FTEQW
Documentation of the FTE engine source tree.
mathlib.h
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1/*
2Copyright (C) 1996-1997 Id Software, Inc.
3
4This program is free software; you can redistribute it and/or
5modify it under the terms of the GNU General Public License
6as published by the Free Software Foundation; either version 2
7of the License, or (at your option) any later version.
8
9This program is distributed in the hope that it will be useful,
10but WITHOUT ANY WARRANTY; without even the implied warranty of
11MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13See the GNU General Public License for more details.
14
15You should have received a copy of the GNU General Public License
16along with this program; if not, write to the Free Software
17Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
18
19*/
20// mathlib.h
21
22typedef float vec_t;
23typedef vec_t vec2_t[2];
24typedef vec_t vec3_t[3];
25typedef vec_t vec4_t[4];
26typedef vec_t vec5_t[5];
27
28typedef int ivec_t;
29typedef ivec_t ivec2_t[2];
30typedef ivec_t ivec3_t[3];
31typedef ivec_t ivec4_t[4];
32typedef ivec_t ivec5_t[5];
33
34/*16-byte aligned vectors, for auto-vectorising, should propogate to structs
35sse and altivec can unroll loops using aligned reads, which should be faster... 4 at once.
36*/
37typedef FTE_ALIGN(16) vec3_t avec3_t;
38typedef FTE_ALIGN(16) vec4_t avec4_t;
39typedef FTE_ALIGN(4) qbyte byte_vec4_t[4];
40
41//VECV_STRIDE is used only as an argument for opengl.
42#ifdef FTE_TARGET_WEB
43 //emscripten is alergic to explicit strides without packed attributes, at least in emulated code.
44 //so we need to keep everything packed. screw sse-friendly packing.
45 #define vecV_t vec3_t
46 #define VECV_STRIDE 0
47#else
48 #define vecV_t avec4_t
49 #define VECV_STRIDE sizeof(vecV_t)
50#endif
51
52typedef int fixed4_t;
53typedef int fixed8_t;
54typedef int fixed16_t;
55
56#ifndef M_PI
57#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
58#endif
59
60struct mplane_s;
61
62extern vec3_t vec3_origin;
63
64#define bound(min,num,max) ((num) >= (min) ? ((num) < (max) ? (num) : (max)) : (min))
65
66#define nanmask (255<<23)
67#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
68
69#define FloatInterpolate(a, bness, b, c) ((c) = (a) + (b - a)*bness)
70
71#define DotProduct_Double(x,y) ((double)(x)[0]*(double)(y)[0]+(double)(x)[1]*(double)(y)[1]+(double)(x)[2]*(double)(y)[2]) //cast to doubles, to try to replicate x87 precision in 64bit sse builds etc. there'll still be a precision difference though.
72#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
73#define DotProduct2(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1])
74#define DotProduct4(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2]+(x)[3]*(y)[3])
75#define VectorSubtract(a,b,c) do{(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}while(0)
76#define VectorAdd(a,b,c) do{(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}while(0)
77#define VectorCopy(a,b) do{(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}while(0)
78#define VectorScale(a,s,b) do{(b)[0]=(s)*(a)[0];(b)[1]=(s)*(a)[1];(b)[2]=(s)*(a)[2];}while(0)
79#define VectorMul(a,s,b) do{(b)[0]=(s)[0]*(a)[0];(b)[1]=(s)[1]*(a)[1];(b)[2]=(s)[2]*(a)[2];}while(0)
80#define VectorClear(a) ((a)[0]=(a)[1]=(a)[2]=0)
