468 lines
11 KiB
C
468 lines
11 KiB
C
//=======================================================================
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// Copyright XashXT Group 2007 ©
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// r_utils.c - render utils
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//=======================================================================
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#include "gl_local.h"
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/*
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====================
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RotatePointAroundVector
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====================
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*/
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void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees )
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{
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float m[3][3];
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float im[3][3];
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float zrot[3][3];
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float tmpmat[3][3];
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float rot[3][3];
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int i;
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vec3_t vr, vup, vf;
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vf[0] = dir[0];
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vf[1] = dir[1];
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vf[2] = dir[2];
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PerpendicularVector( vr, dir );
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CrossProduct( vr, vf, vup );
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m[0][0] = vr[0];
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m[1][0] = vr[1];
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m[2][0] = vr[2];
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m[0][1] = vup[0];
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m[1][1] = vup[1];
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m[2][1] = vup[2];
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m[0][2] = vf[0];
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m[1][2] = vf[1];
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m[2][2] = vf[2];
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memcpy( im, m, sizeof( im ) );
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im[0][1] = m[1][0];
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im[0][2] = m[2][0];
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im[1][0] = m[0][1];
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im[1][2] = m[2][1];
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im[2][0] = m[0][2];
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im[2][1] = m[1][2];
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memset( zrot, 0, sizeof( zrot ) );
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zrot[0][0] = zrot[1][1] = zrot[2][2] = 1.0F;
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zrot[0][0] = cos( DEG2RAD( degrees ) );
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zrot[0][1] = sin( DEG2RAD( degrees ) );
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zrot[1][0] = -sin( DEG2RAD( degrees ) );
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zrot[1][1] = cos( DEG2RAD( degrees ) );
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R_ConcatRotations( m, zrot, tmpmat );
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R_ConcatRotations( tmpmat, im, rot );
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for ( i = 0; i < 3; i++ )
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{
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dst[i] = rot[i][0] * point[0] + rot[i][1] * point[1] + rot[i][2] * point[2];
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}
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}
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/*
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====================
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ProjectPointOnPlane
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====================
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*/
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void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal )
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{
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float d;
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vec3_t n;
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float inv_denom;
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inv_denom = 1.0F / DotProduct( normal, normal );
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d = DotProduct( normal, p ) * inv_denom;
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n[0] = normal[0] * inv_denom;
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n[1] = normal[1] * inv_denom;
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n[2] = normal[2] * inv_denom;
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dst[0] = p[0] - d * n[0];
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dst[1] = p[1] - d * n[1];
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dst[2] = p[2] - d * n[2];
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}
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/*
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====================
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PerpendicularVector
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====================
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*/
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void PerpendicularVector( vec3_t dst, const vec3_t src )
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{
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int pos;
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int i;
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float minelem = 1.0F;
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vec3_t tempvec;
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/*
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** find the smallest magnitude axially aligned vector
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*/
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for ( pos = 0, i = 0; i < 3; i++ )
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{
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if ( fabs( src[i] ) < minelem )
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{
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pos = i;
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minelem = fabs( src[i] );
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}
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}
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tempvec[0] = tempvec[1] = tempvec[2] = 0.0F;
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tempvec[pos] = 1.0F;
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/*
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** project the point onto the plane defined by src
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*/
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ProjectPointOnPlane( dst, tempvec, src );
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/*
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** normalize the result
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*/
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VectorNormalize( dst );
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}
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/*
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================
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R_ConcatRotations
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================
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*/
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void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3])
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{
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out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0];
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out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1];
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out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2];
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out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0];
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out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1];
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out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2];
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out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0];
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out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1];
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out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2];
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}
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/*
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================
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R_ConcatTransforms
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================
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*/
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void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4])
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{
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out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0];
