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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/public/mathlib/mathlib.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/public/mathlib/mathlib.h')
-rw-r--r--mp/src/public/mathlib/mathlib.h4372
1 files changed, 2186 insertions, 2186 deletions
diff --git a/mp/src/public/mathlib/mathlib.h b/mp/src/public/mathlib/mathlib.h
index e1873cd0..f734ae68 100644
--- a/mp/src/public/mathlib/mathlib.h
+++ b/mp/src/public/mathlib/mathlib.h
@@ -1,2186 +1,2186 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//===========================================================================//
-
-#ifndef MATH_LIB_H
-#define MATH_LIB_H
-
-#include <math.h>
-#include "tier0/basetypes.h"
-#include "tier0/commonmacros.h"
-#include "mathlib/vector.h"
-#include "mathlib/vector2d.h"
-#include "tier0/dbg.h"
-
-#include "mathlib/math_pfns.h"
-
-#if defined(__i386__) || defined(_M_IX86)
-// For MMX intrinsics
-#include <xmmintrin.h>
-#endif
-
-// XXX remove me
-#undef clamp
-
-// Uncomment this to enable FP exceptions in parts of the code.
-// This can help track down FP bugs. However the code is not
-// FP exception clean so this not a turnkey operation.
-//#define FP_EXCEPTIONS_ENABLED
-
-
-#ifdef FP_EXCEPTIONS_ENABLED
-#include <float.h> // For _clearfp and _controlfp_s
-#endif
-
-// FPExceptionDisabler and FPExceptionEnabler taken from my blog post
-// at http://www.altdevblogaday.com/2012/04/20/exceptional-floating-point/
-
-// Declare an object of this type in a scope in order to suppress
-// all floating-point exceptions temporarily. The old exception
-// state will be reset at the end.
-class FPExceptionDisabler
-{
-public:
-#ifdef FP_EXCEPTIONS_ENABLED
- FPExceptionDisabler();
- ~FPExceptionDisabler();
-
-private:
- unsigned int mOldValues;
-#else
- FPExceptionDisabler() {}
- ~FPExceptionDisabler() {}
-#endif
-
-private:
- // Make the copy constructor and assignment operator private
- // and unimplemented to prohibit copying.
- FPExceptionDisabler(const FPExceptionDisabler&);
- FPExceptionDisabler& operator=(const FPExceptionDisabler&);
-};
-
-// Declare an object of this type in a scope in order to enable a
-// specified set of floating-point exceptions temporarily. The old
-// exception state will be reset at the end.
-// This class can be nested.
-class FPExceptionEnabler
-{
-public:
- // Overflow, divide-by-zero, and invalid-operation are the FP
- // exceptions most frequently associated with bugs.
-#ifdef FP_EXCEPTIONS_ENABLED
- FPExceptionEnabler(unsigned int enableBits = _EM_OVERFLOW | _EM_ZERODIVIDE | _EM_INVALID);
- ~FPExceptionEnabler();
-
-private:
- unsigned int mOldValues;
-#else
- FPExceptionEnabler(unsigned int enableBits = 0)
- {
- }
- ~FPExceptionEnabler()
- {
- }
-#endif
-
-private:
- // Make the copy constructor and assignment operator private
- // and unimplemented to prohibit copying.
- FPExceptionEnabler(const FPExceptionEnabler&);
- FPExceptionEnabler& operator=(const FPExceptionEnabler&);
-};
-
-
-
-#ifdef DEBUG // stop crashing edit-and-continue
-FORCEINLINE float clamp( float val, float minVal, float maxVal )
-{
- if ( maxVal < minVal )
- return maxVal;
- else if( val < minVal )
- return minVal;
- else if( val > maxVal )
- return maxVal;
- else
- return val;
-}
-#else // DEBUG
-FORCEINLINE float clamp( float val, float minVal, float maxVal )
-{
-#if defined(__i386__) || defined(_M_IX86)
- _mm_store_ss( &val,
- _mm_min_ss(
- _mm_max_ss(
- _mm_load_ss(&val),
- _mm_load_ss(&minVal) ),
- _mm_load_ss(&maxVal) ) );
-#else
- val = fpmax(minVal, val);
- val = fpmin(maxVal, val);
-#endif
- return val;
-}
-#endif // DEBUG
-
-//
-// Returns a clamped value in the range [min, max].
