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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /external/vpc/public/mathlib/mathlib.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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+//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
+//
+// Purpose:
+//
+//===========================================================================//
+
+#ifndef MATH_LIB_H
+#define MATH_LIB_H
+
+#include <math.h>
+#include "tier0/basetypes.h"
+#include "mathlib/vector.h"
+#include "mathlib/vector2d.h"
+#include "tier0/dbg.h"
+
+#include "mathlib/math_pfns.h"
+#include "mathlib/fltx4.h"
+
+#ifndef ALIGN8_POST
+#define ALIGN8_POST
+#endif
+
+#if defined(_PS3)
+
+#include <ppu_intrinsics.h>
+#include <altivec.h>
+#include <vectormath/c/vectormath_soa.h>
+
+#endif
+
+// plane_t structure
+// !!! if this is changed, it must be changed in asm code too !!!
+// FIXME: does the asm code even exist anymore?
+// FIXME: this should move to a different file
+struct cplane_t
+{
+ Vector normal;
+ float dist;
+ byte type; // for fast side tests
+ byte signbits; // signx + (signy<<1) + (signz<<1)
+ byte pad[2];
+
+#ifdef VECTOR_NO_SLOW_OPERATIONS
+ cplane_t() {}
+
+private:
+ // No copy constructors allowed if we're in optimal mode
+ cplane_t(const cplane_t& vOther);
+#endif
+};
+
+// structure offset for asm code
+#define CPLANE_NORMAL_X 0
+#define CPLANE_NORMAL_Y 4
+#define CPLANE_NORMAL_Z 8
+#define CPLANE_DIST 12
+#define CPLANE_TYPE 16
+#define CPLANE_SIGNBITS 17
+#define CPLANE_PAD0 18
+#define CPLANE_PAD1 19
+
+// 0-2 are axial planes
+#define PLANE_X 0
+#define PLANE_Y 1
+#define PLANE_Z 2
+
+// 3-5 are non-axial planes snapped to the nearest
+#define PLANE_ANYX 3
+#define PLANE_ANYY 4
+#define PLANE_ANYZ 5
+
+
+//-----------------------------------------------------------------------------
+// Frustum plane indices.
+// WARNING: there is code that depends on these values
+//-----------------------------------------------------------------------------
+
+enum
+{
+ FRUSTUM_RIGHT = 0,
+ FRUSTUM_LEFT = 1,
+ FRUSTUM_TOP = 2,
+ FRUSTUM_BOTTOM = 3,
+ FRUSTUM_NEARZ = 4,
+ FRUSTUM_FARZ = 5,
+ FRUSTUM_NUMPLANES = 6
+};
+
+extern int SignbitsForPlane( cplane_t *out );
+class Frustum_t;
+
+// Computes Y fov from an X fov and a screen aspect ratio + X from Y
+float CalcFovY( float flFovX, float flScreenAspect );
+float CalcFovX( float flFovY, float flScreenAspect );
+
+// Generate a frustum based on perspective view parameters
+// NOTE: FOV is specified in degrees, as the *full* view angle (not half-angle)
+class VPlane;
+void GeneratePerspectiveFrustum( const Vector& origin, const QAngle &angles, float flZNear, float flZFar, float flFovX, float flAspectRatio, Frustum_t &frustum );
+void GeneratePerspectiveFrustum( const Vector& origin, const Vector &forward, const Vector &right, const Vector &up, float flZNear, float flZFar, float flFovX, float flFovY, VPlane *pPlanesOut );
+// Cull the world-space bounding box to the specified frustum.
+// bool R_CullBox( const Vector& mins, const Vector& maxs, const Frustum_t &frustum );
+// bool R_CullBoxSkipNear( const Vector& mins, const Vector& maxs, const Frustum_t &frustum );
+void GenerateOrthoFrustum( const Vector &origin, const Vector &forward, const Vector &right, const Vector &up, float flLeft, float flRight, float flBottom, float flTop, float flZNear, float flZFar, VPlane *pPlanesOut );
+
+class matrix3x4a_t;
+
+struct matrix3x4_t
+{
+ matrix3x4_t() {}
+ matrix3x4_t(
+ float m00, float m01, float m02, float m03,
+ float m10, float m11, float m12, float m13,
+ float m20, float m21, float m22, float m23 )
+ {
+ m_flMatVal[0][0] = m00; m_flMatVal[0][1] = m01; m_flMatVal[0][2] = m02; m_flMatVal[0][3] = m03;
+ m_flMatVal[1][0] = m10; m_flMatVal[1][1] = m11; m_flMatVal[1][2] = m12; m_flMatVal[1][3] = m13;
+ m_flMatVal[2][0] = m20; m_flMatVal[2][1] = m21; m_flMatVal[2][2] = m22; m_flMatVal[2][3] = m23;
+ }
+
+ //-----------------------------------------------------------------------------
+ // Creates a matrix where the X axis = forward
+ // the Y axis = left, and the Z axis = up
+ //-----------------------------------------------------------------------------
+ void Init( const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector &vecOrigin )
+ {
+ m_flMatVal[0][0] = xAxis.x; m_flMatVal[0][1] = yAxis.x; m_flMatVal[0][2] = zAxis.x; m_flMatVal[0][3] = vecOrigin.x;
+ m_flMatVal[1][0] = xAxis.y; m_flMatVal[1][1] = yAxis.y; m_flMatVal[1][2] = zAxis.y; m_flMatVal[1][3] = vecOrigin.y;
+ m_flMatVal[2][0] = xAxis.z; m_flMatVal[2][1] = yAxis.z; m_flMatVal[2][2] = zAxis.z; m_flMatVal[2][3] = vecOrigin.z;
+ }
+
+ //-----------------------------------------------------------------------------
+ // Creates a matrix where the X axis = forward
+ // the Y axis = left, and the Z axis = up
+ //-----------------------------------------------------------------------------
+ matrix3x4_t( const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector &vecOrigin )
+ {
+ Init( xAxis, yAxis, zAxis, vecOrigin );
+ }
+
+ inline void SetOrigin( Vector const & p )
+ {
+ m_flMatVal[0][3] = p.x;
+ m_flMatVal[1][3] = p.y;
+ m_flMatVal[2][3] = p.z;
+ }
+
+ inline void Invalidate( void )
+ {
+ for (int i = 0; i < 3; i++)
+ {
+ for (int j = 0; j < 4; j++)
+ {
+ m_flMatVal[i][j] = VEC_T_NAN;
+ }
+ }
+ }
+
+ float *operator[]( int i ) { Assert(( i >= 0 ) && ( i < 3 )); return m_flMatVal[i]; }
+ const float *operator[]( int i ) const { Assert(( i >= 0 ) && ( i < 3 )); return m_flMatVal[i]; }
+ float *Base() { return &m_flMatVal[0][0]; }
+ const float *Base() const { return &m_flMatVal[0][0]; }
+
+ float m_flMatVal[3][4];
+};
+
+class ALIGN16 matrix3x4a_t : public matrix3x4_t
+{
+public:
+ /*
+ matrix3x4a_t() { if (((size_t)Base()) % 16 != 0) { Error( "matrix3x4a_t missaligned" ); } }
+ */
+ matrix3x4a_t& operator=( const matrix3x4_t& src ) { memcpy( Base(), src.Base(), sizeof( float ) * 3 * 4 ); return *this; };
+} ALIGN16_POST;
+
+#ifndef M_PI
+ #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
+#endif
+
+#define M_PI_F ((float)(M_PI)) // Shouldn't collide with anything.
+
+// NJS: Inlined to prevent floats from being autopromoted to doubles, as with the old system.
+#ifndef RAD2DEG
+ #define RAD2DEG( x ) ( (float)(x) * (float)(180.f / M_PI_F) )
+#endif
+
+#ifndef DEG2RAD
+ #define DEG2RAD( x ) ( (float)(x) * (float)(M_PI_F / 180.f) )
+#endif
+
+// Used to represent sides of things like planes.
+#define SIDE_FRONT 0
+#define SIDE_BACK 1
+#define SIDE_ON 2
+#define SIDE_CROSS -2 // necessary for polylib.c
+
+// Use different side values (1, 2, 4) instead of (0, 1, 2) so we can '|' and '&' them, and quickly determine overall clipping
+// without having to maintain counters and read / write memory.
+enum Sides
+{
+ OR_SIDE_FRONT = 1,
+ OR_SIDE_BACK = 2,
+ OR_SIDE_ON = 4,
+};
+
+#define ON_VIS_EPSILON 0.01 // necessary for vvis (flow.c) -- again look into moving later!
+#define EQUAL_EPSILON 0.001 // necessary for vbsp (faces.c) -- should look into moving it there?
+
+extern bool s_bMathlibInitialized;
+
+extern const Vector vec3_origin;
+extern const QAngle vec3_angle;
+extern const Quaternion quat_identity;
+extern const Vector vec3_invalid;
+extern const int nanmask;
+
+#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
+
+FORCEINLINE vec_t DotProduct(const vec_t *v1, const vec_t *v2)
+{
+ return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
+}
+FORCEINLINE void VectorSubtract(const vec_t *a, const vec_t *b, vec_t *c)
+{
+ c[0]=a[0]-b[0];
+ c[1]=a[1]-b[1];
+ c[2]=a[2]-b[2];
+}
+FORCEINLINE void VectorAdd(const vec_t *a, const vec_t *b, vec_t *c)
+{
+ c[0]=a[0]+b[0];
+ c[1]=a[1]+b[1];
+ c[2]=a[2]+b[2];
+}
+FORCEINLINE void VectorCopy(const vec_t *a, vec_t *b)
+{
+ b[0]=a[0];
+ b[1]=a[1];
+ b[2]=a[2];
+}
+FORCEINLINE void VectorClear(vec_t *a)
+{
+ a[0]=a[1]=a[2]=0;
+}
+
+FORCEINLINE float VectorMaximum(const vec_t *v)
+{
+ return MAX( v[0], MAX( v[1], v[2] ) );
+}
+
+FORCEINLINE float VectorMaximum(const Vector& v)
+{
+ return MAX( v.x, MAX( v.y, v.z ) );
+}
+
+FORCEINLINE void VectorScale (const float* in, vec_t scale, float* out)
+{
+ out[0] = in[0]*scale;
+ out[1] = in[1]*scale;
+ out[2] = in[2]*scale;
+}
+
+
+// Cannot be forceinline as they have overloads:
+inline void VectorFill(vec_t *a, float b)
+{
+ a[0]=a[1]=a[2]=b;
+}
+
+inline void VectorNegate(vec_t *a)
+{
+ a[0]=-a[0];
+ a[1]=-a[1];
+ a[2]=-a[2];
+}
+
+
+//#define VectorMaximum(a) ( max( (a)[0], max( (a)[1], (a)[2] ) ) )
+#define Vector2Clear(x) {(x)[0]=(x)[1]=0;}
+#define Vector2Negate(x) {(x)[0]=-((x)[0]);(x)[1]=-((x)[1]);}
+#define Vector2Copy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];}
+#define Vector2Subtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];}
+#define Vector2Add(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];}
+#define Vector2Scale(a,b,c) {(c)[0]=(b)*(a)[0];(c)[1]=(b)*(a)[1];}
+
+// NJS: Some functions in VBSP still need to use these for dealing with mixing vec4's and shorts with vec_t's.
+// remove when no longer needed.