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out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1];
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out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2];
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out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] + in1[0][2] * in2[2][3] + in1[0][3];
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out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0];
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out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1];
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out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2];
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out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] + in1[1][2] * in2[2][3] + in1[1][3];
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out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0];
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out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1];
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out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2];
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out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3];
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}
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/*
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====================
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VectorTransform
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====================
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*/
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void VectorTransform (const vec3_t in1, matrix3x4 in2, vec3_t out)
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{
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out[0] = DotProduct(in1, in2[0]) + in2[0][3];
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out[1] = DotProduct(in1, in2[1]) + in2[1][3];
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out[2] = DotProduct(in1, in2[2]) + in2[2][3];
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}
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/*
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====================
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AngleQuaternion
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====================
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*/
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void AngleQuaternion( float *angles, vec4_t quaternion )
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{
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float angle;
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float sr, sp, sy, cr, cp, cy;
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// FIXME: rescale the inputs to 1/2 angle
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angle = angles[2] * 0.5;
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sy = sin(angle);
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cy = cos(angle);
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angle = angles[1] * 0.5;
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sp = sin(angle);
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cp = cos(angle);
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angle = angles[0] * 0.5;
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sr = sin(angle);
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cr = cos(angle);
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quaternion[0] = sr*cp*cy-cr*sp*sy; // X
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quaternion[1] = cr*sp*cy+sr*cp*sy; // Y
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quaternion[2] = cr*cp*sy-sr*sp*cy; // Z
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quaternion[3] = cr*cp*cy+sr*sp*sy; // W
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}
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/*
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====================
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QuaternionMatrix
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====================
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*/
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void QuaternionMatrix( vec4_t quaternion, float (*matrix)[4] )
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{
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matrix[0][0] = 1.0 - 2.0 * quaternion[1] * quaternion[1] - 2.0 * quaternion[2] * quaternion[2];
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matrix[1][0] = 2.0 * quaternion[0] * quaternion[1] + 2.0 * quaternion[3] * quaternion[2];
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matrix[2][0] = 2.0 * quaternion[0] * quaternion[2] - 2.0 * quaternion[3] * quaternion[1];
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matrix[0][1] = 2.0 * quaternion[0] * quaternion[1] - 2.0 * quaternion[3] * quaternion[2];
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matrix[1][1] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[2] * quaternion[2];
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matrix[2][1] = 2.0 * quaternion[1] * quaternion[2] + 2.0 * quaternion[3] * quaternion[0];
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matrix[0][2] = 2.0 * quaternion[0] * quaternion[2] + 2.0 * quaternion[3] * quaternion[1];
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matrix[1][2] = 2.0 * quaternion[1] * quaternion[2] - 2.0 * quaternion[3] * quaternion[0];
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matrix[2][2] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[1] * quaternion[1];
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}
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/*
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====================
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QuaternionSlerp
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====================
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*/
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void QuaternionSlerp( vec4_t p, vec4_t q, float t, vec4_t qt )
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{
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int i;
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float omega, cosom, sinom, sclp, sclq;
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// decide if one of the quaternions is backwards
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float a = 0;
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float b = 0;
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for (i = 0; i < 4; i++)
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{
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a += (p[i]-q[i])*(p[i]-q[i]);
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b += (p[i]+q[i])*(p[i]+q[i]);
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}
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if (a > b)
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{
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for (i = 0; i < 4; i++)
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{
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q[i] = -q[i];
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}
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}
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cosom = p[0]*q[0] + p[1]*q[1] + p[2]*q[2] + p[3]*q[3];
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if ((1.0 + cosom) > 0.000001)
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{
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if ((1.0 - cosom) > 0.000001)
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{
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omega = acos( cosom );
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sinom = sin( omega );
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sclp = sin( (1.0 - t)*omega) / sinom;
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sclq = sin( t*omega ) / sinom;
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}
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else
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{
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sclp = 1.0 - t;
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sclq = t;
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}
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for (i = 0; i < 4; i++) qt[i] = sclp * p[i] + sclq * q[i];
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}
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else
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{
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qt[0] = -q[1];
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qt[1] = q[0];
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qt[2] = -q[3];
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qt[3] = q[2];
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sclp = sin( (1.0 - t) * (0.5 * M_PI));
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sclq = sin( t * (0.5 * M_PI));
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for (i = 0; i < 3; i++)
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{
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qt[i] = sclp * p[i] + sclq * qt[i];
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}
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}
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}
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/*
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====================
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AngleMatrix
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====================
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*/
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void AngleMatrix (const float *angles, float (*matrix)[4] )