-//
-template< class T >
-inline T clamp( T const &val, T const &minVal, T const &maxVal )
-{
- if ( maxVal < minVal )
- return maxVal;
- else if( val < minVal )
- return minVal;
- else if( val > maxVal )
- return maxVal;
- else
- return val;
-}
-
-
-// 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
-{
-public:
- void SetPlane( int i, int nType, const Vector &vecNormal, float dist )
- {
- m_Plane[i].normal = vecNormal;
- m_Plane[i].dist = dist;
- m_Plane[i].type = nType;
- m_Plane[i].signbits = SignbitsForPlane( &m_Plane[i] );
- m_AbsNormal[i].Init( fabs(vecNormal.x), fabs(vecNormal.y), fabs(vecNormal.z) );
- }
-
- inline const cplane_t *GetPlane( int i ) const { return &m_Plane[i]; }
- inline const Vector &GetAbsNormal( int i ) const { return m_AbsNormal[i]; }
-
-private:
- cplane_t m_Plane[FRUSTUM_NUMPLANES];
- Vector m_AbsNormal[FRUSTUM_NUMPLANES];
-};
-
-// 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)
-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, Frustum_t &frustum );
-
-// 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 );
-
-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 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];
-};
-
-
-#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
-
-#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);
-}
-
-int Q_log2(int val);
-
-// Math routines done in optimized assembly math package routines
-void inline SinCos( float radians, float *sine, float *cosine )
-{
-#if defined( _X360 )
- XMScalarSinCos( sine, cosine, radians );
-#elif defined( PLATFORM_WINDOWS_PC32 )
- _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( PLATFORM_WINDOWS_PC64 )
- *sine = sin( radians );
- *cosine = cos( radians );
-#elif defined( POSIX )
- register double __cosr, __sinr;
- __asm ("fsincos" : "=t" (__cosr), "=u" (__sinr) : "0" (radians));
-
- *sine = __sinr;
- *cosine = __cosr;
-#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;
-}
-
-
-// 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 );
-
-inline void MatrixGetTranslation( const matrix3x4_t &in, Vector &out )
-{
- MatrixGetColumn ( in, 3, out );
-}
-
-inline void MatrixSetTranslation( const Vector &in, matrix3x4_t &out )
-{
- MatrixSetColumn ( in, 3, out );
-}
-
-void MatrixScaleBy ( const float flScale, matrix3x4_t &out );
-void MatrixScaleByZero ( 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);
-
-// For identical interface w/ VMatrix
-inline void MatrixMultiply ( const matrix3x4_t &in1, const matrix3x4_t &in2, matrix3x4_t &out )
-{
- ConcatTransforms( in1, in2, out );
-}
-
-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;
-}
-
-// 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 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 val >= B ? D : C;
- float cVal = (val - A) / (B - A);
- cVal = clamp( 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
-
-
-/// Same as swap(), but won't cause problems with std::swap
-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) ARRAYSIZE(x)
-
-// 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 (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;
-}
-
-
-#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 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 )
-{
- MatrixGetColumn( matrix, 3, position );
-}
-
-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);
-
-//
-// 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(__i386__) || defined(_M_IX86) || defined( PLATFORM_WINDOWS_PC64 )
- return _mm_cvtss_si32(_mm_load_ss(&f));
-#elif defined( _X360 )
-#ifdef Assert
- Assert( IsFPUControlWordSet() );
-#endif
- union
- {
- double flResult;
- int pResult[2];
- };
- flResult = __fctiw( f );
- return pResult[1];
-#else
-#error Unknown architecture
-#endif
-}
-
-FORCEINLINE unsigned char RoundFloatToByte(float f)
-{
- int nResult = RoundFloatToInt(f);
-#ifdef Assert
- Assert( (nResult & ~0xFF) == 0 );
-#endif
- return (unsigned char) nResult;
-}
-
-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];
-#else // !X360
-
-#if defined( PLATFORM_WINDOWS_PC64 )
- uint nRet = ( uint ) f;
- if ( nRet & 1 )
- {
- if ( ( f - floor( f ) >= 0.5 ) )
- {
- nRet++;
- }
- }
- else
- {
- if ( ( f - floor( f ) > 0.5 ) )
- {
- nRet++;
- }
- }
- return nRet;
-#else // PLATFORM_WINDOWS_PC64
- unsigned char nResult[8];
-
- #if defined( _WIN32 )
- __asm
- {
- fld f
- fistp qword ptr nResult
- }
- #elif POSIX
- __asm __volatile__ (