+#define VECTOR_COPY( A, B ) do { (B)[0] = (A)[0]; (B)[1] = (A)[1]; (B)[2]=(A)[2]; } while(0)
+#define DOT_PRODUCT( A, B ) ( (A)[0]*(B)[0] + (A)[1]*(B)[1] + (A)[2]*(B)[2] )
+
+FORCEINLINE void VectorMAInline( const float* start, float scale, const float* direction, float* dest )
+{
+ dest[0]=start[0]+direction[0]*scale;
+ dest[1]=start[1]+direction[1]*scale;
+ dest[2]=start[2]+direction[2]*scale;
+}
+
+FORCEINLINE void VectorMAInline( const Vector& start, float scale, const Vector& direction, Vector& dest )
+{
+ dest.x=start.x+direction.x*scale;
+ dest.y=start.y+direction.y*scale;
+ dest.z=start.z+direction.z*scale;
+}
+
+FORCEINLINE void VectorMA( const Vector& start, float scale, const Vector& direction, Vector& dest )
+{
+ VectorMAInline(start, scale, direction, dest);
+}
+
+FORCEINLINE void VectorMA( const float * start, float scale, const float *direction, float *dest )
+{
+ VectorMAInline(start, scale, direction, dest);
+}
+
+
+int VectorCompare (const float *v1, const float *v2);
+
+inline float VectorLength(const float *v)
+{
+ return FastSqrt( v[0]*v[0] + v[1]*v[1] + v[2]*v[2] + FLT_EPSILON );
+}
+
+void CrossProduct (const float *v1, const float *v2, float *cross);
+
+qboolean VectorsEqual( const float *v1, const float *v2 );
+
+inline vec_t RoundInt (vec_t in)
+{
+ return floor(in + 0.5f);
+}
+
+size_t Q_log2( unsigned int val );
+
+// Math routines done in optimized assembly math package routines
+void inline SinCos( float radians, float * RESTRICT sine, float * RESTRICT cosine )
+{
+#if defined( _X360 )
+ XMScalarSinCos( sine, cosine, radians );
+#elif defined( _PS3 )
+#if ( __GNUC__ == 4 ) && ( __GNUC_MINOR__ == 1 ) && ( __GNUC_PATCHLEVEL__ == 1 )
+ vector_float_union s;
+ vector_float_union c;
+
+ vec_float4 rad = vec_splats( radians );
+ vec_float4 sin;
+ vec_float4 cos;
+
+ sincosf4( rad, &sin, &cos );
+
+ vec_st( sin, 0, s.f );
+ vec_st( cos, 0, c.f );
+
+ *sine = s.f[0];
+ *cosine = c.f[0];
+#else //__GNUC__ == 4 && __GNUC_MINOR__ == 1 && __GNUC_PATCHLEVEL__ == 1
+ vector_float_union r;
+ vector_float_union s;
+ vector_float_union c;
+
+ vec_float4 rad;
+ vec_float4 sin;
+ vec_float4 cos;
+
+ r.f[0] = radians;
+ rad = vec_ld( 0, r.f );
+
+ sincosf4( rad, &sin, &cos );
+
+ vec_st( sin, 0, s.f );
+ vec_st( cos, 0, c.f );
+
+ *sine = s.f[0];
+ *cosine = c.f[0];
+#endif //__GNUC__ == 4 && __GNUC_MINOR__ == 1 && __GNUC_PATCHLEVEL__ == 1
+#elif defined( COMPILER_MSVC32 )
+ _asm
+ {
+ fld DWORD PTR [radians]
+ fsincos
+
+ mov edx, DWORD PTR [cosine]
+ mov eax, DWORD PTR [sine]
+
+ fstp DWORD PTR [edx]
+ fstp DWORD PTR [eax]
+ }
+#elif defined( GNUC )
+ register double __cosr, __sinr;
+ __asm __volatile__ ("fsincos" : "=t" (__cosr), "=u" (__sinr) : "0" (radians));
+
+ *sine = __sinr;
+ *cosine = __cosr;
+#else
+ *sine = sinf(radians);
+ *cosine = cosf(radians);
+#endif
+}
+
+#define SIN_TABLE_SIZE 256
+#define FTOIBIAS 12582912.f
+extern float SinCosTable[SIN_TABLE_SIZE];
+
+inline float TableCos( float theta )
+{
+ union
+ {
+ int i;
+ float f;
+ } ftmp;
+
+ // ideally, the following should compile down to: theta * constant + constant, changing any of these constants from defines sometimes fubars this.
+ ftmp.f = theta * ( float )( SIN_TABLE_SIZE / ( 2.0f * M_PI ) ) + ( FTOIBIAS + ( SIN_TABLE_SIZE / 4 ) );
+ return SinCosTable[ ftmp.i & ( SIN_TABLE_SIZE - 1 ) ];
+}
+
+inline float TableSin( float theta )
+{
+ union
+ {
+ int i;
+ float f;
+ } ftmp;
+
+ // ideally, the following should compile down to: theta * constant + constant
+ ftmp.f = theta * ( float )( SIN_TABLE_SIZE / ( 2.0f * M_PI ) ) + FTOIBIAS;
+ return SinCosTable[ ftmp.i & ( SIN_TABLE_SIZE - 1 ) ];
+}
+
+template<class T>
+FORCEINLINE T Square( T const &a )
+{
+ return a * a;
+}
+
+FORCEINLINE bool IsPowerOfTwo( uint x )
+{
+ return ( x & ( x - 1 ) ) == 0;
+}
+
+// return the smallest power of two >= x.
+// returns 0 if x == 0 or x > 0x80000000 (ie numbers that would be negative if x was signed)
+// NOTE: the old code took an int, and if you pass in an int of 0x80000000 casted to a uint,
+// you'll get 0x80000000, which is correct for uints, instead of 0, which was correct for ints
+FORCEINLINE uint SmallestPowerOfTwoGreaterOrEqual( uint x )
+{
+ x -= 1;
+ x |= x >> 1;
+ x |= x >> 2;
+ x |= x >> 4;
+ x |= x >> 8;
+ x |= x >> 16;
+ return x + 1;
+}
+
+// return the largest power of two <= x. Will return 0 if passed 0
+FORCEINLINE uint LargestPowerOfTwoLessThanOrEqual( uint x )
+{
+ if ( x >= 0x80000000 )
+ return 0x80000000;
+
+ return SmallestPowerOfTwoGreaterOrEqual( x + 1 ) >> 1;
+}
+
+
+// Math routines for optimizing division
+void FloorDivMod (double numer, double denom, int *quotient, int *rem);
+int GreatestCommonDivisor (int i1, int i2);
+
+// Test for FPU denormal mode
+bool IsDenormal( const float &val );
+
+// MOVEMENT INFO
+enum
+{
+ PITCH = 0, // up / down
+ YAW, // left / right
+ ROLL // fall over
+};
+
+void MatrixAngles( const matrix3x4_t & matrix, float *angles ); // !!!!
+void MatrixVectors( const matrix3x4_t &matrix, Vector* pForward, Vector *pRight, Vector *pUp );
+void VectorTransform (const float *in1, const matrix3x4_t & in2, float *out);
+void VectorITransform (const float *in1, const matrix3x4_t & in2, float *out);
+void VectorRotate( const float *in1, const matrix3x4_t & in2, float *out);
+void VectorRotate( const Vector &in1, const QAngle &in2, Vector &out );
+void VectorRotate( const Vector &in1, const Quaternion &in2, Vector &out );
+void VectorIRotate( const float *in1, const matrix3x4_t & in2, float *out);
+
+#ifndef VECTOR_NO_SLOW_OPERATIONS
+
+QAngle TransformAnglesToLocalSpace( const QAngle &angles, const matrix3x4_t &parentMatrix );
+QAngle TransformAnglesToWorldSpace( const QAngle &angles, const matrix3x4_t &parentMatrix );
+
+#endif
+
+void MatrixInitialize( matrix3x4_t &mat, const Vector &vecOrigin, const Vector &vecXAxis, const Vector &vecYAxis, const Vector &vecZAxis );
+void MatrixCopy( const matrix3x4_t &in, matrix3x4_t &out );
+void MatrixInvert( const matrix3x4_t &in, matrix3x4_t &out );
+
+// Matrix equality test
+bool MatricesAreEqual( const matrix3x4_t &src1, const matrix3x4_t &src2, float flTolerance = 1e-5 );
+
+void MatrixGetColumn( const matrix3x4_t &in, int column, Vector &out );
+void MatrixSetColumn( const Vector &in, int column, matrix3x4_t &out );
+
+//void DecomposeRotation( const matrix3x4_t &mat, float *out );
+void ConcatRotations (const matrix3x4_t &in1, const matrix3x4_t &in2, matrix3x4_t &out);
+void ConcatTransforms (const matrix3x4_t &in1, const matrix3x4_t &in2, matrix3x4_t &out);
+// faster version assumes m0, m1, out are 16-byte aligned addresses
+void ConcatTransforms_Aligned( const matrix3x4a_t &m0, const matrix3x4a_t &m1, matrix3x4a_t &out );
+
+// For identical interface w/ VMatrix
+inline void MatrixMultiply ( const matrix3x4_t &in1, const matrix3x4_t &in2, matrix3x4_t &out )
+{
+ ConcatTransforms( in1, in2, out );
+}
+
+void QuaternionExp( const Quaternion &p, Quaternion &q );
+void QuaternionLn( const Quaternion &p, Quaternion &q );
+void QuaternionAverageExponential( Quaternion &q, int nCount, const Quaternion *pQuaternions, const float *pflWeights = NULL );
+void QuaternionLookAt( const Vector &vecForward, const Vector &referenceUp, Quaternion &q );
+void QuaternionSlerp( const Quaternion &p, const Quaternion &q, float t, Quaternion &qt );
+void QuaternionSlerpNoAlign( const Quaternion &p, const Quaternion &q, float t, Quaternion &qt );
+void QuaternionBlend( const Quaternion &p, const Quaternion &q, float t, Quaternion &qt );
+void QuaternionBlendNoAlign( const Quaternion &p, const Quaternion &q, float t, Quaternion &qt );
+void QuaternionIdentityBlend( const Quaternion &p, float t, Quaternion &qt );
+float QuaternionAngleDiff( const Quaternion &p, const Quaternion &q );
+void QuaternionScale( const Quaternion &p, float t, Quaternion &q );
+void QuaternionAlign( const Quaternion &p, const Quaternion &q, Quaternion &qt );
+float QuaternionDotProduct( const Quaternion &p, const Quaternion &q );
+void QuaternionConjugate( const Quaternion &p, Quaternion &q );
+void QuaternionInvert( const Quaternion &p, Quaternion &q );
+float QuaternionNormalize( Quaternion &q );
+void QuaternionAdd( const Quaternion &p, const Quaternion &q, Quaternion &qt );
+void QuaternionMult( const Quaternion &p, const Quaternion &q, Quaternion &qt );
+void QuaternionMatrix( const Quaternion &q, matrix3x4_t &matrix );
+void QuaternionMatrix( const Quaternion &q, const Vector &pos, matrix3x4_t &matrix );
+void QuaternionAngles( const Quaternion &q, QAngle &angles );
+void AngleQuaternion( const QAngle& angles, Quaternion &qt );
+void QuaternionAngles( const Quaternion &q, RadianEuler &angles );
+void AngleQuaternion( RadianEuler const &angles, Quaternion &qt );
+void QuaternionAxisAngle( const Quaternion &q, Vector &axis, float &angle );
+void AxisAngleQuaternion( const Vector &axis, float angle, Quaternion &q );
+void BasisToQuaternion( const Vector &vecForward, const Vector &vecRight, const Vector &vecUp, Quaternion &q );
+void MatrixQuaternion( const matrix3x4_t &mat, Quaternion &q );
+
+// A couple methods to find the dot product of a vector with a matrix row or column...
