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📄 q_math.c

📁 quakeIII源码这个不用我多说吧
💻 C
📖 第 1 页 / 共 3 页
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		fld dword ptr[0+8+edx]
		fxch st(2)
		fmul dword ptr[4+ecx]
		fxch st(2)
		fld st(0)
		fmul dword ptr[8+ebx]
		fxch st(5)
		faddp st(3),st(0)
		fmul dword ptr[8+ecx]
		fxch st(1)
		faddp st(3),st(0)
		fxch st(3)
		faddp st(2),st(0)
		jmp LSetSides
Lcase2:
		fmul dword ptr[ebx]
		fld dword ptr[0+4+edx]
		fxch st(2)
		fmul dword ptr[ecx]
		fxch st(2)
		fld st(0)
		fmul dword ptr[4+ecx]
		fld dword ptr[0+8+edx]
		fxch st(2)
		fmul dword ptr[4+ebx]
		fxch st(2)
		fld st(0)
		fmul dword ptr[8+ebx]
		fxch st(5)
		faddp st(3),st(0)
		fmul dword ptr[8+ecx]
		fxch st(1)
		faddp st(3),st(0)
		fxch st(3)
		faddp st(2),st(0)
		jmp LSetSides
Lcase3:
		fmul dword ptr[ecx]
		fld dword ptr[0+4+edx]
		fxch st(2)
		fmul dword ptr[ebx]
		fxch st(2)
		fld st(0)
		fmul dword ptr[4+ecx]
		fld dword ptr[0+8+edx]
		fxch st(2)
		fmul dword ptr[4+ebx]
		fxch st(2)
		fld st(0)
		fmul dword ptr[8+ebx]
		fxch st(5)
		faddp st(3),st(0)
		fmul dword ptr[8+ecx]
		fxch st(1)
		faddp st(3),st(0)
		fxch st(3)
		faddp st(2),st(0)
		jmp LSetSides
Lcase4:
		fmul dword ptr[ebx]
		fld dword ptr[0+4+edx]
		fxch st(2)
		fmul dword ptr[ecx]
		fxch st(2)
		fld st(0)
		fmul dword ptr[4+ebx]
		fld dword ptr[0+8+edx]
		fxch st(2)
		fmul dword ptr[4+ecx]
		fxch st(2)
		fld st(0)
		fmul dword ptr[8+ecx]
		fxch st(5)
		faddp st(3),st(0)
		fmul dword ptr[8+ebx]
		fxch st(1)
		faddp st(3),st(0)
		fxch st(3)
		faddp st(2),st(0)
		jmp LSetSides
Lcase5:
		fmul dword ptr[ecx]
		fld dword ptr[0+4+edx]
		fxch st(2)
		fmul dword ptr[ebx]
		fxch st(2)
		fld st(0)
		fmul dword ptr[4+ebx]
		fld dword ptr[0+8+edx]
		fxch st(2)
		fmul dword ptr[4+ecx]
		fxch st(2)
		fld st(0)
		fmul dword ptr[8+ecx]
		fxch st(5)
		faddp st(3),st(0)
		fmul dword ptr[8+ebx]
		fxch st(1)
		faddp st(3),st(0)
		fxch st(3)
		faddp st(2),st(0)
		jmp LSetSides
Lcase6:
		fmul dword ptr[ebx]
		fld dword ptr[0+4+edx]
		fxch st(2)
		fmul dword ptr[ecx]
		fxch st(2)
		fld st(0)
		fmul dword ptr[4+ecx]
		fld dword ptr[0+8+edx]
		fxch st(2)
		fmul dword ptr[4+ebx]
		fxch st(2)
		fld st(0)
		fmul dword ptr[8+ecx]
		fxch st(5)
		faddp st(3),st(0)
		fmul dword ptr[8+ebx]
		fxch st(1)
		faddp st(3),st(0)
		fxch st(3)
		faddp st(2),st(0)
		jmp LSetSides
Lcase7:
		fmul dword ptr[ecx]
		fld dword ptr[0+4+edx]
		fxch st(2)
		fmul dword ptr[ebx]
		fxch st(2)
		fld st(0)
		fmul dword ptr[4+ecx]
		fld dword ptr[0+8+edx]
		fxch st(2)
		fmul dword ptr[4+ebx]
		fxch st(2)
		fld st(0)
		fmul dword ptr[8+ecx]
		fxch st(5)
		faddp st(3),st(0)
		fmul dword ptr[8+ebx]
		fxch st(1)
		faddp st(3),st(0)
		fxch st(3)
		faddp st(2),st(0)
LSetSides:
		faddp st(2),st(0)
		fcomp dword ptr[12+edx]
		xor ecx,ecx
		fnstsw ax
		fcomp dword ptr[12+edx]
		and ah,1
		xor ah,1
		add cl,ah
		fnstsw ax
		and ah,1
		add ah,ah
		add cl,ah
		pop ebx
		mov eax,ecx
		ret
Lerror:
		int 3
	}
}
#pragma warning( default: 4035 )