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{
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float angle;
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float sr, sp, sy, cr, cp, cy;
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angle = angles[YAW] * (M_PI*2 / 360);
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sy = sin(angle);
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cy = cos(angle);
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angle = angles[PITCH] * (M_PI*2 / 360);
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sp = sin(angle);
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cp = cos(angle);
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angle = angles[ROLL] * (M_PI*2 / 360);
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sr = sin(angle);
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cr = cos(angle);
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// matrix = (YAW * PITCH) * ROLL
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matrix[0][0] = cp*cy;
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matrix[1][0] = cp*sy;
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matrix[2][0] = -sp;
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matrix[0][1] = sr*sp*cy+cr*-sy;
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matrix[1][1] = sr*sp*sy+cr*cy;
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matrix[2][1] = sr*cp;
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matrix[0][2] = (cr*sp*cy+-sr*-sy);
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matrix[1][2] = (cr*sp*sy+-sr*cy);
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matrix[2][2] = cr*cp;
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matrix[0][3] = 0.0;
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matrix[1][3] = 0.0;
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matrix[2][3] = 0.0;
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}
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/*
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====================
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MatrixCopy
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====================
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*/
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void MatrixCopy( matrix3x4 in, matrix3x4 out )
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{
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memcpy( out, in, sizeof( matrix3x4 ));
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}
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/*
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====================
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Image Decompress
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ShortToFloat
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====================
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*/
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uint ShortToFloat( word y )
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{
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int s = (y >> 15) & 0x00000001;
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int e = (y >> 10) & 0x0000001f;
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int m = y & 0x000003ff;
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//float: 1 sign bit, 8 exponent bits, 23 mantissa bits
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//half: 1 sign bit, 5 exponent bits, 10 mantissa bits
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if (e == 0)
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{
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if (m == 0) return s << 31; // Plus or minus zero
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else // Denormalized number -- renormalize it
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{
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while (!(m & 0x00000400))
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{
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m <<= 1;
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e -= 1;
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}
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e += 1;
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m &= ~0x00000400;
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}
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}
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else if (e == 31)
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{
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if (m == 0) return (s << 31) | 0x7f800000; // Positive or negative infinity
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else return (s << 31) | 0x7f800000 | (m << 13); // Nan -- preserve sign and significand bits
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}
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// Normalized number
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e = e + (127 - 15);
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m = m << 13;
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return (s << 31) | (e << 23) | m; // Assemble s, e and m.
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}
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/*
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====================
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Image Decompress
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read colors from dxt image
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====================
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*/
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void R_DXTReadColors(const byte* data, color32* out)
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{
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byte r0, g0, b0, r1, g1, b1;
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b0 = data[0] & 0x1F;
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g0 = ((data[0] & 0xE0) >> 5) | ((data[1] & 0x7) << 3);
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r0 = (data[1] & 0xF8) >> 3;
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b1 = data[2] & 0x1F;
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g1 = ((data[2] & 0xE0) >> 5) | ((data[3] & 0x7) << 3);
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r1 = (data[3] & 0xF8) >> 3;
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out[0].r = r0 << 3;
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out[0].g = g0 << 2;
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out[0].b = b0 << 3;
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out[1].r = r1 << 3;
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out[1].g = g1 << 2;
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out[1].b = b1 << 3;
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}
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/*
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====================
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Image Decompress
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read one color from dxt image
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====================
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*/
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void R_DXTReadColor(word data, color32* out)
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{
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byte r, g, b;
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b = data & 0x1f;
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g = (data & 0x7E0) >>5;
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r = (data & 0xF800)>>11;
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out->r = r << 3;
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out->g = g << 2;
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out->b = b << 3;
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}
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/*
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====================
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R_GetBitsFromMask
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====================
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*/
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void R_GetBitsFromMask(uint Mask, uint *ShiftLeft, uint *ShiftRight)
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{
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uint Temp, i;
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if (Mask == 0)
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{
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*ShiftLeft = *ShiftRight = 0;
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return;
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}
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Temp = Mask;
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for (i = 0; i < 32; i++, Temp >>= 1)
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{
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if (Temp & 1) break;
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}
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*ShiftRight = i;
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// Temp is preserved, so use it again:
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for (i = 0; i < 8; i++, Temp >>= 1)
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{
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if (!(Temp & 1)) break;
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}
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*ShiftLeft = 8 - i;
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return;
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} |