+inline float MatrixRowDotProduct( const matrix3x4_t &in1, int row, const Vector& in2 )
+{
+ Assert( (row >= 0) && (row < 3) );
+ return DotProduct( in1[row], in2.Base() );
+}
+
+inline float MatrixColumnDotProduct( const matrix3x4_t &in1, int col, const Vector& in2 )
+{
+ Assert( (col >= 0) && (col < 4) );
+ return in1[0][col] * in2[0] + in1[1][col] * in2[1] + in1[2][col] * in2[2];
+}
+
+int __cdecl BoxOnPlaneSide (const float *emins, const float *emaxs, const cplane_t *plane);
+
+inline float anglemod(float a)
+{
+ a = (360.f/65536) * ((int)(a*(65536.f/360.0f)) & 65535);
+ return a;
+}
+
+//// CLAMP
+#if defined(__cplusplus) && defined(PLATFORM_PPC)
+
+#ifdef _X360
+#define __fsels __fsel
+#endif
+
+template< >
+inline double clamp( double const &val, double const &minVal, double const &maxVal )
+{
+ float diffmin = val - minVal;
+ float diffmax = maxVal - val;
+ float r;
+ r = __fsel(diffmin, val, minVal);
+ r = __fsel(diffmax, r, maxVal);
+ return r;
+}
+
+template< >
+inline double clamp( double const &val, float const &minVal, float const &maxVal )
+{
+ // these typecasts are actually free since all FPU regs are 64 bit on PPC anyway
+ return clamp ( val, (double) minVal, (double) maxVal );
+}
+template< >
+inline double clamp( double const &val, float const &minVal, double const &maxVal )
+{
+ return clamp ( val, (double) minVal, (double) maxVal );
+}
+template< >
+inline double clamp( double const &val, double const &minVal, float const &maxVal )
+{
+ return clamp ( val, (double) minVal, (double) maxVal );
+}
+
+template< >
+inline float clamp( float const &val, float const &minVal, float const &maxVal )
+{
+ float diffmin = val - minVal;
+ float diffmax = maxVal - val;
+ float r;
+ r = __fsels(diffmin, val, minVal);
+ r = __fsels(diffmax, r, maxVal);
+ return r;
+}
+
+template< >
+inline float clamp( float const &val, double const &minVal, double const &maxVal )
+{
+ float diffmin = val - minVal;
+ float diffmax = maxVal - val;
+ float r;
+ r = __fsels(diffmin, val, minVal);
+ r = __fsels(diffmax, r, maxVal);
+ return r;
+}
+template< >
+inline float clamp( float const &val, double const &minVal, float const &maxVal )
+{
+ return clamp ( val, (float) minVal, maxVal );
+}
+template< >
+inline float clamp( float const &val, float const &minVal, double const &maxVal )
+{
+ return clamp ( val, minVal, (float) maxVal );
+}
+
+#endif
+
+// Remap a value in the range [A,B] to [C,D].
+inline float RemapVal( float val, float A, float B, float C, float D)
+{
+ if ( A == B )
+ return fsel( val - B , D , C );
+ return C + (D - C) * (val - A) / (B - A);
+}
+
+inline float RemapValClamped( float val, float A, float B, float C, float D)
+{
+ if ( A == B )
+ return fsel( val - B , D , C );
+ float cVal = (val - A) / (B - A);
+ cVal = clamp<float>( cVal, 0.0f, 1.0f );
+
+ return C + (D - C) * cVal;
+}
+
+// Returns A + (B-A)*flPercent.
+// float Lerp( float flPercent, float A, float B );
+template <class T>
+FORCEINLINE T Lerp( float flPercent, T const &A, T const &B )
+{
+ return A + (B - A) * flPercent;
+}
+
+FORCEINLINE float Sqr( float f )
+{
+ return f*f;
+}
+
+// 5-argument floating point linear interpolation.
+// FLerp(f1,f2,i1,i2,x)=
+// f1 at x=i1
+// f2 at x=i2
+// smooth lerp between f1 and f2 at x>i1 and x<i2
+// extrapolation for x<i1 or x>i2
+//
+// If you know a function f(x)'s value (f1) at position i1, and its value (f2) at position i2,
+// the function can be linearly interpolated with FLerp(f1,f2,i1,i2,x)
+// i2=i1 will cause a divide by zero.
+static inline float FLerp(float f1, float f2, float i1, float i2, float x)
+{
+ return f1+(f2-f1)*(x-i1)/(i2-i1);
+}
+
+
+#ifndef VECTOR_NO_SLOW_OPERATIONS
+
+// YWB: Specialization for interpolating euler angles via quaternions...
+template<> FORCEINLINE QAngle Lerp<QAngle>( float flPercent, const QAngle& q1, const QAngle& q2 )
+{
+ // Avoid precision errors
+ if ( q1 == q2 )
+ return q1;
+
+ Quaternion src, dest;
+
+ // Convert to quaternions
+ AngleQuaternion( q1, src );
+ AngleQuaternion( q2, dest );
+
+ Quaternion result;
+
+ // Slerp
+ QuaternionSlerp( src, dest, flPercent, result );
+
+ // Convert to euler
+ QAngle output;
+ QuaternionAngles( result, output );
+ return output;
+}
+
+#else
+
+#pragma error
+
+// NOTE NOTE: I haven't tested this!! It may not work! Check out interpolatedvar.cpp in the client dll to try it
+template<> FORCEINLINE QAngleByValue Lerp<QAngleByValue>( float flPercent, const QAngleByValue& q1, const QAngleByValue& q2 )
+{
+ // Avoid precision errors
+ if ( q1 == q2 )
+ return q1;
+
+ Quaternion src, dest;
+
+ // Convert to quaternions
+ AngleQuaternion( q1, src );
+ AngleQuaternion( q2, dest );
+
+ Quaternion result;
+
+ // Slerp
+ QuaternionSlerp( src, dest, flPercent, result );
+
+ // Convert to euler
+ QAngleByValue output;
+ QuaternionAngles( result, output );
+ return output;
+}
+
+#endif // VECTOR_NO_SLOW_OPERATIONS
+
+
+// Swap two of anything.
+template <class T>
+FORCEINLINE void V_swap( T& x, T& y )
+{
+ T temp = x;
+ x = y;
+ y = temp;
+}
+
+template <class T> FORCEINLINE T AVG(T a, T b)
+{
+ return (a+b)/2;
+}
+
+// number of elements in an array of static size
+#define NELEMS(x) ((sizeof(x))/sizeof(x[0]))
+
+// XYZ macro, for printf type functions - ex printf("%f %f %f",XYZ(myvector));
+#define XYZ(v) (v).x,(v).y,(v).z
+
+
+
+
+inline float Sign( float x )
+{
+ return fsel( x, 1.0f, -1.0f ); // x >= 0 ? 1.0f : -1.0f
+ //return (x <0.0f) ? -1.0f : 1.0f;
+}
+
+//
+// Clamps the input integer to the given array bounds.
+// Equivalent to the following, but without using any branches:
+//
+// if( n < 0 ) return 0;
+// else if ( n > maxindex ) return maxindex;
+// else return n;
+//
+// This is not always a clear performance win, but when you have situations where a clamped
+// value is thrashing against a boundary this is a big win. (ie, valid, invalid, valid, invalid, ...)
+//
+// Note: This code has been run against all possible integers.
+//
+inline int ClampArrayBounds( int n, unsigned maxindex )
+{
+ // mask is 0 if less than 4096, 0xFFFFFFFF if greater than
+ unsigned int inrangemask = 0xFFFFFFFF + (((unsigned) n) > maxindex );
+ unsigned int lessthan0mask = 0xFFFFFFFF + ( n >= 0 );
+
+ // If the result was valid, set the result, (otherwise sets zero)
+ int result = (inrangemask & n);
+
+ // if the result was out of range or zero.
+ result |= ((~inrangemask) & (~lessthan0mask)) & maxindex;
+
+ return result;
+}
+
+
+
+// Turn a number "inside out".
+// See Recording Animation in Binary Order for Progressive Temporal Refinement
+// by Paul Heckbert from "Graphics Gems".
+//
+// If you want to iterate something from 0 to n, you can use this to iterate non-sequentially, in
+// such a way that you will start with widely separated values and then refine the gaps between
+// them, as you would for progressive refinement. This works with non-power of two ranges.
+int InsideOut( int nTotal, int nCounter );
+
+#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
+ (((p)->type < 3)? \
+ ( \
+ ((p)->dist <= (emins)[(p)->type])? \
+ 1 \
+ : \
+ ( \
+ ((p)->dist >= (emaxs)[(p)->type])?\
+ 2 \
+ : \
+ 3 \
+ ) \
+ ) \
+ : \
+ BoxOnPlaneSide( (emins), (emaxs), (p)))
+
+//-----------------------------------------------------------------------------
+// FIXME: Vector versions.... the float versions will go away hopefully soon!