- "fistpl %0;": "=m" (nResult): "t" (f) : "st"
- );
- #endif
-
- return *((unsigned long*)nResult);
-#endif // PLATFORM_WINDOWS_PC64
-#endif // !X360
-}
-
-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];
-#else // !X360
- // Rely on compiler to generate CVTTSS2SI on x86
- return (int) a;
-#endif
-}
-
-// Over 15x faster than: (int)floor(value)
-inline int Floor2Int( float a )
-{
- int RetVal;
-#if defined( __i386__ )
- // Convert to int and back, compare, subtract one if too big
- __m128 a128 = _mm_set_ss(a);
- RetVal = _mm_cvtss_si32(a128);
- __m128 rounded128 = _mm_cvt_si2ss(_mm_setzero_ps(), RetVal);
- RetVal -= _mm_comigt_ss( rounded128, a128 );
-#else
- RetVal = static_cast<int>( floor(a) );
-#endif
- return RetVal;
-}
-
-//-----------------------------------------------------------------------------
-// Fast color conversion from float to unsigned char
-//-----------------------------------------------------------------------------
-FORCEINLINE unsigned int FastFToC( float c )
-{
-#if defined( __i386__ )
- // IEEE float bit manipulation works for values between [0, 1<<23)
- union { float f; int i; } convert = { c*255.0f + (float)(1<<23) };
- return convert.i & 255;
-#else
- // consoles CPUs suffer from load-hit-store penalty
- return Float2Int( c * 255.0f );
-#endif
-}
-
-//-----------------------------------------------------------------------------
-// Fast conversion from float to integer with magnitude less than 2**22
-//-----------------------------------------------------------------------------
-FORCEINLINE int FastFloatToSmallInt( float c )
-{
-#if defined( __i386__ )
- // IEEE float bit manipulation works for values between [-1<<22, 1<<22)
- union { float f; int i; } convert = { c + (float)(3<<22) };
- return (convert.i & ((1<<23)-1)) - (1<<22);
-#else
- // consoles CPUs suffer from load-hit-store penalty
- return Float2Int( c );
-#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 0.001f * msec;
-}
-
-// Over 15x faster than: (int)ceil(value)
-inline int Ceil2Int( float a )
-{
- int RetVal;
-#if defined( __i386__ )
- // Convert to int and back, compare, add one if too small
- __m128 a128 = _mm_load_ss(&a);
- RetVal = _mm_cvtss_si32(a128);
- __m128 rounded128 = _mm_cvt_si2ss(_mm_setzero_ps(), RetVal);
- RetVal += _mm_comilt_ss( rounded128, a128 );
-#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 );
-
-// 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_3DNowEnabled( void );
-bool MathLib_MMXEnabled( void );
-bool MathLib_SSEEnabled( void );
-bool MathLib_SSE2Enabled( void );
-
-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 );
-
-void ComputeTrianglePlane( const Vector& v1, const Vector& v2, const Vector& v3, Vector& normal, float& intercept );
-int PolyFromPlane( Vector *outVerts, const Vector& normal, float dist, float fHalfScale = 9000.0f );
-int ClipPolyToPlane( Vector *inVerts, int vertCount, Vector *outVerts, const Vector& normal, float dist, float fOnPlaneEpsilon = 0.1f );
-int ClipPolyToPlane_Precise( double *inVerts, int vertCount, double *outVerts, const double *normal, double dist, double fOnPlaneEpsilon = 0.1 );
-
-//-----------------------------------------------------------------------------
-// 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;
- pNormal[2] = zSign*sqrtf( 1.0f - ( pNormal[0]*pNormal[0] + pNormal[1]*pNormal[1] ) );
- 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 );
-}
-
-
-//-----------------------------------------------------------------------------
-// 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
-//-----------------------------------------------------------------------------
-
-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
-
-//-----------------------------------------------------------------------------
-// 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 );
-}
-
-
-#endif // MATH_BASE_H
-
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//===========================================================================//
+
+#ifndef MATH_LIB_H
+#define MATH_LIB_H
+
+#include <math.h>
+#include "tier0/basetypes.h"
+#include "tier0/commonmacros.h"
+#include "mathlib/vector.h"
+#include "mathlib/vector2d.h"
+#include "tier0/dbg.h"
+
+#include "mathlib/math_pfns.h"
+
+#if defined(__i386__) || defined(_M_IX86)
+// For MMX intrinsics
+#include <xmmintrin.h>
+#endif
+
+// XXX remove me
+#undef clamp
+
+// Uncomment this to enable FP exceptions in parts of the code.