81#define VectorSet(r,x,y,z) do{(r)[0] = x; (r)[1] = y;(r)[2] = z;}while(0)
82#define VectorNegate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2])
83#define VectorLength(a) Length(a)
84#define VectorMA(a,s,b,c) do{(c)[0] = (a)[0] + (s)*(b)[0];(c)[1] = (a)[1] + (s)*(b)[1];(c)[2] = (a)[2] + (s)*(b)[2];}while(0)
85#define VectorEquals(a,b) ((a)[0] == (b)[0] && (a)[1] == (b)[1] && (a)[2] == (b)[2])
86#define VectorAvg(a,b,c) ((c)[0]=((a)[0]+(b)[0])*0.5f,(c)[1]=((a)[1]+(b)[1])*0.5f, (c)[2]=((a)[2]+(b)[2])*0.5f)
87#define VectorInterpolate(a, bness, b, c) FloatInterpolate((a)[0], bness, (b)[0], (c)[0]),FloatInterpolate((a)[1], bness, (b)[1], (c)[1]),FloatInterpolate((a)[2], bness, (b)[2], (c)[2])
88#define Vector2Clear(a) ((a)[0]=(a)[1]=0)
89#define Vector2Copy(a,b) do{(b)[0]=(a)[0];(b)[1]=(a)[1];}while(0)
90#define Vector2Set(r,x,y) do{(r)[0] = x; (r)[1] = y;}while(0)
91#define Vector2MA(a,s,b,c) do{(c)[0] = (a)[0] + (s)*(b)[0];(c)[1] = (a)[1] + (s)*(b)[1];}while(0)
92#define Vector2Interpolate(a, bness, b, c) FloatInterpolate((a)[0], bness, (b)[0], (c)[0]),FloatInterpolate((a)[1], bness, (b)[1], (c)[1])
93
94#define Vector4Copy(a,b) do{(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];(b)[3]=(a)[3];}while(0)
95#define Vector4Scale(in,scale,out) ((out)[0]=(in)[0]*scale,(out)[1]=(in)[1]*scale,(out)[2]=(in)[2]*scale,(out)[3]=(in)[3]*scale)
96#define Vector4Add(a,b,c) ((c)[0]=(((a[0])+(b[0]))),(c)[1]=(((a[1])+(b[1]))),(c)[2]=(((a[2])+(b[2]))),(c)[3]=(((a[3])+(b[3]))))
97#define Vector4Set(r,x,y,z,w) (r)[0] = x, (r)[1] = y, (r)[2] = z, (r)[3]=w
98#define Vector4Interpolate(a, bness, b, c) FloatInterpolate((a)[0], bness, (b)[0], (c)[0]),FloatInterpolate((a)[1], bness, (b)[1], (c)[1]),FloatInterpolate((a)[2], bness, (b)[2], (c)[2]),FloatInterpolate((a)[3], bness, (b)[3], (c)[3])
99#define Vector4MA(a,s,b,c) do{(c)[0] = (a)[0] + (s)*(b)[0];(c)[1] = (a)[1] + (s)*(b)[1];(c)[2] = (a)[2] + (s)*(b)[2];(c)[3] = (a)[3] + (s)*(b)[3];}while(0)
100
101typedef float matrix3x4[3][4];
102typedef float matrix3x3[3][3];
103
104
105#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
106 (((p)->type < 3)? \
107 ( \
108 ((p)->dist <= (emins)[(p)->type])? \
109 1 \
110 : \
111 ( \
112 ((p)->dist >= (emaxs)[(p)->type])?\
113 2 \
114 : \
115 3 \
116 ) \
117 ) \
118 : \
119 BoxOnPlaneSide( (emins), (emaxs), (p)))
120
121typedef struct {
122 float m[4][4];
124
125//vec_t _DotProduct (vec3_t v1, vec3_t v2);
126//void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
127//void _VectorCopy (vec3_t in, vec3_t out);
128//void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
130float anglemod (float a);
133void QDECL VectorAngles (const float *forward, const float *up, float *angles, qboolean meshpitch); //up may be NULL
134void VARGS BOPS_Error (void);
135int VARGS BoxOnPlaneSide (const vec3_t emins, const vec3_t emaxs, const struct mplane_s *plane);
137float ColorNormalize (const vec3_t in, vec3_t out);
138void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross);
139void FloorDivMod (double numer, double denom, int *quotient, int *rem);
140int GreatestCommonDivisor (int i1, int i2);
142vec_t Length (const vec3_t v);
144float Q_rsqrt(float number);
145
146/*
147_CM means column major.
148_RM means row major
149Note that openGL is column-major.
150Logical C code uses row-major.
