up);
}