+//-----------------------------------------------------------------------------
+
+void AngleVectors (const QAngle& angles, Vector *forward);
+void AngleVectors (const QAngle& angles, Vector *forward, Vector *right, Vector *up);
+void AngleVectorsTranspose (const QAngle& angles, Vector *forward, Vector *right, Vector *up);
+void AngleMatrix (const QAngle &angles, matrix3x4_t &mat );
+void AngleMatrix( const QAngle &angles, const Vector &position, matrix3x4_t &mat );
+void AngleMatrix (const RadianEuler &angles, matrix3x4_t &mat );
+void AngleMatrix( RadianEuler const &angles, const Vector &position, matrix3x4_t &mat );
+void AngleIMatrix (const QAngle &angles, matrix3x4_t &mat );
+void AngleIMatrix (const QAngle &angles, const Vector &position, matrix3x4_t &mat );
+void AngleIMatrix (const RadianEuler &angles, matrix3x4_t &mat );
+void VectorAngles( const Vector &forward, QAngle &angles );
+void VectorAngles( const Vector &forward, const Vector &pseudoup, QAngle &angles );
+void VectorMatrix( const Vector &forward, matrix3x4_t &mat );
+void VectorVectors( const Vector &forward, Vector &right, Vector &up );
+void SetIdentityMatrix( matrix3x4_t &mat );
+void SetScaleMatrix( float x, float y, float z, matrix3x4_t &dst );
+void MatrixBuildRotationAboutAxis( const Vector &vAxisOfRot, float angleDegrees, matrix3x4_t &dst );
+
+inline bool MatrixIsIdentity( const matrix3x4_t &m )
+{
+ return
+ m.m_flMatVal[0][0] == 1.0f && m.m_flMatVal[0][1] == 0.0f && m.m_flMatVal[0][2] == 0.0f && m.m_flMatVal[0][3] == 0.0f &&
+ m.m_flMatVal[1][0] == 0.0f && m.m_flMatVal[1][1] == 1.0f && m.m_flMatVal[1][2] == 0.0f && m.m_flMatVal[1][3] == 0.0f &&
+ m.m_flMatVal[2][0] == 0.0f && m.m_flMatVal[2][1] == 0.0f && m.m_flMatVal[2][2] == 1.0f && m.m_flMatVal[2][3] == 0.0f;
+}
+
+
+inline void SetScaleMatrix( float flScale, matrix3x4_t &dst )
+{
+ SetScaleMatrix( flScale, flScale, flScale, dst );
+}
+
+inline void SetScaleMatrix( const Vector& scale, matrix3x4_t &dst )
+{
+ SetScaleMatrix( scale.x, scale.y, scale.z, dst );
+}
+
+// Computes the inverse transpose
+void MatrixTranspose( matrix3x4_t& mat );
+void MatrixTranspose( const matrix3x4_t& src, matrix3x4_t& dst );
+void MatrixInverseTranspose( const matrix3x4_t& src, matrix3x4_t& dst );
+
+inline void PositionMatrix( const Vector &position, matrix3x4_t &mat )
+{
+ MatrixSetColumn( position, 3, mat );
+}
+
+inline void MatrixPosition( const matrix3x4_t &matrix, Vector &position )
+{
+ position[0] = matrix[0][3];
+ position[1] = matrix[1][3];
+ position[2] = matrix[2][3];
+}
+
+inline void VectorRotate( const Vector& in1, const matrix3x4_t &in2, Vector &out)
+{
+ VectorRotate( &in1.x, in2, &out.x );
+}
+
+inline void VectorIRotate( const Vector& in1, const matrix3x4_t &in2, Vector &out)
+{
+ VectorIRotate( &in1.x, in2, &out.x );
+}
+
+inline void MatrixAngles( const matrix3x4_t &matrix, QAngle &angles )
+{
+ MatrixAngles( matrix, &angles.x );
+}
+
+inline void MatrixAngles( const matrix3x4_t &matrix, QAngle &angles, Vector &position )
+{
+ MatrixAngles( matrix, angles );
+ MatrixPosition( matrix, position );
+}
+
+inline void MatrixAngles( const matrix3x4_t &matrix, RadianEuler &angles )
+{
+ MatrixAngles( matrix, &angles.x );
+
+ angles.Init( DEG2RAD( angles.z ), DEG2RAD( angles.x ), DEG2RAD( angles.y ) );
+}
+
+void MatrixAngles( const matrix3x4_t &mat, RadianEuler &angles, Vector &position );
+
+void MatrixAngles( const matrix3x4_t &mat, Quaternion &q, Vector &position );
+
+inline int VectorCompare (const Vector& v1, const Vector& v2)
+{
+ return v1 == v2;
+}
+
+inline void VectorTransform (const Vector& in1, const matrix3x4_t &in2, Vector &out)
+{
+ VectorTransform( &in1.x, in2, &out.x );
+}
+
+inline void VectorITransform (const Vector& in1, const matrix3x4_t &in2, Vector &out)
+{
+ VectorITransform( &in1.x, in2, &out.x );
+}
+
+/*
+inline void DecomposeRotation( const matrix3x4_t &mat, Vector &out )
+{
+ DecomposeRotation( mat, &out.x );
+}
+*/
+
+inline int BoxOnPlaneSide (const Vector& emins, const Vector& emaxs, const cplane_t *plane )
+{
+ return BoxOnPlaneSide( &emins.x, &emaxs.x, plane );
+}
+
+inline void VectorFill(Vector& a, float b)
+{
+ a[0]=a[1]=a[2]=b;
+}
+
+inline void VectorNegate(Vector& a)
+{
+ a[0] = -a[0];
+ a[1] = -a[1];
+ a[2] = -a[2];
+}
+
+inline vec_t VectorAvg(Vector& a)
+{
+ return ( a[0] + a[1] + a[2] ) / 3;
+}
+
+//-----------------------------------------------------------------------------
+// Box/plane test (slow version)
+//-----------------------------------------------------------------------------
+inline int FASTCALL BoxOnPlaneSide2 (const Vector& emins, const Vector& emaxs, const cplane_t *p, float tolerance = 0.f )
+{
+ Vector corners[2];
+
+ if (p->normal[0] < 0)
+ {
+ corners[0][0] = emins[0];
+ corners[1][0] = emaxs[0];
+ }
+ else
+ {
+ corners[1][0] = emins[0];
+ corners[0][0] = emaxs[0];
+ }
+
+ if (p->normal[1] < 0)
+ {
+ corners[0][1] = emins[1];
+ corners[1][1] = emaxs[1];
+ }
+ else
+ {
+ corners[1][1] = emins[1];
+ corners[0][1] = emaxs[1];
+ }
+
+ if (p->normal[2] < 0)
+ {
+ corners[0][2] = emins[2];
+ corners[1][2] = emaxs[2];
+ }
+ else
+ {
+ corners[1][2] = emins[2];
+ corners[0][2] = emaxs[2];
+ }
+
+ int sides = 0;
+
+ float dist1 = DotProduct (p->normal, corners[0]) - p->dist;
+ if (dist1 >= tolerance)
+ sides = 1;
+
+ float dist2 = DotProduct (p->normal, corners[1]) - p->dist;
+ if (dist2 < -tolerance)
+ sides |= 2;
+
+ return sides;
+}
+
+//-----------------------------------------------------------------------------
+// Helpers for bounding box construction
+//-----------------------------------------------------------------------------
+
+void ClearBounds (Vector& mins, Vector& maxs);
+void AddPointToBounds (const Vector& v, Vector& mins, Vector& maxs);
+
+//-----------------------------------------------------------------------------
+// Ensures that the min and max bounds values are valid.
+// (ClearBounds() sets min > max, which is clearly invalid.)
+//-----------------------------------------------------------------------------
+bool AreBoundsValid( const Vector &vMin, const Vector &vMax );
+
+//-----------------------------------------------------------------------------
+// Returns true if the provided point is in the AABB defined by vMin
+// at the lower corner and vMax at the upper corner.
+//-----------------------------------------------------------------------------
+bool IsPointInBounds( const Vector &vPoint, const Vector &vMin, const Vector &vMax );
+
+//
+// COLORSPACE/GAMMA CONVERSION STUFF
+//
+void BuildGammaTable( float gamma, float texGamma, float brightness, int overbright );
+
+// convert texture to linear 0..1 value
+inline float TexLightToLinear( int c, int exponent )
+{
+ extern float power2_n[256];
+ Assert( exponent >= -128 && exponent <= 127 );
+ return ( float )c * power2_n[exponent+128];
+}
+
+
+// convert texture to linear 0..1 value
+int LinearToTexture( float f );
+// converts 0..1 linear value to screen gamma (0..255)
+int LinearToScreenGamma( float f );
+float TextureToLinear( int c );
+
+// compressed color format
+struct ColorRGBExp32
+{
+ byte r, g, b;
+ signed char exponent;
+};
+
+void ColorRGBExp32ToVector( const ColorRGBExp32& in, Vector& out );
+void VectorToColorRGBExp32( const Vector& v, ColorRGBExp32 &c );
+
+// solve for "x" where "a x^2 + b x + c = 0", return true if solution exists
+bool SolveQuadratic( float a, float b, float c, float &root1, float &root2 );
+
+// solves for "a, b, c" where "a x^2 + b x + c = y", return true if solution exists
+bool SolveInverseQuadratic( float x1, float y1, float x2, float y2, float x3, float y3, float &a, float &b, float &c );
+
+// solves for a,b,c specified as above, except that it always creates a monotonically increasing or
+// decreasing curve if the data is monotonically increasing or decreasing. In order to enforce the
+// monoticity condition, it is possible that the resulting quadratic will only approximate the data
+// instead of interpolating it. This code is not especially fast.
+bool SolveInverseQuadraticMonotonic( float x1, float y1, float x2, float y2,
+ float x3, float y3, float &a, float &b, float &c );
+
+
+
+
+// solves for "a, b, c" where "1/(a x^2 + b x + c ) = y", return true if solution exists
+bool SolveInverseReciprocalQuadratic( float x1, float y1, float x2, float y2, float x3, float y3, float &a, float &b, float &c );
+
+// rotate a vector around the Z axis (YAW)
+void VectorYawRotate( const Vector& in, float flYaw, Vector &out);
+
+
+// Bias takes an X value between 0 and 1 and returns another value between 0 and 1
+// The curve is biased towards 0 or 1 based on biasAmt, which is between 0 and 1.
+// Lower values of biasAmt bias the curve towards 0 and higher values bias it towards 1.
+//
+// For example, with biasAmt = 0.2, the curve looks like this:
+//
+// 1
+// | *
+// | *
+// | *
+// | **
+// | **
+// | ****
+// |*********
+// |___________________
+// 0 1
+//
+//
+// With biasAmt = 0.8, the curve looks like this:
+//
+// 1
+// | **************
+// | **
+// | *
+// | *
+// |*
+// |*
+// |*
+// |___________________
+// 0 1
+//
+// With a biasAmt of 0.5, Bias returns X.
+float Bias( float x, float biasAmt );
+
+
+// Gain is similar to Bias, but biasAmt biases towards or away from 0.5.
+// Lower bias values bias towards 0.5 and higher bias values bias away from it.
+//
+// For example, with biasAmt = 0.2, the curve looks like this:
+//
+// 1
+// | *
+// | *
+// | **
+// | ***************
+// | **
+// | *
+// |*
+// |___________________
+// 0 1
+//
+//
+// With biasAmt = 0.8, the curve looks like this:
+//
+// 1
+// | *****
+// | ***
+// | *
+// | *
+// | *
+// | ***
+// |*****
+// |___________________
+// 0 1
+float Gain( float x, float biasAmt );
+
+
+// SmoothCurve maps a 0-1 value into another 0-1 value based on a cosine wave
+// where the derivatives of the function at 0 and 1 (and 0.5) are 0. This is useful for
+// any fadein/fadeout effect where it should start and end smoothly.
+//
+// The curve looks like this:
+//
+// 1
+// | **
+// | * *
+// | * *
+// | * *
+// | * *
+// | ** **
+// |*** ***
+// |___________________
+// 0 1
+//
+float SmoothCurve( float x );
+
+
+// This works like SmoothCurve, with two changes:
+//
+// 1. Instead of the curve peaking at 0.5, it will peak at flPeakPos.
+// (So if you specify flPeakPos=0.2, then the peak will slide to the left).
+//
+// 2. flPeakSharpness is a 0-1 value controlling the sharpness of the peak.
+// Low values blunt the peak and high values sharpen the peak.