151mat3x4 is always row-major (and functions can accept many RM mat4x4)
152*/
153
154void Matrix3_Multiply (vec3_t *in1, vec3_t *in2, vec3_t *out);
155void Matrix4x4_Identity(float *outm);
156qboolean Matrix4_Invert(const float *m, float *out);
157void Matrix3x4_Invert (const float *in1, float *out);
158void QDECL Matrix3x4_Invert_Simple (const float *in1, float *out);
159void Matrix3x4_InvertTo4x4_Simple (const float *in1, float *out);
161void Matrix4x4_RM_CreateTranslate (float *out, float x, float y, float z);
162void Matrix4x4_CM_CreateTranslate (float *out, float x, float y, float z);
163void Matrix4x4_CM_ModelMatrixFromAxis (float *modelview, const vec3_t pn, const vec3_t right, const vec3_t up, const vec3_t vieworg);
164void Matrix4x4_CM_ModelMatrix(float *modelview, vec_t x, vec_t y, vec_t z, vec_t pitch, vec_t yaw, vec_t roll, vec_t scale);
165void Matrix4x4_CM_ModelViewMatrix (float *modelview, const vec3_t viewangles, const vec3_t vieworg);
166void Matrix4x4_CM_ModelViewMatrixFromAxis (float *modelview, const vec3_t pn, const vec3_t right, const vec3_t up, const vec3_t vieworg);
167void Matrix4x4_CM_LightMatrixFromAxis(float *modelview, const vec3_t px, const vec3_t py, const vec3_t pz, const vec3_t vieworg); //
168void Matrix4_CreateFromQuakeEntity (float *matrix, float x, float y, float z, float pitch, float yaw, float roll, float scale);
169void Matrix4_Multiply (const float *a, const float *b, float *out);
170void Matrix3x4_Multiply(const float *a, const float *b, float *out);
171qboolean Matrix4x4_CM_Project (const vec3_t in, vec3_t out, const vec3_t viewangles, const vec3_t vieworg, float fovx, float fovy);
172void Matrix4x4_CM_Transform3x3(const float *matrix, const float *vector, float *product);
173void Matrix4x4_CM_Transform3 (const float *matrix, const float *vector, float *product);
174void Matrix4x4_CM_Transform4 (const float *matrix, const float *vector, float *product);
175void Matrix4x4_CM_Transform34(const float *matrix, const vec3_t vector, vec4_t product);
176void Matrix4x4_CM_UnProject (const vec3_t in, vec3_t out, const vec3_t viewangles, const vec3_t vieworg, float fovx, float fovy);
177void Matrix3x4_RM_FromAngles(const vec3_t angles, const vec3_t origin, float *out);
178void Matrix3x4_RM_FromVectors(float *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]);
179void Matrix4x4_RM_FromVectors(float *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]);
180void Matrix3x4_RM_ToVectors(const float *in, float vx[3], float vy[3], float vz[3], float t[3]);
181void Matrix3x4_RM_Transform3(const float *matrix, const float *vector, float *product);
182void Matrix3x4_RM_Transform3x3(const float *matrix, const float *vector, float *product);
183
184float *Matrix4x4_CM_NewRotation(float a, float x, float y, float z);
185float *Matrix4x4_CM_NewTranslation(float x, float y, float z);
186
187void Bones_To_PosQuat4(int numbones, const float *matrix, short *result);
188void QDECL GenMatrixPosQuat4Scale(const vec3_t pos, const vec4_t quat, const vec3_t scale, float result[12]);
189void QuaternionSlerp(const vec4_t p, vec4_t q, float t, vec4_t qt);
190
191#define AngleVectorsFLU(a,f,l,u) do{AngleVectors(a,f,l,u);VectorNegate(l,l);}while(0)
192
193//projection matricies of different types... gesh
194void Matrix4x4_CM_Orthographic (float *proj, float xmin, float xmax, float ymax, float ymin, float znear, float zfar);
195void Matrix4x4_CM_OrthographicD3D(float *proj, float xmin, float xmax, float ymax, float ymin, float znear, float zfar);
196void Matrix4x4_CM_Projection_Offset(float *proj, float fovl, float fovr, float fovu, float fovd, float neard, float fard, qboolean d3d);
197void Matrix4x4_CM_Projection_Far(float *proj, float fovx, float fovy, float neard, float fard, qboolean d3d);