+// This can help track down FP bugs. However the code is not
+// FP exception clean so this not a turnkey operation.
+//#define FP_EXCEPTIONS_ENABLED
+
+
+#ifdef FP_EXCEPTIONS_ENABLED
+#include <float.h> // For _clearfp and _controlfp_s
+#endif
+
+// FPExceptionDisabler and FPExceptionEnabler taken from my blog post
+// at http://www.altdevblogaday.com/2012/04/20/exceptional-floating-point/
+
+// Declare an object of this type in a scope in order to suppress
+// all floating-point exceptions temporarily. The old exception
+// state will be reset at the end.
+class FPExceptionDisabler
+{
+public:
+#ifdef FP_EXCEPTIONS_ENABLED
+ FPExceptionDisabler();
+ ~FPExceptionDisabler();
+
+private:
+ unsigned int mOldValues;
+#else
+ FPExceptionDisabler() {}
+ ~FPExceptionDisabler() {}
+#endif
+
+private:
+ // Make the copy constructor and assignment operator private
+ // and unimplemented to prohibit copying.
+ FPExceptionDisabler(const FPExceptionDisabler&);
+ FPExceptionDisabler& operator=(const FPExceptionDisabler&);
+};
+
+// Declare an object of this type in a scope in order to enable a
+// specified set of floating-point exceptions temporarily. The old
+// exception state will be reset at the end.
+// This class can be nested.
+class FPExceptionEnabler
+{
+public:
+ // Overflow, divide-by-zero, and invalid-operation are the FP
+ // exceptions most frequently associated with bugs.
+#ifdef FP_EXCEPTIONS_ENABLED
+ FPExceptionEnabler(unsigned int enableBits = _EM_OVERFLOW | _EM_ZERODIVIDE | _EM_INVALID);
+ ~FPExceptionEnabler();
+
+private:
+ unsigned int mOldValues;
+#else
+ FPExceptionEnabler(unsigned int enableBits = 0)
+ {
+ }
+ ~FPExceptionEnabler()
+ {
+ }
+#endif
+
+private:
+ // Make the copy constructor and assignment operator private
+ // and unimplemented to prohibit copying.
+ FPExceptionEnabler(const FPExceptionEnabler&);
+ FPExceptionEnabler& operator=(const FPExceptionEnabler&);
+};
+
+
+
+#ifdef DEBUG // stop crashing edit-and-continue
+FORCEINLINE float clamp( float val, float minVal, float maxVal )
+{
+ if ( maxVal < minVal )
+ return maxVal;
+ else if( val < minVal )
+ return minVal;
+ else if( val > maxVal )
+ return maxVal;
+ else
+ return val;
+}
+#else // DEBUG
+FORCEINLINE float clamp( float val, float minVal, float maxVal )
+{
+#if defined(__i386__) || defined(_M_IX86)
+ _mm_store_ss( &val,
+ _mm_min_ss(
+ _mm_max_ss(
+ _mm_load_ss(&val),
+ _mm_load_ss(&minVal) ),
+ _mm_load_ss(&maxVal) ) );
+#else
+ val = fpmax(minVal, val);
+ val = fpmin(maxVal, val);
+#endif
+ return val;
+}
+#endif // DEBUG
+
+//
+// Returns a clamped value in the range [min, max].
