mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-29 13:31:17 +01:00
253 lines
5.8 KiB
C++
253 lines
5.8 KiB
C++
//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include <memory.h>
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#include "hud.h"
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#include "cl_util.h"
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#include "const.h"
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#include "com_model.h"
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#include "studio_util.h"
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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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VectorCompare
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====================
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*/
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int VectorCompare( const float *v1, const float *v2 )
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{
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int i;
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for( i = 0; i < 3; i++ )
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if( v1[i] != v2[i] )
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return 0;
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return 1;
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}
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/*
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====================
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CrossProduct
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====================
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*/
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void CrossProduct( const float *v1, const float *v2, float *cross )
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{
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cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
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cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
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cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
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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 float *in1, float in2[3][4], float *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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ConcatTransforms
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================
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*/
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void 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] +
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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] +
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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] +
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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] +
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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] +
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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] +
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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] +
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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] +
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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] +
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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] +
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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] +
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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] +
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in1[2][2] * in2[2][3] + in1[2][3];
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}
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// angles index are not the same as ROLL, PITCH, YAW
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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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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++ )
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{
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qt[i] = sclp * p[i] + sclq * q[i];
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}
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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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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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MatrixCopy
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====================
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*/
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void MatrixCopy( float in[3][4], float out[3][4] )
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{
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memcpy( out, in, sizeof( float ) * 3 * 4 );
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}
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