::zerowing-base=422
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@@ -24,6 +24,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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// mathlib.h
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#include <math.h>
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#include <float.h>
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#ifdef __cplusplus
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@@ -40,6 +41,12 @@ typedef vec_t vec3_t[3];
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typedef vec_t vec5_t[5];
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typedef vec_t vec4_t[4];
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// Smallest positive value for vec_t such that 1.0 + VEC_SMALLEST_EPSILON_AROUND_ONE != 1.0.
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// In the case of 32 bit floats (which is almost certainly the case), it's 0.00000011921.
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// Don't forget that your epsilons should depend on the possible range of values,
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// because for example adding VEC_SMALLEST_EPSILON_AROUND_ONE to 1024.0 will have no effect.
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#define VEC_SMALLEST_EPSILON_AROUND_ONE FLT_EPSILON
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#define SIDE_FRONT 0
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#define SIDE_ON 2
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#define SIDE_BACK 1
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@@ -83,6 +90,9 @@ extern const vec3_t g_vec3_axis_z;
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qboolean VectorCompare (const vec3_t v1, const vec3_t v2);
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qboolean VectorIsOnAxis(vec3_t v);
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qboolean VectorIsOnAxialPlane(vec3_t v);
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vec_t VectorLength(const vec3_t v);
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void VectorMA( const vec3_t va, vec_t scale, const vec3_t vb, vec3_t vc );
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@@ -419,6 +429,50 @@ vec_t ray_intersect_plane(const ray_t* ray, const vec3_t normal, vec_t dist);
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int plane_intersect_planes(const vec4_t plane1, const vec4_t plane2, const vec4_t plane3, vec3_t intersection);
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////////////////////////////////////////////////////////////////////////////////
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// Below is double-precision math stuff. This was initially needed by the new
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// "base winding" code in q3map2 brush processing in order to fix the famous
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// "disappearing triangles" issue. These definitions can be used wherever extra
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// precision is needed.
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////////////////////////////////////////////////////////////////////////////////
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typedef double vec_accu_t;
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typedef vec_accu_t vec3_accu_t[3];
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// Smallest positive value for vec_accu_t such that 1.0 + VEC_ACCU_SMALLEST_EPSILON_AROUND_ONE != 1.0.
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// In the case of 64 bit doubles (which is almost certainly the case), it's 0.00000000000000022204.
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// Don't forget that your epsilons should depend on the possible range of values,
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// because for example adding VEC_ACCU_SMALLEST_EPSILON_AROUND_ONE to 1024.0 will have no effect.
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#define VEC_ACCU_SMALLEST_EPSILON_AROUND_ONE DBL_EPSILON
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vec_accu_t VectorLengthAccu(const vec3_accu_t v);
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// I have a feeling it may be safer to break these #define functions out into actual functions
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// in order to avoid accidental loss of precision. For example, say you call
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// VectorScaleAccu(vec3_t, vec_t, vec3_accu_t). The scale would take place in 32 bit land
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// and the result would be cast to 64 bit, which would cause total loss of precision when
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// scaling by a large factor.
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//#define DotProductAccu(x, y) ((x)[0] * (y)[0] + (x)[1] * (y)[1] + (x)[2] * (y)[2])
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//#define VectorSubtractAccu(a, b, c) ((c)[0] = (a)[0] - (b)[0], (c)[1] = (a)[1] - (b)[1], (c)[2] = (a)[2] - (b)[2])
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//#define VectorAddAccu(a, b, c) ((c)[0] = (a)[0] + (b)[0], (c)[1] = (a)[1] + (b)[1], (c)[2] = (a)[2] + (b)[2])
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//#define VectorCopyAccu(a, b) ((b)[0] = (a)[0], (b)[1] = (a)[1], (b)[2] = (a)[2])
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//#define VectorScaleAccu(a, b, c) ((c)[0] = (b) * (a)[0], (c)[1] = (b) * (a)[1], (c)[2] = (b) * (a)[2])
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//#define CrossProductAccu(a, b, c) ((c)[0] = (a)[1] * (b)[2] - (a)[2] * (b)[1], (c)[1] = (a)[2] * (b)[0] - (a)[0] * (b)[2], (c)[2] = (a)[0] * (b)[1] - (a)[1] * (b)[0])
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//#define Q_rintAccu(in) ((vec_accu_t) floor(in + 0.5))
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vec_accu_t DotProductAccu(const vec3_accu_t a, const vec3_accu_t b);
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void VectorSubtractAccu(const vec3_accu_t a, const vec3_accu_t b, vec3_accu_t out);
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void VectorAddAccu(const vec3_accu_t a, const vec3_accu_t b, vec3_accu_t out);
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void VectorCopyAccu(const vec3_accu_t in, vec3_accu_t out);
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void VectorScaleAccu(const vec3_accu_t in, vec_accu_t scaleFactor, vec3_accu_t out);
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void CrossProductAccu(const vec3_accu_t a, const vec3_accu_t b, vec3_accu_t out);
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vec_accu_t Q_rintAccu(vec_accu_t val);
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void VectorCopyAccuToRegular(const vec3_accu_t in, vec3_t out);
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void VectorCopyRegularToAccu(const vec3_t in, vec3_accu_t out);
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vec_accu_t VectorNormalizeAccu(const vec3_accu_t in, vec3_accu_t out);
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#ifdef __cplusplus
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}
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#endif
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