+//
+template< class T >
+inline T clamp( T const &val, T const &minVal, T const &maxVal )
+{
+ if ( maxVal < minVal )
+ return maxVal;
+ else if( val < minVal )
+ return minVal;
+ else if( val > maxVal )
+ return maxVal;
+ else
+ return val;
+}
+
+
+// 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
+{
+public:
+ void SetPlane( int i, int nType, const Vector &vecNormal, float dist )
+ {
+ m_Plane[i].normal = vecNormal;
+ m_Plane[i].dist = dist;
+ m_Plane[i].type = nType;
+ m_Plane[i].signbits = SignbitsForPlane( &m_Plane[i] );
+ m_AbsNormal[i].Init( fabs(vecNormal.x), fabs(vecNormal.y), fabs(vecNormal.z) );
+ }
+
+ inline const cplane_t *GetPlane( int i ) const { return &m_Plane[i]; }
+ inline const Vector &GetAbsNormal( int i ) const { return m_AbsNormal[i]; }
+
+private:
+ cplane_t m_Plane[FRUSTUM_NUMPLANES];
+ Vector m_AbsNormal[FRUSTUM_NUMPLANES];
+};
+
+// 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)
+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, Frustum_t &frustum );
+
+// 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 );
+
+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 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];
+};
+
+
+#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
+
+#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);
+}
+
+int Q_log2(int val);
+
+// Math routines done in optimized assembly math package routines
+void inline SinCos( float radians, float *sine, float *cosine )
+{
+#if defined( _X360 )
+ XMScalarSinCos( sine, cosine, radians );
+#elif defined( PLATFORM_WINDOWS_PC32 )
+ _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( PLATFORM_WINDOWS_PC64 )
+ *sine = sin( radians );
+ *cosine = cos( radians );
+#elif defined( POSIX )
+ register double __cosr, __sinr;
+ __asm ("fsincos" : "=t" (__cosr), "=u" (__sinr) : "0" (radians));
+
+ *sine = __sinr;
+ *cosine = __cosr;
+#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;
+}
+
+
+// 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 );
+
+inline void MatrixGetTranslation( const matrix3x4_t &in, Vector &out )
+{
+ MatrixGetColumn ( in, 3, out );
+}
+
+inline void MatrixSetTranslation( const Vector &in, matrix3x4_t &out )
+{
+ MatrixSetColumn ( in, 3, out );
+}
+
+void MatrixScaleBy ( const float flScale, matrix3x4_t &out );
+void MatrixScaleByZero ( 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);
+
+// For identical interface w/ VMatrix
+inline void MatrixMultiply ( const matrix3x4_t &in1, const matrix3x4_t &in2, matrix3x4_t &out )
+{
+ ConcatTransforms( in1, in2, out );
+}
+
+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;
+}
+
+// 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 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 val >= B ? D : C;
+ float cVal = (val - A) / (B - A);
+ cVal = clamp( 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
+
+
+/// Same as swap(), but won't cause problems with std::swap
+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) ARRAYSIZE(x)
+
+// 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 (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;
+}
+
+
+#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 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 )
+{
+ MatrixGetColumn( matrix, 3, position );
+}
+
+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);
+
+//
+// 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(__i386__) || defined(_M_IX86) || defined( PLATFORM_WINDOWS_PC64 )
+ return _mm_cvtss_si32(_mm_load_ss(&f));
+#elif defined( _X360 )
+#ifdef Assert
+ Assert( IsFPUControlWordSet() );
+#endif
+ union
+ {
+ double flResult;
+ int pResult[2];
+ };
+ flResult = __fctiw( f );
+ return pResult[1];
+#else
+#error Unknown architecture
+#endif
+}
+
+FORCEINLINE unsigned char RoundFloatToByte(float f)
+{
+ int nResult = RoundFloatToInt(f);
+#ifdef Assert
+ Assert( (nResult & ~0xFF) == 0 );
+#endif
+ return (unsigned char) nResult;
+}
+
+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];
+#else // !X360
+
+#if defined( PLATFORM_WINDOWS_PC64 )
+ uint nRet = ( uint ) f;
+ if ( nRet & 1 )
+ {
+ if ( ( f - floor( f ) >= 0.5 ) )