+float SmoothCurve_Tweak( float x, float flPeakPos=0.5, float flPeakSharpness=0.5 );
+
+
+//float ExponentialDecay( float halflife, float dt );
+//float ExponentialDecay( float decayTo, float decayTime, float dt );
+
+// halflife is time for value to reach 50%
+inline float ExponentialDecay( float halflife, float dt )
+{
+ // log(0.5) == -0.69314718055994530941723212145818
+ return expf( -0.69314718f / halflife * dt);
+}
+
+// decayTo is factor the value should decay to in decayTime
+inline float ExponentialDecay( float decayTo, float decayTime, float dt )
+{
+ return expf( logf( decayTo ) / decayTime * dt);
+}
+
+// Get the integrated distanced traveled
+// decayTo is factor the value should decay to in decayTime
+// dt is the time relative to the last velocity update
+inline float ExponentialDecayIntegral( float decayTo, float decayTime, float dt )
+{
+ return (powf( decayTo, dt / decayTime) * decayTime - decayTime) / logf( decayTo );
+}
+
+// hermite basis function for smooth interpolation
+// Similar to Gain() above, but very cheap to call
+// value should be between 0 & 1 inclusive
+inline float SimpleSpline( float value )
+{
+ float valueSquared = value * value;
+
+ // Nice little ease-in, ease-out spline-like curve
+ return (3 * valueSquared - 2 * valueSquared * value);
+}
+
+// remaps a value in [startInterval, startInterval+rangeInterval] from linear to
+// spline using SimpleSpline
+inline float SimpleSplineRemapVal( float val, float A, float B, float C, float D)
+{
+ if ( A == B )
+ return val >= B ? D : C;
+ float cVal = (val - A) / (B - A);
+ return C + (D - C) * SimpleSpline( cVal );
+}
+
+// remaps a value in [startInterval, startInterval+rangeInterval] from linear to
+// spline using SimpleSpline
+inline float SimpleSplineRemapValClamped( float val, float A, float B, float C, float D )
+{
+ if ( A == B )
+ return val >= B ? D : C;
+ float cVal = (val - A) / (B - A);
+ cVal = clamp( cVal, 0.0f, 1.0f );
+ return C + (D - C) * SimpleSpline( cVal );
+}
+
+FORCEINLINE int RoundFloatToInt(float f)
+{
+#if defined( _X360 )
+#ifdef Assert
+ Assert( IsFPUControlWordSet() );
+#endif
+ union
+ {
+ double flResult;
+ int pResult[2];
+ };
+ flResult = __fctiw( f );
+ return pResult[1];
+#elif defined ( _PS3 )
+ return __fctiw( f );
+#else // !X360
+ int nResult;
+#if defined( COMPILER_MSVC32 )
+ __asm
+ {
+ fld f
+ fistp nResult
+ }
+#elif GNUC
+ __asm __volatile__ (
+ "fistpl %0;": "=m" (nResult): "t" (f) : "st"
+ );
+#else
+ nResult = static_cast<int>(f);
+#endif
+ return nResult;
+#endif
+}
+
+FORCEINLINE unsigned char RoundFloatToByte(float f)
+{
+#if defined( _X360 )
+#ifdef Assert
+ Assert( IsFPUControlWordSet() );
+#endif
+ union
+ {
+ double flResult;
+ int pIntResult[2];
+ unsigned char pResult[8];
+ };
+ flResult = __fctiw( f );
+#ifdef Assert
+ Assert( pIntResult[1] >= 0 && pIntResult[1] <= 255 );
+#endif
+ return pResult[7];
+
+#elif defined ( _PS3 )
+ return __fctiw( f );
+#else // !X360
+
+ int nResult;
+
+#if defined( COMPILER_MSVC32 )
+ __asm
+ {
+ fld f
+ fistp nResult
+ }
+#elif GNUC
+ __asm __volatile__ (
+ "fistpl %0;": "=m" (nResult): "t" (f) : "st"
+ );
+#else
+ nResult = static_cast<unsigned int> (f) & 0xff;
+#endif
+
+#ifdef Assert
+ Assert( nResult >= 0 && nResult <= 255 );
+#endif
+ return nResult;
+
+#endif
+}
+
+FORCEINLINE unsigned long RoundFloatToUnsignedLong(float f)
+{
+#if defined( _X360 )
+#ifdef Assert
+ Assert( IsFPUControlWordSet() );
+#endif
+ union
+ {
+ double flResult;
+ int pIntResult[2];
+ unsigned long pResult[2];
+ };
+ flResult = __fctiw( f );
+ Assert( pIntResult[1] >= 0 );
+ return pResult[1];
+#elif defined ( _PS3 )
+ return __fctiw( f );
+#else // !X360
+
+#if defined( COMPILER_MSVC32 )
+ unsigned char nResult[8];
+ __asm
+ {
+ fld f
+ fistp qword ptr nResult
+ }
+ return *((unsigned long*)nResult);
+#elif defined( COMPILER_GCC )
+ unsigned char nResult[8];
+ __asm __volatile__ (
+ "fistpl %0;": "=m" (nResult): "t" (f) : "st"
+ );
+ return *((unsigned long*)nResult);
+#else
+ return static_cast<unsigned long>(f);
+#endif
+
+#endif
+}
+
+FORCEINLINE bool IsIntegralValue( float flValue, float flTolerance = 0.001f )
+{
+ return fabs( RoundFloatToInt( flValue ) - flValue ) < flTolerance;
+}
+
+// Fast, accurate ftol:
+FORCEINLINE int Float2Int( float a )
+{
+#if defined( _X360 )
+ union
+ {
+ double flResult;
+ int pResult[2];
+ };
+ flResult = __fctiwz( a );
+ return pResult[1];
+#elif defined ( _PS3 )
+ return __fctiwz( a );
+#else // !X360
+
+ int RetVal;
+
+#if defined( COMPILER_MSVC32 )
+ int CtrlwdHolder;
+ int CtrlwdSetter;
+ __asm
+ {
+ fld a // push 'a' onto the FP stack
+ fnstcw CtrlwdHolder // store FPU control word
+ movzx eax, CtrlwdHolder // move and zero extend word into eax
+ and eax, 0xFFFFF3FF // set all bits except rounding bits to 1
+ or eax, 0x00000C00 // set rounding mode bits to round towards zero
+ mov CtrlwdSetter, eax // Prepare to set the rounding mode -- prepare to enter plaid!
+ fldcw CtrlwdSetter // Entering plaid!
+ fistp RetVal // Store and converted (to int) result
+ fldcw CtrlwdHolder // Restore control word
+ }
+#else
+ RetVal = static_cast<int>( a );
+#endif
+
+ return RetVal;
+#endif
+}
+
+// Over 15x faster than: (int)floor(value)
+inline int Floor2Int( float a )
+{
+ int RetVal;
+
+#if defined( PLATFORM_PPC )
+ RetVal = (int)floor( a );
+#elif defined( COMPILER_MSVC32 )
+ int CtrlwdHolder;
+ int CtrlwdSetter;
+ __asm
+ {
+ fld a // push 'a' onto the FP stack
+ fnstcw CtrlwdHolder // store FPU control word
+ movzx eax, CtrlwdHolder // move and zero extend word into eax
+ and eax, 0xFFFFF3FF // set all bits except rounding bits to 1
+ or eax, 0x00000400 // set rounding mode bits to round down
+ mov CtrlwdSetter, eax // Prepare to set the rounding mode -- prepare to enter plaid!
+ fldcw CtrlwdSetter // Entering plaid!
+ fistp RetVal // Store floored and converted (to int) result
+ fldcw CtrlwdHolder // Restore control word
+ }
+#else
+ RetVal = static_cast<int>( floor(a) );
+#endif
+
+ return RetVal;
+}
+
+//-----------------------------------------------------------------------------
+// Fast color conversion from float to unsigned char
+//-----------------------------------------------------------------------------
+FORCEINLINE unsigned char FastFToC( float c )
+{
+ volatile float dc;
+
+ // ieee trick
+ dc = c * 255.0f + (float)(1 << 23);
+
+ // return the lsb
+#if defined( _X360 ) || defined( _PS3 )
+ return ((unsigned char*)&dc)[3];
+#else
+ return *(unsigned char*)&dc;
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Bound input float to .001 (millisecond) boundary
+// Input : in -
+// Output : inline float
+//-----------------------------------------------------------------------------
+inline float ClampToMsec( float in )
+{
+ int msec = Floor2Int( in * 1000.0f + 0.5f );
+ return msec / 1000.0f;
+}
+
+// Over 15x faster than: (int)ceil(value)
+inline int Ceil2Int( float a )
+{
+ int RetVal;
+
+#if defined( PLATFORM_PPC )
+ RetVal = (int)ceil( a );
+#elif defined( COMPILER_MSVC32 )
+ int CtrlwdHolder;
+ int CtrlwdSetter;
+ __asm
+ {
+ fld a // push 'a' onto the FP stack
+ fnstcw CtrlwdHolder // store FPU control word
+ movzx eax, CtrlwdHolder // move and zero extend word into eax
+ and eax, 0xFFFFF3FF // set all bits except rounding bits to 1
+ or eax, 0x00000800 // set rounding mode bits to round down
+ mov CtrlwdSetter, eax // Prepare to set the rounding mode -- prepare to enter plaid!
+ fldcw CtrlwdSetter // Entering plaid!
+ fistp RetVal // Store floored and converted (to int) result
+ fldcw CtrlwdHolder // Restore control word
+ }
+#else
+ RetVal = static_cast<int>( ceil(a) );
+#endif
+
+ return RetVal;
+}
+
+
+// Regular signed area of triangle
+#define TriArea2D( A, B, C ) \
+ ( 0.5f * ( ( B.x - A.x ) * ( C.y - A.y ) - ( B.y - A.y ) * ( C.x - A.x ) ) )
+
+// This version doesn't premultiply by 0.5f, so it's the area of the rectangle instead
+#define TriArea2DTimesTwo( A, B, C ) \
+ ( ( ( B.x - A.x ) * ( C.y - A.y ) - ( B.y - A.y ) * ( C.x - A.x ) ) )
+
+
+// Get the barycentric coordinates of "pt" in triangle [A,B,C].
+inline void GetBarycentricCoords2D(
+ Vector2D const &A,
+ Vector2D const &B,
+ Vector2D const &C,
+ Vector2D const &pt,
+ float bcCoords[3] )
+{
+ // Note, because to top and bottom are both x2, the issue washes out in the composite
+ float invTriArea = 1.0f / TriArea2DTimesTwo( A, B, C );
+
+ // NOTE: We assume here that the lightmap coordinate vertices go counterclockwise.
+ // If not, TriArea2D() is negated so this works out right.
+ bcCoords[0] = TriArea2DTimesTwo( B, C, pt ) * invTriArea;
+ bcCoords[1] = TriArea2DTimesTwo( C, A, pt ) * invTriArea;
+ bcCoords[2] = TriArea2DTimesTwo( A, B, pt ) * invTriArea;
+}
+
+
+// Return true of the sphere might touch the box (the sphere is actually treated
+// like a box itself, so this may return true if the sphere's bounding box touches
+// a corner of the box but the sphere itself doesn't).
+inline bool QuickBoxSphereTest(
+ const Vector& vOrigin,
+ float flRadius,
+ const Vector& bbMin,
+ const Vector& bbMax )
+{
+ return vOrigin.x - flRadius < bbMax.x && vOrigin.x + flRadius > bbMin.x &&
+ vOrigin.y - flRadius < bbMax.y && vOrigin.y + flRadius > bbMin.y &&
+ vOrigin.z - flRadius < bbMax.z && vOrigin.z + flRadius > bbMin.z;
+}
+
+
+// Return true of the boxes intersect (but not if they just touch).
+inline bool QuickBoxIntersectTest(
+ const Vector& vBox1Min,
+ const Vector& vBox1Max,
+ const Vector& vBox2Min,
+ const Vector& vBox2Max )
+{
+ return
+ vBox1Min.x < vBox2Max.x && vBox1Max.x > vBox2Min.x &&
+ vBox1Min.y < vBox2Max.y && vBox1Max.y > vBox2Min.y &&
+ vBox1Min.z < vBox2Max.z && vBox1Max.z > vBox2Min.z;
+}
+
+
+extern float GammaToLinearFullRange( float gamma );
+extern float LinearToGammaFullRange( float linear );
+extern float GammaToLinear( float gamma );
+extern float LinearToGamma( float linear );
+
+extern float SrgbGammaToLinear( float flSrgbGammaValue );
+extern float SrgbLinearToGamma( float flLinearValue );
+extern float X360GammaToLinear( float fl360GammaValue );
+extern float X360LinearToGamma( float flLinearValue );
+extern float SrgbGammaTo360Gamma( float flSrgbGammaValue );
+
+// linear (0..4) to screen corrected vertex space (0..1?)
+FORCEINLINE float LinearToVertexLight( float f )
+{
+ extern float lineartovertex[4096];
+
+ // Gotta clamp before the multiply; could overflow...
+ // assume 0..4 range
+ int i = RoundFloatToInt( f * 1024.f );
+
+ // Presumably the comman case will be not to clamp, so check that first:
+ if( (unsigned)i > 4095 )
+ {
+ if ( i < 0 )
+ i = 0; // Compare to zero instead of 4095 to save 4 bytes in the instruction stream
+ else
+ i = 4095;
+ }
+
+ return lineartovertex[i];
+}
+
+
+FORCEINLINE unsigned char LinearToLightmap( float f )
+{
+ extern unsigned char lineartolightmap[4096];
+
+ // Gotta clamp before the multiply; could overflow...
+ int i = RoundFloatToInt( f * 1024.f ); // assume 0..4 range
+
+ // Presumably the comman case will be not to clamp, so check that first:
+ if ( (unsigned)i > 4095 )
+ {
+ if ( i < 0 )
+ i = 0; // Compare to zero instead of 4095 to save 4 bytes in the instruction stream
+ else
+ i = 4095;
+ }
+
+ return lineartolightmap[i];
+}
+
+FORCEINLINE void ColorClamp( Vector& color )
+{
+ float maxc = MAX( color.x, MAX( color.y, color.z ) );
+ if ( maxc > 1.0f )
+ {
+ float ooMax = 1.0f / maxc;
+ color.x *= ooMax;
+ color.y *= ooMax;
+ color.z *= ooMax;
+ }
+
+ if ( color[0] < 0.f ) color[0] = 0.f;
+ if ( color[1] < 0.f ) color[1] = 0.f;
+ if ( color[2] < 0.f ) color[2] = 0.f;
+}
+
+inline void ColorClampTruncate( Vector& color )
+{
+ if (color[0] > 1.0f) color[0] = 1.0f; else if (color[0] < 0.0f) color[0] = 0.0f;
+ if (color[1] > 1.0f) color[1] = 1.0f; else if (color[1] < 0.0f) color[1] = 0.0f;
+ if (color[2] > 1.0f) color[2] = 1.0f; else if (color[2] < 0.0f) color[2] = 0.0f;
+}
+
+// Interpolate a Catmull-Rom spline.
