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authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
commit6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch)
treee3eda937a05d7db42de725b7013bd0344b987f34 /code/bspc/l_math.c
parent872d4d7f55af706737ffb361bb76ad13e7496770 (diff)
downloadioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz
ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/bspc/l_math.c')
-rwxr-xr-xcode/bspc/l_math.c578
1 files changed, 289 insertions, 289 deletions
diff --git a/code/bspc/l_math.c b/code/bspc/l_math.c
index caf3419..8d26a05 100755
--- a/code/bspc/l_math.c
+++ b/code/bspc/l_math.c
@@ -1,289 +1,289 @@
-/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code 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.
-
-Quake III Arena source code 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 Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-// mathlib.c -- math primitives
-
-#include "l_cmd.h"
-#include "l_math.h"
-
-vec3_t vec3_origin = {0,0,0};
-
-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;
- }
-}
-
-/*
-=================
-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);
-}
-
-/*
-================
-R_ConcatRotations
-================
-*/
-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 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;
-}
-
-float VectorLengthSquared(vec3_t v) {
- return DotProduct(v, v);
-}
-
-double VectorLength(vec3_t v)
-{
- int i;
- double length;
-
- length = 0;
- for (i=0 ; i< 3 ; i++)
- length += v[i]*v[i];
- length = sqrt (length); // FIXME
-
- 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)
- return false;
-
- return true;
-}
-
-vec_t Q_rint (vec_t in)
-{
- return floor(in + 0.5);
-}
-
-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];
-}
-
-void _VectorMA (vec3_t va, double scale, 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];
-}
-
-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 _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)
-{
- out[0] = in[0];
- out[1] = in[1];
- out[2] = in[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;
-}
-
-vec_t VectorNormalize(vec3_t inout)
-{
- vec_t length, ilength;
-
- length = sqrt (inout[0]*inout[0] + inout[1]*inout[1] + inout[2]*inout[2]);
- if (length == 0)
- {
- VectorClear (inout);
- return 0;
- }
-
- ilength = 1.0/length;
- inout[0] = inout[0]*ilength;
- inout[1] = inout[1]*ilength;
- inout[2] = inout[2]*ilength;
-
- return length;
-}
-
-vec_t VectorNormalize2(const vec3_t in, vec3_t out)
-{
- vec_t length, ilength;
-
- length = sqrt (in[0]*in[0] + in[1]*in[1] + in[2]*in[2]);
- if (length == 0)
- {
- VectorClear (out);
- return 0;
- }
-
- ilength = 1.0/length;
- out[0] = in[0]*ilength;
- out[1] = in[1]*ilength;
- out[2] = in[2]*ilength;
-
- return length;
-}
-
-vec_t ColorNormalize (vec3_t in, vec3_t out)
-{
- float max, scale;
-
- max = in[0];
- if (in[1] > max)
- max = in[1];
- if (in[2] > max)
- max = in[2];
-
- if (max == 0)
- return 0;
-
- scale = 1.0 / max;
-
- VectorScale (in, scale, out);
-
- return max;
-}
-
-
-
-void VectorInverse (vec3_t v)
-{
- v[0] = -v[0];
- v[1] = -v[1];
- v[2] = -v[2];
-}
-
-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)
-{
- int i;
- vec_t val;
-
- for (i=0 ; i<3 ; i++)
- {
- val = v[i];
- if (val < mins[i])
- mins[i] = val;
- if (val > maxs[i])
- maxs[i] = val;
- }
-}
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code 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.
+
+Quake III Arena source code 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 Foobar; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// mathlib.c -- math primitives
+
+#include "l_cmd.h"
+#include "l_math.h"
+
+vec3_t vec3_origin = {0,0,0};
+
+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;
+ }
+}
+
+/*
+=================
+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);
+}
+
+/*
+================
+R_ConcatRotations
+================
+*/
+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 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;
+}
+
+float VectorLengthSquared(vec3_t v) {
+ return DotProduct(v, v);
+}
+
+double VectorLength(vec3_t v)
+{
+ int i;
+ double length;
+
+ length = 0;
+ for (i=0 ; i< 3 ; i++)
+ length += v[i]*v[i];
+ length = sqrt (length); // FIXME
+
+ 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)
+ return false;
+
+ return true;
+}
+
+vec_t Q_rint (vec_t in)
+{
+ return floor(in + 0.5);
+}
+
+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];
+}
+
+void _VectorMA (vec3_t va, double scale, 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];
+}
+
+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 _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)
+{
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[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;
+}
+
+vec_t VectorNormalize(vec3_t inout)
+{
+ vec_t length, ilength;
+
+ length = sqrt (inout[0]*inout[0] + inout[1]*inout[1] + inout[2]*inout[2]);
+ if (length == 0)
+ {
+ VectorClear (inout);
+ return 0;
+ }
+
+ ilength = 1.0/length;
+ inout[0] = inout[0]*ilength;
+ inout[1] = inout[1]*ilength;
+ inout[2] = inout[2]*ilength;
+
+ return length;
+}
+
+vec_t VectorNormalize2(const vec3_t in, vec3_t out)
+{
+ vec_t length, ilength;
+
+ length = sqrt (in[0]*in[0] + in[1]*in[1] + in[2]*in[2]);
+ if (length == 0)
+ {
+ VectorClear (out);
+ return 0;
+ }
+
+ ilength = 1.0/length;
+ out[0] = in[0]*ilength;
+ out[1] = in[1]*ilength;
+ out[2] = in[2]*ilength;
+
+ return length;
+}
+
+vec_t ColorNormalize (vec3_t in, vec3_t out)
+{
+ float max, scale;
+
+ max = in[0];
+ if (in[1] > max)
+ max = in[1];
+ if (in[2] > max)
+ max = in[2];
+
+ if (max == 0)
+ return 0;
+
+ scale = 1.0 / max;
+
+ VectorScale (in, scale, out);
+
+ return max;
+}
+
+
+
+void VectorInverse (vec3_t v)
+{
+ v[0] = -v[0];
+ v[1] = -v[1];
+ v[2] = -v[2];
+}
+
+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)
+{
+ int i;
+ vec_t val;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ val = v[i];
+ if (val < mins[i])
+ mins[i] = val;
+ if (val > maxs[i])
+ maxs[i] = val;
+ }
+}