+ {
+ nRet++;
+ }
+ }
+ else
+ {
+ if ( ( f - floor( f ) > 0.5 ) )
+ {
+ nRet++;
+ }
+ }
+ return nRet;
+#else // PLATFORM_WINDOWS_PC64
+ unsigned char nResult[8];
+
+ #if defined( _WIN32 )
+ __asm
+ {
+ fld f
+ fistp qword ptr nResult
+ }
+ #elif POSIX
+ __asm __volatile__ (
+ "fistpl %0;": "=m" (nResult): "t" (f) : "st"
+ );
+ #endif
+
+ return *((unsigned long*)nResult);
+#endif // PLATFORM_WINDOWS_PC64
+#endif // !X360
+}
+
+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];
+#else // !X360
+ // Rely on compiler to generate CVTTSS2SI on x86
+ return (int) a;
+#endif
+}
+
+// Over 15x faster than: (int)floor(value)
+inline int Floor2Int( float a )
+{
+ int RetVal;
+#if defined( __i386__ )
+ // Convert to int and back, compare, subtract one if too big
+ __m128 a128 = _mm_set_ss(a);
+ RetVal = _mm_cvtss_si32(a128);
+ __m128 rounded128 = _mm_cvt_si2ss(_mm_setzero_ps(), RetVal);
+ RetVal -= _mm_comigt_ss( rounded128, a128 );
+#else
+ RetVal = static_cast<int>( floor(a) );
+#endif
+ return RetVal;
+}
+
+//-----------------------------------------------------------------------------
+// Fast color conversion from float to unsigned char
+//-----------------------------------------------------------------------------
+FORCEINLINE unsigned int FastFToC( float c )
+{
+#if defined( __i386__ )
+ // IEEE float bit manipulation works for values between [0, 1<<23)
+ union { float f; int i; } convert = { c*255.0f + (float)(1<<23) };
+ return convert.i & 255;
+#else
+ // consoles CPUs suffer from load-hit-store penalty
+ return Float2Int( c * 255.0f );
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Fast conversion from float to integer with magnitude less than 2**22
+//-----------------------------------------------------------------------------
+FORCEINLINE int FastFloatToSmallInt( float c )
+{
+#if defined( __i386__ )
+ // IEEE float bit manipulation works for values between [-1<<22, 1<<22)
+ union { float f; int i; } convert = { c + (float)(3<<22) };
+ return (convert.i & ((1<<23)-1)) - (1<<22);
+#else
+ // consoles CPUs suffer from load-hit-store penalty
+ return Float2Int( c );
+#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 0.001f * msec;
+}
+
+// Over 15x faster than: (int)ceil(value)
+inline int Ceil2Int( float a )
+{
+ int RetVal;
+#if defined( __i386__ )
+ // Convert to int and back, compare, add one if too small
+ __m128 a128 = _mm_load_ss(&a);
+ RetVal = _mm_cvtss_si32(a128);
+ __m128 rounded128 = _mm_cvt_si2ss(_mm_setzero_ps(), RetVal);
+ RetVal += _mm_comilt_ss( rounded128, a128 );
+#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 );
+
+// 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_3DNowEnabled( void );
+bool MathLib_MMXEnabled( void );
+bool MathLib_SSEEnabled( void );
+bool MathLib_SSE2Enabled( void );
+
+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 );
+
+void ComputeTrianglePlane( const Vector& v1, const Vector& v2, const Vector& v3, Vector& normal, float& intercept );
+int PolyFromPlane( Vector *outVerts, const Vector& normal, float dist, float fHalfScale = 9000.0f );
+int ClipPolyToPlane( Vector *inVerts, int vertCount, Vector *outVerts, const Vector& normal, float dist, float fOnPlaneEpsilon = 0.1f );
+int ClipPolyToPlane_Precise( double *inVerts, int vertCount, double *outVerts, const double *normal, double dist, double fOnPlaneEpsilon = 0.1 );
+
+//-----------------------------------------------------------------------------
+// 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;
+ pNormal[2] = zSign*sqrtf( 1.0f - ( pNormal[0]*pNormal[0] + pNormal[1]*pNormal[1] ) );
+ 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 );
+}
+
+
+//-----------------------------------------------------------------------------
+// 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
+//-----------------------------------------------------------------------------
+
+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
+
+//-----------------------------------------------------------------------------
+// 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 );
+}
+
+
+#endif // MATH_BASE_H
+