+// t is a [0,1] value and interpolates a curve between p2 and p3.
+void Catmull_Rom_Spline(
+ const Vector &p1,
+ const Vector &p2,
+ const Vector &p3,
+ const Vector &p4,
+ float t,
+ Vector &output );
+
+// Interpolate a Catmull-Rom spline.
+// Returns the tangent of the point at t of the spline
+void Catmull_Rom_Spline_Tangent(
+ const Vector &p1,
+ const Vector &p2,
+ const Vector &p3,
+ const Vector &p4,
+ float t,
+ Vector &output );
+
+// area under the curve [0..t]
+void Catmull_Rom_Spline_Integral(
+ const Vector &p1,
+ const Vector &p2,
+ const Vector &p3,
+ const Vector &p4,
+ float t,
+ Vector& output );
+
+// area under the curve [0..1]
+void Catmull_Rom_Spline_Integral(
+ const Vector &p1,
+ const Vector &p2,
+ const Vector &p3,
+ const Vector &p4,
+ Vector& output );
+
+// Interpolate a Catmull-Rom spline.
+// Normalize p2->p1 and p3->p4 to be the same length as p2->p3
+void Catmull_Rom_Spline_Normalize(
+ const Vector &p1,
+ const Vector &p2,
+ const Vector &p3,
+ const Vector &p4,
+ float t,
+ Vector &output );
+
+// area under the curve [0..t]
+// Normalize p2->p1 and p3->p4 to be the same length as p2->p3
+void Catmull_Rom_Spline_Integral_Normalize(
+ const Vector &p1,
+ const Vector &p2,
+ const Vector &p3,
+ const Vector &p4,
+ float t,
+ Vector& output );
+
+// Interpolate a Catmull-Rom spline.
+// Normalize p2.x->p1.x and p3.x->p4.x to be the same length as p2.x->p3.x
+void Catmull_Rom_Spline_NormalizeX(
+ const Vector &p1,
+ const Vector &p2,
+ const Vector &p3,
+ const Vector &p4,
+ float t,
+ Vector &output );
+
+// area under the curve [0..t]
+void Catmull_Rom_Spline_NormalizeX(
+ const Vector &p1,
+ const Vector &p2,
+ const Vector &p3,
+ const Vector &p4,
+ float t,
+ Vector& output );
+
+// Interpolate a Hermite spline.
+// t is a [0,1] value and interpolates a curve between p1 and p2 with the deltas d1 and d2.
+void Hermite_Spline(
+ const Vector &p1,
+ const Vector &p2,
+ const Vector &d1,
+ const Vector &d2,
+ float t,
+ Vector& output );
+
+float Hermite_Spline(
+ float p1,
+ float p2,
+ float d1,
+ float d2,
+ float t );
+
+// t is a [0,1] value and interpolates a curve between p1 and p2 with the slopes p0->p1 and p1->p2
+void Hermite_Spline(
+ const Vector &p0,
+ const Vector &p1,
+ const Vector &p2,
+ float t,
+ Vector& output );
+
+float Hermite_Spline(
+ float p0,
+ float p1,
+ float p2,
+ float t );
+
+
+void Hermite_SplineBasis( float t, float basis[] );
+
+void Hermite_Spline(
+ const Quaternion &q0,
+ const Quaternion &q1,
+ const Quaternion &q2,
+ float t,
+ Quaternion &output );
+
+
+// See http://en.wikipedia.org/wiki/Kochanek-Bartels_curves
+//
+// Tension: -1 = Round -> 1 = Tight
+// Bias: -1 = Pre-shoot (bias left) -> 1 = Post-shoot (bias right)
+// Continuity: -1 = Box corners -> 1 = Inverted corners
+//
+// If T=B=C=0 it's the same matrix as Catmull-Rom.
+// If T=1 & B=C=0 it's the same as Cubic.
+// If T=B=0 & C=-1 it's just linear interpolation
+//
+// See http://news.povray.org/povray.binaries.tutorials/attachment/%[email protected]%3E/Splines.bas.txt
+// for example code and descriptions of various spline types...
+//
+void Kochanek_Bartels_Spline(
+ float tension,
+ float bias,
+ float continuity,
+ const Vector &p1,
+ const Vector &p2,
+ const Vector &p3,
+ const Vector &p4,
+ float t,
+ Vector& output );
+
+void Kochanek_Bartels_Spline_NormalizeX(
+ float tension,
+ float bias,
+ float continuity,
+ const Vector &p1,
+ const Vector &p2,
+ const Vector &p3,
+ const Vector &p4,
+ float t,
+ Vector& output );
+
+// See link at Kochanek_Bartels_Spline for info on the basis matrix used
+void Cubic_Spline(
+ const Vector &p1,
+ const Vector &p2,
+ const Vector &p3,
+ const Vector &p4,
+ float t,
+ Vector& output );
+
+void Cubic_Spline_NormalizeX(
+ const Vector &p1,
+ const Vector &p2,
+ const Vector &p3,
+ const Vector &p4,
+ float t,
+ Vector& output );
+
+// See link at Kochanek_Bartels_Spline for info on the basis matrix used
+void BSpline(
+ const Vector &p1,
+ const Vector &p2,
+ const Vector &p3,
+ const Vector &p4,
+ float t,
+ Vector& output );
+
+void BSpline_NormalizeX(
+ const Vector &p1,
+ const Vector &p2,
+ const Vector &p3,
+ const Vector &p4,
+ float t,
+ Vector& output );
+
+// See link at Kochanek_Bartels_Spline for info on the basis matrix used
+void Parabolic_Spline(
+ const Vector &p1,
+ const Vector &p2,
+ const Vector &p3,
+ const Vector &p4,
+ float t,
+ Vector& output );
+
+void Parabolic_Spline_NormalizeX(
+ const Vector &p1,
+ const Vector &p2,
+ const Vector &p3,
+ const Vector &p4,
+ float t,
+ Vector& output );
+
+// Evaluate the cubic Bernstein basis for the input parametric coordinate.
+// Output is the coefficient for that basis polynomial.
+float CubicBasis0( float t );
+float CubicBasis1( float t );
+float CubicBasis2( float t );
+float CubicBasis3( float t );
+
+// quintic interpolating polynomial from Perlin.
+// 0->0, 1->1, smooth-in between with smooth tangents
+FORCEINLINE float QuinticInterpolatingPolynomial(float t)
+{
+ // 6t^5-15t^4+10t^3
+ return t * t * t *( t * ( t* 6.0 - 15.0 ) + 10.0 );
+}
+
+// given a table of sorted tabulated positions, return the two indices and blendfactor to linear
+// interpolate. Does a search. Can be used to find the blend value to interpolate between
+// keyframes.
+void GetInterpolationData( float const *pKnotPositions,
+ float const *pKnotValues,
+ int nNumValuesinList,
+ int nInterpolationRange,
+ float flPositionToInterpolateAt,
+ bool bWrap,
+ float *pValueA,
+ float *pValueB,
+ float *pInterpolationValue);
+float RangeCompressor( float flValue, float flMin, float flMax, float flBase );
+
+// Get the minimum distance from vOrigin to the bounding box defined by [mins,maxs]
+// using voronoi regions.
+// 0 is returned if the origin is inside the box.
+float CalcSqrDistanceToAABB( const Vector &mins, const Vector &maxs, const Vector &point );
+void CalcClosestPointOnAABB( const Vector &mins, const Vector &maxs, const Vector &point, Vector &closestOut );
+void CalcSqrDistAndClosestPointOnAABB( const Vector &mins, const Vector &maxs, const Vector &point, Vector &closestOut, float &distSqrOut );
+
+inline float CalcDistanceToAABB( const Vector &mins, const Vector &maxs, const Vector &point )
+{
+ float flDistSqr = CalcSqrDistanceToAABB( mins, maxs, point );
+ return sqrt(flDistSqr);
+}
+
+// Get the closest point from P to the (infinite) line through vLineA and vLineB and
+// calculate the shortest distance from P to the line.
+// If you pass in a value for t, it will tell you the t for (A + (B-A)t) to get the closest point.
+// If the closest point lies on the segment between A and B, then 0 <= t <= 1.
+void CalcClosestPointOnLine( const Vector &P, const Vector &vLineA, const Vector &vLineB, Vector &vClosest, float *t=0 );
+float CalcDistanceToLine( const Vector &P, const Vector &vLineA, const Vector &vLineB, float *t=0 );
+float CalcDistanceSqrToLine( const Vector &P, const Vector &vLineA, const Vector &vLineB, float *t=0 );
+
+// The same three functions as above, except now the line is closed between A and B.
+void CalcClosestPointOnLineSegment( const Vector &P, const Vector &vLineA, const Vector &vLineB, Vector &vClosest, float *t=0 );
+float CalcDistanceToLineSegment( const Vector &P, const Vector &vLineA, const Vector &vLineB, float *t=0 );
+float CalcDistanceSqrToLineSegment( const Vector &P, const Vector &vLineA, const Vector &vLineB, float *t=0 );
+
+// A function to compute the closes line segment connnection two lines (or false if the lines are parallel, etc.)
+bool CalcLineToLineIntersectionSegment(
+ const Vector& p1,const Vector& p2,const Vector& p3,const Vector& p4,Vector *s1,Vector *s2,
+ float *t1, float *t2 );
+
+// The above functions in 2D
+void CalcClosestPointOnLine2D( Vector2D const &P, Vector2D const &vLineA, Vector2D const &vLineB, Vector2D &vClosest, float *t=0 );
+float CalcDistanceToLine2D( Vector2D const &P, Vector2D const &vLineA, Vector2D const &vLineB, float *t=0 );
+float CalcDistanceSqrToLine2D( Vector2D const &P, Vector2D const &vLineA, Vector2D const &vLineB, float *t=0 );
+void CalcClosestPointOnLineSegment2D( Vector2D const &P, Vector2D const &vLineA, Vector2D const &vLineB, Vector2D &vClosest, float *t=0 );
+float CalcDistanceToLineSegment2D( Vector2D const &P, Vector2D const &vLineA, Vector2D const &vLineB, float *t=0 );
+float CalcDistanceSqrToLineSegment2D( Vector2D const &P, Vector2D const &vLineA, Vector2D const &vLineB, float *t=0 );
+
+// Init the mathlib
+void MathLib_Init( float gamma = 2.2f, float texGamma = 2.2f, float brightness = 0.0f, int overbright = 2.0f, bool bAllow3DNow = true, bool bAllowSSE = true, bool bAllowSSE2 = true, bool bAllowMMX = true );
+bool MathLib_MMXEnabled( void );
+bool MathLib_SSEEnabled( void );
+bool MathLib_SSE2Enabled( void );
+
+inline float Approach( float target, float value, float speed );
+float ApproachAngle( float target, float value, float speed );
+float AngleDiff( float destAngle, float srcAngle );
+float AngleDistance( float next, float cur );
+float AngleNormalize( float angle );
+
+// ensure that 0 <= angle <= 360
+float AngleNormalizePositive( float angle );
+
+bool AnglesAreEqual( float a, float b, float tolerance = 0.0f );
+
+
+void RotationDeltaAxisAngle( const QAngle &srcAngles, const QAngle &destAngles, Vector &deltaAxis, float &deltaAngle );
+void RotationDelta( const QAngle &srcAngles, const QAngle &destAngles, QAngle *out );
+
+//-----------------------------------------------------------------------------
+// Clips a line segment such that only the portion in the positive half-space
+// of the plane remains. If the segment is entirely clipped, the vectors
+// are set to vec3_invalid (all components are FLT_MAX).