198void Matrix4x4_CM_Projection2 (float *proj, float fovx, float fovy, float neard);
199void Matrix4x4_CM_Projection_Inf(float *proj, float fovx, float fovy, float neard, qboolean d3d);
200
201fixed16_t Mul16_30 (fixed16_t multiplier, fixed16_t multiplicand);
202int Q_log2 (int val);
203
204void Matrix3x4_InvertTo3x3(const float *in, float *result);
205
206fixed16_t Mul16_30 (fixed16_t multiplier, fixed16_t multiplicand);
207int Q_log2 (int val);
208void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
209void R_ConcatRotationsPad (float in1[3][4], float in2[3][4], float out[3][4]);
210void QDECL R_ConcatTransforms (const matrix3x4 in1, const matrix3x4 in2, matrix3x4 out);
211void R_ConcatTransformsAxis (const float in1[3][3], const float in2[3][4], float out[3][4]);
212void PerpendicularVector(vec3_t dst, const vec3_t src);
213void RotatePointAroundVector (vec3_t dst, const vec3_t dir, const vec3_t point, float degrees);
214void RotateLightVector(const vec3_t *axis, const vec3_t origin, const vec3_t lightpoint, vec3_t result);
215int VectorCompare (const vec3_t v1, const vec3_t v2);
216int Vector4Compare (const vec4_t v1, const vec4_t v2);
217void VectorInverse (vec3_t v);
218void _VectorMA (const vec3_t veca, const float scale, const vec3_t vecb, vec3_t vecc);
219float QDECL VectorNormalize (vec3_t v); // returns vector length
220vec_t QDECL VectorNormalize2 (const vec3_t v, vec3_t out);
222void VectorTransform (const vec3_t in1, const matrix3x4 in2, vec3_t out);
qboolean
Definition: api_menu.h:34
float vec_t
Definition: api_menu.h:38
dVector3 result
Definition: com_phys_ode.c:519
dReal dReal dReal dReal dReal py
Definition: com_phys_ode.c:389
dReal dReal dReal dReal dReal dReal pz
Definition: com_phys_ode.c:389
dReal dReal dReal dReal px
Definition: com_phys_ode.c:389
unsigned char qbyte
Definition: common.h:127
GLfloat t
Definition: gl_vidcommon.c:184
struct @319::xidevinfo::@353 axis[2]
GLfloat GLfloat v1
Definition: glquake.h:163
GLfloat GLfloat GLfloat v2
Definition: glquake.h:163
GLint GLint i2
Definition: glquake.h:803
GLfloat GLfloat GLfloat z
Definition: glquake.h:158
GLfloat GLfloat y
Definition: glquake.h:158
GLdouble GLdouble GLdouble q
Definition: glquake.h:977
GLint i1
Definition: glquake.h:803
GLfloat x
Definition: glquake.h:158
const GLfloat * v
Definition: glsupp.h:466
keynum_t pos
Definition: in_sdl.c:105
void QDECL VectorAngles(const float *forward, const float *up, float *angles, qboolean meshpitch)
Definition: mathlib.c:294
void MakeNormalVectors(const vec3_t forward, vec3_t right, vec3_t up)
Definition: mathlib.c:2047
void R_ConcatRotationsPad(float in1[3][4], float in2[3][4], float out[3][4])
Definition: mathlib.c:617
void ClearBounds(vec3_t mins, vec3_t maxs)
Definition: gl_q2bsp.c:178
void Matrix3x4_RM_ToVectors(const float *in, float vx[3], float vy[3], float vz[3], float t[3])
Definition: mathlib.c:1254
void QDECL AngleVectorsMesh(const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
Definition: mathlib.c:388
void _VectorMA(const vec3_t veca, const float scale, const vec3_t vecb, vec3_t vecc)
void QDECL Matrix3x4_Invert_Simple(const float *in1, float *out)
Definition: mathlib.c:1848
void FloorDivMod(double numer, double denom, int *quotient, int *rem)
Definition: mathlib.c:669
void VARGS BOPS_Error(void)
float * Matrix4x4_CM_NewTranslation(float x, float y, float z)
Definition: mathlib.c:981
void R_ConcatTransformsAxis(const float in1[3][3], const float in2[3][4], float out[3][4])
Definition: mathlib.c:588
void Matrix3x4_InvertTo3x3(const float *in, float *result)
Definition: mathlib.c:1891
float ColorNormalize(const vec3_t in, vec3_t out)
Definition: mathlib.c:2029
float vec_t
Definition: mathlib.h:22
vec3_t vec3_origin
Definition: mathlib.c:25