#endif
#endif

/*
=================
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);
}


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 ) {
	if ( v[0] < mins[0] ) {
		mins[0] = v[0];
	}
	if ( v[0] > maxs[0]) {
		maxs[0] = v[0];
	}

	if ( v[1] < mins[1] ) {
		mins[1] = v[1];
	}
	if ( v[1] > maxs[1]) {
		maxs[1] = v[1];
	}

	if ( v[2] < mins[2] ) {
		mins[2] = v[2];
	}
	if ( v[2] > maxs[2]) {
		maxs[2] = v[2];
	}
}


vec_t VectorNormalize( vec3_t v ) {
	// NOTE: TTimo - Apple G4 altivec source uses double?
	float	length, ilength;

	length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
	length = sqrt (length);

	if ( length ) {
		ilength = 1/length;
		v[0] *= ilength;
		v[1] *= ilength;
		v[2] *= ilength;
	}
		
	return length;
}

vec_t VectorNormalize2( const vec3_t v, vec3_t out) {
	float	length, ilength;

	length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
	length = sqrt (length);

	if (length)
	{
#ifndef Q3_VM // bk0101022 - FPE related
//	  assert( ((Q_fabs(v[0])!=0.0f) || (Q_fabs(v[1])!=0.0f) || (Q_fabs(v[2])!=0.0f)) );
#endif
		ilength = 1/length;
		out[0] = v[0]*ilength;
		out[1] = v[1]*ilength;
		out[2] = v[2]*ilength;
	} else {
#ifndef Q3_VM // bk0101022 - FPE related
//	  assert( ((Q_fabs(v[0])==0.0f) && (Q_fabs(v[1])==0.0f) && (Q_fabs(v[2])==0.0f)) );
#endif
		VectorClear( out );
	}
		
	return length;

}

void _VectorMA( const vec3_t veca, float scale, const 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];
}


vec_t _DotProduct( const vec3_t v1, const vec3_t v2 ) {
	return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
}

void _VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out ) {
	out[0] = veca[0]-vecb[0];
	out[1] = veca[1]-vecb[1];
	out[2] = veca[2]-vecb[2];
}

void _VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t out ) {
	out[0] = veca[0]+vecb[0];
	out[1] = veca[1]+vecb[1];
	out[2] = veca[2]+vecb[2];
}

void _VectorCopy( const vec3_t in, vec3_t out ) {
	out[0] = in[0];
	out[1] = in[1];
	out[2] = in[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 Vector4Scale( const vec4_t in, vec_t scale, vec4_t out ) {
	out[0] = in[0]*scale;
	out[1] = in[1]*scale;
	out[2] = in[2]*scale;
	out[3] = in[3]*scale;
}


int Q_log2( int val ) {
	int answer;

	answer = 0;
	while ( ( val>>=1 ) != 0 ) {
		answer++;
	}
	return answer;
}



/*
=================
PlaneTypeForNormal
=================
*/
/*
int	PlaneTypeForNormal (vec3_t normal) {
	if ( normal[0] == 1.0 )
		return PLANE_X;
	if ( normal[1] == 1.0 )
		return PLANE_Y;
	if ( 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]) {
	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 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;
	}
}

/*
** assumes "src" is normalized
*/
void PerpendicularVector( vec3_t dst, const vec3_t src )
{
	int	pos;
	int i;
	float minelem = 1.0F;
	vec3_t tempvec;

	/*
	** find the smallest magnitude axially aligned vector
	*/
	for ( pos = 0, i = 0; i < 3; i++ )
	{
		if ( fabs( src[i] ) < minelem )
		{
			pos = i;
			minelem = fabs( src[i] );
		}
	}
	tempvec[0] = tempvec[1] = tempvec[2] = 0.0F;
	tempvec[pos] = 1.0F;

	/*
	** project the point onto the plane defined by src
	*/
	ProjectPointOnPlane( dst, tempvec, src );

	/*
	** normalize the result
	*/
	VectorNormalize( dst );
}


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