+//
+// flBias is added to the dot product with the normal. A positive bias
+// results in a more inclusive positive half-space, while a negative bias
+// results in a more exclusive positive half-space.
+//-----------------------------------------------------------------------------
+void ClipLineSegmentToPlane( const Vector &vNormal, const Vector &vPlanePoint, Vector *p1, Vector *p2, float flBias = 0.0f );
+
+void ComputeTrianglePlane( const Vector& v1, const Vector& v2, const Vector& v3, Vector& normal, float& intercept );
+int PolyFromPlane( Vector *pOutVerts, const Vector& normal, float dist, float fHalfScale = 9000.0f );
+void PolyFromPlane_SIMD( fltx4 *pOutVerts, const fltx4 & plane, float fHalfScale = 9000.0f );
+int ClipPolyToPlane( Vector *inVerts, int vertCount, Vector *outVerts, const Vector& normal, float dist, float fOnPlaneEpsilon = 0.1f );
+int ClipPolyToPlane_SIMD( fltx4 *pInVerts, int vertCount, fltx4 *pOutVerts, const fltx4& plane, float fOnPlaneEpsilon = 0.1f );
+int ClipPolyToPlane_Precise( double *inVerts, int vertCount, double *outVerts, const double *normal, double dist, double fOnPlaneEpsilon = 0.1 );
+float TetrahedronVolume( const Vector &p0, const Vector &p1, const Vector &p2, const Vector &p3 );
+float TriangleArea( const Vector &p0, const Vector &p1, const Vector &p2 );
+
+//-----------------------------------------------------------------------------
+// Computes a reasonable tangent space for a triangle
+//-----------------------------------------------------------------------------
+void CalcTriangleTangentSpace( const Vector &p0, const Vector &p1, const Vector &p2,
+ const Vector2D &t0, const Vector2D &t1, const Vector2D& t2,
+ Vector &sVect, Vector &tVect );
+
+//-----------------------------------------------------------------------------
+// Transforms a AABB into another space; which will inherently grow the box.
+//-----------------------------------------------------------------------------
+void TransformAABB( const matrix3x4_t &in1, const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut );
+
+//-----------------------------------------------------------------------------
+// Uses the inverse transform of in1
+//-----------------------------------------------------------------------------
+void ITransformAABB( const matrix3x4_t &in1, const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut );
+
+//-----------------------------------------------------------------------------
+// Rotates a AABB into another space; which will inherently grow the box.
+// (same as TransformAABB, but doesn't take the translation into account)
+//-----------------------------------------------------------------------------
+void RotateAABB( const matrix3x4_t &in1, const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut );
+
+//-----------------------------------------------------------------------------
+// Uses the inverse transform of in1
+//-----------------------------------------------------------------------------
+void IRotateAABB( const matrix3x4_t &in1, const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut );
+
+//-----------------------------------------------------------------------------
+// Transform a plane
+//-----------------------------------------------------------------------------
+inline void MatrixTransformPlane( const matrix3x4_t &src, const cplane_t &inPlane, cplane_t &outPlane )
+{
+ // What we want to do is the following:
+ // 1) transform the normal into the new space.
+ // 2) Determine a point on the old plane given by plane dist * plane normal
+ // 3) Transform that point into the new space
+ // 4) Plane dist = DotProduct( new normal, new point )
+
+ // An optimized version, which works if the plane is orthogonal.
+ // 1) Transform the normal into the new space
+ // 2) Realize that transforming the old plane point into the new space
+ // is given by [ d * n'x + Tx, d * n'y + Ty, d * n'z + Tz ]
+ // where d = old plane dist, n' = transformed normal, Tn = translational component of transform
+ // 3) Compute the new plane dist using the dot product of the normal result of #2
+
+ // For a correct result, this should be an inverse-transpose matrix
+ // but that only matters if there are nonuniform scale or skew factors in this matrix.
+ VectorRotate( inPlane.normal, src, outPlane.normal );
+ outPlane.dist = inPlane.dist * DotProduct( outPlane.normal, outPlane.normal );
+ outPlane.dist += outPlane.normal.x * src[0][3] + outPlane.normal.y * src[1][3] + outPlane.normal.z * src[2][3];
+}
+
+inline void MatrixITransformPlane( const matrix3x4_t &src, const cplane_t &inPlane, cplane_t &outPlane )
+{
+ // The trick here is that Tn = translational component of transform,
+ // but for an inverse transform, Tn = - R^-1 * T
+ Vector vecTranslation;
+ MatrixGetColumn( src, 3, vecTranslation );
+
+ Vector vecInvTranslation;
+ VectorIRotate( vecTranslation, src, vecInvTranslation );
+
+ VectorIRotate( inPlane.normal, src, outPlane.normal );
+ outPlane.dist = inPlane.dist * DotProduct( outPlane.normal, outPlane.normal );
+ outPlane.dist -= outPlane.normal.x * vecInvTranslation[0] + outPlane.normal.y * vecInvTranslation[1] + outPlane.normal.z * vecInvTranslation[2];
+}
+
+int CeilPow2( int in );
+int FloorPow2( int in );
+
+FORCEINLINE float * UnpackNormal_HEND3N( const unsigned int *pPackedNormal, float *pNormal )
+{
+ int temp[3];
+ temp[0] = ((*pPackedNormal >> 0L) & 0x7ff);
+ if ( temp[0] & 0x400 )
+ {
+ temp[0] = 2048 - temp[0];
+ }
+ temp[1] = ((*pPackedNormal >> 11L) & 0x7ff);
+ if ( temp[1] & 0x400 )
+ {
+ temp[1] = 2048 - temp[1];
+ }
+ temp[2] = ((*pPackedNormal >> 22L) & 0x3ff);
+ if ( temp[2] & 0x200 )
+ {
+ temp[2] = 1024 - temp[2];
+ }
+ pNormal[0] = (float)temp[0] * 1.0f/1023.0f;
+ pNormal[1] = (float)temp[1] * 1.0f/1023.0f;
+ pNormal[2] = (float)temp[2] * 1.0f/511.0f;
+ return pNormal;
+}
+
+
+FORCEINLINE unsigned int * PackNormal_HEND3N( const float *pNormal, unsigned int *pPackedNormal )
+{
+ int temp[3];
+
+ temp[0] = Float2Int( pNormal[0] * 1023.0f );
+ temp[1] = Float2Int( pNormal[1] * 1023.0f );
+ temp[2] = Float2Int( pNormal[2] * 511.0f );
+
+ // the normal is out of bounds, determine the source and fix
+ // clamping would be even more of a slowdown here
+ Assert( temp[0] >= -1023 && temp[0] <= 1023 );
+ Assert( temp[1] >= -1023 && temp[1] <= 1023 );
+ Assert( temp[2] >= -511 && temp[2] <= 511 );
+
+ *pPackedNormal = ( ( temp[2] & 0x3ff ) << 22L ) |
+ ( ( temp[1] & 0x7ff ) << 11L ) |
+ ( ( temp[0] & 0x7ff ) << 0L );
+ return pPackedNormal;
+}
+
+
+FORCEINLINE unsigned int * PackNormal_HEND3N( float nx, float ny, float nz, unsigned int *pPackedNormal )
+{
+ int temp[3];
+
+ temp[0] = Float2Int( nx * 1023.0f );
+ temp[1] = Float2Int( ny * 1023.0f );
+ temp[2] = Float2Int( nz * 511.0f );
+
+ // the normal is out of bounds, determine the source and fix
+ // clamping would be even more of a slowdown here
+ Assert( temp[0] >= -1023 && temp[0] <= 1023 );
+ Assert( temp[1] >= -1023 && temp[1] <= 1023 );
+ Assert( temp[2] >= -511 && temp[2] <= 511 );
+
+ *pPackedNormal = ( ( temp[2] & 0x3ff ) << 22L ) |
+ ( ( temp[1] & 0x7ff ) << 11L ) |
+ ( ( temp[0] & 0x7ff ) << 0L );
+ return pPackedNormal;
+}
+
+
+
+FORCEINLINE float * UnpackNormal_SHORT2( const unsigned int *pPackedNormal, float *pNormal, bool bIsTangent = FALSE )
+{
+ // Unpacks from Jason's 2-short format (fills in a 4th binormal-sign (+1/-1) value, if this is a tangent vector)
+
+ // FIXME: short math is slow on 360 - use ints here instead (bit-twiddle to deal w/ the sign bits)
+ short iX = (*pPackedNormal & 0x0000FFFF);
+ short iY = (*pPackedNormal & 0xFFFF0000) >> 16;
+
+ float zSign = +1;
+ if ( iX < 0 )
+ {
+ zSign = -1;
+ iX = -iX;
+ }
+ float tSign = +1;
+ if ( iY < 0 )
+ {
+ tSign = -1;
+ iY = -iY;
+ }
+
+ pNormal[0] = ( iX - 16384.0f ) / 16384.0f;
+ pNormal[1] = ( iY - 16384.0f ) / 16384.0f;
+ float mag = ( pNormal[0]*pNormal[0] + pNormal[1]*pNormal[1] );
+ if ( mag > 1.0f )
+ {
+ mag = 1.0f;
+ }
+ pNormal[2] = zSign*sqrtf( 1.0f - mag );
+ if ( bIsTangent )
+ {
+ pNormal[3] = tSign;
+ }
+
+ return pNormal;
+}
+
+FORCEINLINE unsigned int * PackNormal_SHORT2( float nx, float ny, float nz, unsigned int *pPackedNormal, float binormalSign = +1.0f )
+{
+ // Pack a vector (ASSUMED TO BE NORMALIZED) into Jason's 4-byte (SHORT2) format.
+ // This simply reconstructs Z from X & Y. It uses the sign bits of the X & Y coords
+ // to reconstruct the sign of Z and, if this is a tangent vector, the sign of the
+ // binormal (this is needed because tangent/binormal vectors are supposed to follow
+ // UV gradients, but shaders reconstruct the binormal from the tangent and normal
+ // assuming that they form a right-handed basis).
+
+ nx += 1; // [-1,+1] -> [0,2]
+ ny += 1;
+ nx *= 16384.0f; // [ 0, 2] -> [0,32768]
+ ny *= 16384.0f;
+
+ // '0' and '32768' values are invalid encodings
+ nx = MAX( nx, 1.0f ); // Make sure there are no zero values
+ ny = MAX( ny, 1.0f );
+ nx = MIN( nx, 32767.0f ); // Make sure there are no 32768 values
+ ny = MIN( ny, 32767.0f );
+
+ if ( nz < 0.0f )
+ nx = -nx; // Set the sign bit for z
+
+ ny *= binormalSign; // Set the sign bit for the binormal (use when encoding a tangent vector)
+
+ // FIXME: short math is slow on 360 - use ints here instead (bit-twiddle to deal w/ the sign bits), also use Float2Int()
+ short sX = (short)nx; // signed short [1,32767]
+ short sY = (short)ny;
+
+ *pPackedNormal = ( sX & 0x0000FFFF ) | ( sY << 16 ); // NOTE: The mask is necessary (if sX is negative and cast to an int...)