void Matrix4x4_CM_Projection_Inf(float *proj, float fovx, float fovy, float neard, qboolean d3d)
Definition: mathlib.c:1480
vec_t vec5_t[5]
Definition: mathlib.h:26
void VectorTransform(const vec3_t in1, const matrix3x4 in2, vec3_t out)
Definition: mathlib.c:760
int VARGS BoxOnPlaneSide(const vec3_t emins, const vec3_t emaxs, const struct mplane_s *plane)
void Matrix3_Multiply(vec3_t *in1, vec3_t *in2, vec3_t *out)
Definition: mathlib.c:1996
void Matrix3x4_RM_FromAngles(const vec3_t angles, const vec3_t origin, float *out)
Definition: mathlib.c:1224
void Bones_To_PosQuat4(int numbones, const float *matrix, short *result)
Definition: mathlib.c:767
void Matrix3x4_Invert(const float *in1, float *out)
Definition: mathlib.c:1829
void Matrix3x4_InvertTo4x4_Simple(const float *in1, float *out)
Definition: mathlib.c:1882
void Matrix4x4_Identity(float *outm)
Definition: mathlib.c:1363
ivec_t ivec2_t[2]
Definition: mathlib.h:29
ivec_t ivec4_t[4]
Definition: mathlib.h:31
void R_ConcatRotations(float in1[3][3], float in2[3][3], float out[3][3])
Definition: mathlib.c:541
vec_t vec3_t[3]
Definition: mathlib.h:24
void Matrix3x4_Multiply(const float *a, const float *b, float *out)
Definition: mathlib.c:641
int VectorCompare(const vec3_t v1, const vec3_t v2)
Definition: mathlib.c:397
void Matrix4x4_RM_CreateTranslate(float *out, float x, float y, float z)
Definition: mathlib.c:1156
int fixed4_t
Definition: mathlib.h:52
void Matrix3x4_RM_Transform3x3(const float *matrix, const float *vector, float *product)
Definition: mathlib.c:1036
void Matrix4x4_CM_ModelViewMatrix(float *modelview, const vec3_t viewangles, const vec3_t vieworg)
Definition: mathlib.c:1076
void Matrix4x4_CM_Transform3(const float *matrix, const float *vector, float *product)
Definition: mathlib.c:1061
void Matrix4x4_CM_Projection2(float *proj, float fovx, float fovy, float neard)
Definition: mathlib.c:1540
vec_t QDECL VectorNormalize2(const vec3_t v, vec3_t out)
Definition: mathlib.c:2009
int Q_log2(int val)
Definition: mathlib.c:527
void RotateLightVector(const vec3_t *axis, const vec3_t origin, const vec3_t lightpoint, vec3_t result)
Definition: gl_alias.c:1956
void Matrix4x4_CM_Projection_Offset(float *proj, float fovl, float fovr, float fovu, float fovd, float neard, float fard, qboolean d3d)
Definition: mathlib.c:1383
int fixed16_t
Definition: mathlib.h:54
void Matrix4x4_CM_OrthographicD3D(float *proj, float xmin, float xmax, float ymax, float ymin, float znear, float zfar)
Definition: mathlib.c:1596
void Matrix4x4_RM_FromVectors(float *out, const float vx[3], const float vy[3], const float vz[3], const float t[3])
Definition: mathlib.c:1273
ivec_t ivec3_t[3]
Definition: mathlib.h:30
void Matrix4x4_CM_Transform34(const float *matrix, const vec3_t vector, vec4_t product)
Definition: mathlib.c:1067
fixed16_t Invert24To16(fixed16_t val)
Definition: mathlib.c:743
void VectorInverse(vec3_t v)
Definition: mathlib.c:519
void Matrix4_CreateFromQuakeEntity(float *matrix, float x, float y, float z, float pitch, float yaw, float roll, float scale)
void Matrix4x4_CM_ModelViewMatrixFromAxis(float *modelview, const vec3_t pn, const vec3_t right, const vec3_t up, const vec3_t vieworg)
Definition: mathlib.c:1199
float * Matrix4x4_CM_NewRotation(float a, float x, float y, float z)
Definition: mathlib.c:952
void RotatePointAroundVector(vec3_t dst, const vec3_t dir, const vec3_t point, float degrees)
Definition: mathlib.c:90
ivec_t ivec5_t[5]
Definition: mathlib.h:32
float Q_rsqrt(float number)
Definition: mathlib.c:472
void Matrix4x4_CM_UnProject(const vec3_t in, vec3_t out, const vec3_t viewangles, const vec3_t vieworg, float fovx, float fovy)
Definition: mathlib.c:1925
fixed16_t Mul16_30(fixed16_t multiplier, fixed16_t multiplicand)
int GreatestCommonDivisor(int i1, int i2)
Definition: mathlib.c:716
void Matrix4x4_CM_CreateTranslate(float *out, float x, float y, float z)
Definition: mathlib.c:1133
qboolean Matrix4_Invert(const float *m, float *out)
Definition: mathlib.c:1625
void QuaternionSlerp(const vec4_t p, vec4_t q, float t, vec4_t qt)
Definition: mathlib.c:903
vec_t Length(const vec3_t v)
Definition: mathlib.c:459
int ivec_t
Definition: mathlib.h:28
void Matrix4_Multiply(const float *a, const float *b, float *out)
Definition: mathlib.c:1007
void Matrix4x4_CM_Transform3x3(const float *matrix, const float *vector, float *product)
Definition: mathlib.c:1053
vec_t vec4_t[4]
Definition: mathlib.h:25
float QDECL VectorNormalize(vec3_t v)
Definition: mathlib.c:489
void Matrix3x4_RM_Transform3(const float *matrix, const float *vector, float *product)
Definition: mathlib.c:1030
void QDECL GenMatrixPosQuat4Scale(const vec3_t pos, const vec4_t quat, const vec3_t scale, float result[12])
Definition: mathlib.c:831
void Matrix3x4_RM_FromVectors(float *out, const float vx[3], const float vy[3], const float vz[3], const float t[3])
Definition: mathlib.c:1293
void PerpendicularVector(vec3_t dst, const vec3_t src)
Definition: mathlib.c:53
typedef FTE_ALIGN(16) vec3_t avec3_t
void AddPointToBounds(const vec3_t v, vec3_t mins, vec3_t maxs)
Definition: gl_q2bsp.c:163
void QDECL R_ConcatTransforms(const matrix3x4 in1, const matrix3x4 in2, matrix3x4 out)
Definition: mathlib.c:559
void QDECL AngleVectors(const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
Definition: mathlib.c:354
void Matrix4x4_CM_Projection_Far(float *proj, float fovx, float fovy, float neard, float fard, qboolean d3d)
Definition: mathlib.c:1439
void Matrix4x4_CM_ModelMatrix(float *modelview, vec_t x, vec_t y, vec_t z, vec_t pitch, vec_t yaw, vec_t roll, vec_t scale)
Definition: mathlib.c:1333
qboolean Matrix4x4_CM_Project(const vec3_t in, vec3_t out, const vec3_t viewangles, const vec3_t vieworg, float fovx, float fovy)
Definition: mathlib.c:1960
vec_t vec2_t[2]
Definition: mathlib.h:23
float matrix3x3[3][3]
Definition: mathlib.h:102
void Matrix4x4_CM_Transform4(const float *matrix, const float *vector, float *product)
Definition: mathlib.c:1044
float matrix3x4[3][4]
Definition: mathlib.h:101
void CrossProduct(const vec3_t v1, const vec3_t v2, vec3_t cross)
Definition: mathlib.c:452
void Matrix4x4_CM_LightMatrixFromAxis(float *modelview, const vec3_t px, const vec3_t py, const vec3_t pz, const vec3_t vieworg)
Definition: mathlib.c:1179
float anglemod(float a)
Definition: mathlib.c:151
void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up)
Definition: mathlib.c:288
int fixed8_t
Definition: mathlib.h:53
void Matrix4x4_CM_Orthographic(float *proj, float xmin, float xmax, float ymax, float ymin, float znear, float zfar)
Definition: mathlib.c:1573
void VectorNormalizeFast(vec3_t v)
Definition: mathlib.c:508
void Matrix3x3_RM_Invert_Simple(const vec3_t in[3], vec3_t out[3])
Definition: mathlib.c:1798
void Matrix4x4_CM_ModelMatrixFromAxis(float *modelview, const vec3_t pn, const vec3_t right, const vec3_t up, const vec3_t vieworg)
Definition: mathlib.c:1309
int Vector4Compare(const vec4_t v1, const vec4_t v2)
Definition: mathlib.c:407
vec3_t forward
Definition: pmove.c:33
vec3_t right
Definition: pmove.c:33
vec3_t up
Definition: pmove.c:33
int const void * p
Definition: pr_lua.c:232
int b
Definition: pr_lua.c:242
float scale
Definition: pr_menu.c:106
evalc_t angles
Definition: pr_menu.c:1357
evalc_t origin
Definition: pr_menu.c:1356
evalc_t mins
Definition: pr_menu.c:1354
evalc_t maxs
Definition: pr_menu.c:1355
static spx_int16_t * in
Definition: snd_dma.c:488
static SpeexBits spx_int16_t * out
Definition: snd_dma.c:492
Definition: mathlib.h:121
Definition: render.h:193
netadr_t a
Definition: sv_master.c:141
cvar_t yaw
Definition: view.c:55