+
+ return pPackedNormal;
+}
+
+FORCEINLINE unsigned int * PackNormal_SHORT2( const float *pNormal, unsigned int *pPackedNormal, float binormalSign = +1.0f )
+{
+ return PackNormal_SHORT2( pNormal[0], pNormal[1], pNormal[2], pPackedNormal, binormalSign );
+}
+
+// Unpacks a UBYTE4 normal (for a tangent, the result's fourth component receives the binormal 'sign')
+FORCEINLINE float * UnpackNormal_UBYTE4( const unsigned int *pPackedNormal, float *pNormal, bool bIsTangent = FALSE )
+{
+ unsigned char cX, cY;
+ if ( bIsTangent )
+ {
+ cX = *pPackedNormal >> 16; // Unpack Z
+ cY = *pPackedNormal >> 24; // Unpack W
+ }
+ else
+ {
+ cX = *pPackedNormal >> 0; // Unpack X
+ cY = *pPackedNormal >> 8; // Unpack Y
+ }
+
+ float x = cX - 128.0f;
+ float y = cY - 128.0f;
+ float z;
+
+ float zSignBit = x < 0 ? 1.0f : 0.0f; // z and t negative bits (like slt asm instruction)
+ float tSignBit = y < 0 ? 1.0f : 0.0f;
+ float zSign = -( 2*zSignBit - 1 ); // z and t signs
+ float tSign = -( 2*tSignBit - 1 );
+
+ x = x*zSign - zSignBit; // 0..127
+ y = y*tSign - tSignBit;
+ x = x - 64; // -64..63
+ y = y - 64;
+
+ float xSignBit = x < 0 ? 1.0f : 0.0f; // x and y negative bits (like slt asm instruction)
+ float ySignBit = y < 0 ? 1.0f : 0.0f;
+ float xSign = -( 2*xSignBit - 1 ); // x and y signs
+ float ySign = -( 2*ySignBit - 1 );
+
+ x = ( x*xSign - xSignBit ) / 63.0f; // 0..1 range
+ y = ( y*ySign - ySignBit ) / 63.0f;
+ z = 1.0f - x - y;
+
+ float oolen = 1.0f / sqrt( x*x + y*y + z*z ); // Normalize and
+ x *= oolen * xSign; // Recover signs
+ y *= oolen * ySign;
+ z *= oolen * zSign;
+
+ pNormal[0] = x;
+ pNormal[1] = y;
+ pNormal[2] = z;
+ if ( bIsTangent )
+ {
+ pNormal[3] = tSign;
+ }
+
+ return pNormal;
+}
+
+//////////////////////////////////////////////////////////////////////////////
+// See: http://www.oroboro.com/rafael/docserv.php/index/programming/article/unitv2
+//
+// UBYTE4 encoding, using per-octant projection onto x+y+z=1
+// Assume input vector is already unit length
+//
+// binormalSign specifies 'sign' of binormal, stored in t sign bit of tangent
+// (lets the shader know whether norm/tan/bin form a right-handed basis)
+//
+// bIsTangent is used to specify which WORD of the output to store the data
+// The expected usage is to call once with the normal and once with
+// the tangent and binormal sign flag, bitwise OR'ing the returned DWORDs
+FORCEINLINE unsigned int * PackNormal_UBYTE4( float nx, float ny, float nz, unsigned int *pPackedNormal, bool bIsTangent = false, float binormalSign = +1.0f )
+{
+ float xSign = nx < 0.0f ? -1.0f : 1.0f; // -1 or 1 sign
+ float ySign = ny < 0.0f ? -1.0f : 1.0f;
+ float zSign = nz < 0.0f ? -1.0f : 1.0f;
+ float tSign = binormalSign;
+ Assert( ( binormalSign == +1.0f ) || ( binormalSign == -1.0f ) );
+
+ float xSignBit = 0.5f*( 1 - xSign ); // [-1,+1] -> [1,0]
+ float ySignBit = 0.5f*( 1 - ySign ); // 1 is negative bit (like slt instruction)
+ float zSignBit = 0.5f*( 1 - zSign );
+ float tSignBit = 0.5f*( 1 - binormalSign );
+
+ float absX = xSign*nx; // 0..1 range (abs)
+ float absY = ySign*ny;
+ float absZ = zSign*nz;
+
+ float xbits = absX / ( absX + absY + absZ ); // Project onto x+y+z=1 plane
+ float ybits = absY / ( absX + absY + absZ );
+
+ xbits *= 63; // 0..63
+ ybits *= 63;
+
+ xbits = xbits * xSign - xSignBit; // -64..63 range
+ ybits = ybits * ySign - ySignBit;
+ xbits += 64.0f; // 0..127 range
+ ybits += 64.0f;
+
+ xbits = xbits * zSign - zSignBit; // Negate based on z and t
+ ybits = ybits * tSign - tSignBit; // -128..127 range
+
+ xbits += 128.0f; // 0..255 range
+ ybits += 128.0f;
+
+ unsigned char cX = (unsigned char) xbits;
+ unsigned char cY = (unsigned char) ybits;
+
+ if ( !bIsTangent )
+ *pPackedNormal = (cX << 0) | (cY << 8); // xy for normal
+ else
+ *pPackedNormal = (cX << 16) | (cY << 24); // zw for tangent
+
+ return pPackedNormal;
+}
+
+FORCEINLINE unsigned int * PackNormal_UBYTE4( const float *pNormal, unsigned int *pPackedNormal, bool bIsTangent = false, float binormalSign = +1.0f )
+{
+ return PackNormal_UBYTE4( pNormal[0], pNormal[1], pNormal[2], pPackedNormal, bIsTangent, binormalSign );
+}
+
+FORCEINLINE void RGB2YUV( int &nR, int &nG, int &nB, float &fY, float &fU, float &fV, bool bApplySaturationCurve )
+{
+ // YUV conversion:
+ // |Y| | 0.299f 0.587f 0.114f | |R|
+ // |U| = | -0.14713f -0.28886f 0.436f | x |G|
+ // |V| | 0.615f -0.51499f -0.10001f | |B|
+ //
+ // The coefficients in the first row sum to one, whereas the 2nd and 3rd rows each sum to zero (UV (0,0) means greyscale).
+ // Ranges are Y [0,1], U [-0.436,+0.436] and V [-0.615,+0.615].
+ // We scale and offset to [0,1] and allow the caller to round as they please.
+
+ fY = ( 0.29900f*nR + 0.58700f*nG + 0.11400f*nB ) / 255;
+ fU = ( -0.14713f*nR + -0.28886f*nG + 0.43600f*nB )*( 0.5f / 0.436f ) / 255 + 0.5f;
+ fV = ( 0.61500f*nR + -0.51499f*nG + -0.10001f*nB )*( 0.5f / 0.615f ) / 255 + 0.5f;
+
+ if ( bApplySaturationCurve )
+ {
+ // Apply a curve to saturation, and snap-to-grey for low saturations
+ const float SNAP_TO_GREY = 0;//0.0125f; Disabled, saturation curve seems sufficient
+ float dX, dY, sat, scale;
+ dX = 2*( fU - 0.5f );
+ dY = 2*( fV - 0.5f );
+ sat = sqrtf( dX*dX + dY*dY );
+ sat = clamp( ( sat*( 1 + SNAP_TO_GREY ) - SNAP_TO_GREY ), 0, 1 );
+ scale = ( sat == 0 ) ? 0 : MIN( ( sqrtf( sat ) / sat ), 4.0f );
+ fU = 0.5f + scale*( fU - 0.5f );
+ fV = 0.5f + scale*( fV - 0.5f );
+ }
+}
+
+#ifdef _X360
+// Used for direct CPU access to VB data on 360 (used by shaderapi, studiorender and engine)
+struct VBCPU_AccessInfo_t
+{
+ // Points to the GPU data pointer in the CVertexBuffer struct (VB data can be relocated during level transitions)
+ const byte **ppBaseAddress;
+ // pBaseAddress should be computed from ppBaseAddress immediately before use
+ const byte *pBaseAddress;
+ int nStride;
+ int nPositionOffset;
+ int nTexCoord0_Offset;
+ int nNormalOffset;
+ int nBoneIndexOffset;
+ int nBoneWeightOffset;
+ int nCompressionType;
+ // TODO: if needed, add colour and tangents
+};
+#endif
+
+//-----------------------------------------------------------------------------
+// Convert RGB to HSV
+//-----------------------------------------------------------------------------
+void RGBtoHSV( const Vector &rgb, Vector &hsv );
+
+
+//-----------------------------------------------------------------------------
+// Convert HSV to RGB
+//-----------------------------------------------------------------------------
+void HSVtoRGB( const Vector &hsv, Vector &rgb );
+
+
+//-----------------------------------------------------------------------------
+// Fast version of pow and log
+//-----------------------------------------------------------------------------
+#ifndef _PS3 // these actually aren't fast (or correct) on the PS3
+float FastLog2(float i); // log2( i )
+float FastPow2(float i); // 2^i
+float FastPow(float a, float b); // a^b
+float FastPow10( float i ); // 10^i
+#else
+inline float FastLog2(float i) {return logbf(i);} // log2( i )
+inline float FastPow2(float i) {return exp2f(i);} // 2^i
+inline float FastPow(float a, float b) {return powf(a,b);} // a^b
+#define LOGBASE2OF10 3.3219280948873623478703194294893901758648313930
+inline float FastPow10( float i ) { return exp2f( i * LOGBASE2OF10 ); } // 10^i, transform to base two, so log2(10^y) = y log2(10) . log2(10) = 3.3219280948873623478703194294893901758648313930
+#endif
+
+//-----------------------------------------------------------------------------
+// For testing float equality
+//-----------------------------------------------------------------------------
+
+inline bool CloseEnough( float a, float b, float epsilon = EQUAL_EPSILON )
+{
+ return fabs( a - b ) <= epsilon;
+}
+
+inline bool CloseEnough( const Vector &a, const Vector &b, float epsilon = EQUAL_EPSILON )
+{
+ return fabs( a.x - b.x ) <= epsilon &&
+ fabs( a.y - b.y ) <= epsilon &&
+ fabs( a.z - b.z ) <= epsilon;
+}
+
+// Fast compare
+// maxUlps is the maximum error in terms of Units in the Last Place. This
+// specifies how big an error we are willing to accept in terms of the value
+// of the least significant digit of the floating point number�s
+// representation. maxUlps can also be interpreted in terms of how many
+// representable floats we are willing to accept between A and B.
+// This function will allow maxUlps-1 floats between A and B.
+bool AlmostEqual(float a, float b, int maxUlps = 10);
+
+inline bool AlmostEqual( const Vector &a, const Vector &b, int maxUlps = 10)
+{
+ return AlmostEqual( a.x, b.x, maxUlps ) &&
+ AlmostEqual( a.y, b.y, maxUlps ) &&
+ AlmostEqual( a.z, b.z, maxUlps );
+}
+
+inline float Approach( float target, float value, float speed )
+{
+ float delta = target - value;
+
+#if defined(_X360) || defined( _PS3 ) // use conditional move for speed on 360
+
+ return fsel( delta-speed, // delta >= speed ?
+ value + speed, // if delta == speed, then value + speed == value + delta == target
+ fsel( (-speed) - delta, // delta <= -speed
+ value - speed,
+ target )
+ ); // delta < speed && delta > -speed
+
+#else
+
+ if ( delta > speed )
+ value += speed;
+ else if ( delta < -speed )
+ value -= speed;
+ else
+ value = target;
+
+ return value;
+
+#endif
+}
+
+// on PPC we can do this truncate without converting to int
+#if defined(_X360) || defined(_PS3)
+inline double TruncateFloatToIntAsFloat( double flVal )
+{
+#if defined(_X360)
+ double flIntFormat = __fctiwz( flVal );
+ return __fcfid( flIntFormat );
+#elif defined(_PS3)
+ double flIntFormat = __builtin_fctiwz( flVal );
+ return __builtin_fcfid( flIntFormat );
+#endif
+}
+#endif
+
+inline double SubtractIntegerPart( double flVal )
+{
+#if defined(_X360) || defined(_PS3)
+ return flVal - TruncateFloatToIntAsFloat(flVal);
+#else
+ return flVal - int(flVal);
+#endif
+}
+#endif // MATH_BASE_H
+