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https://github.com/FWGS/xash3d-fwgs
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public: make vec3_origin and identity matrix inlined
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@ -19,13 +19,6 @@ GNU General Public License for more details.
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#include "com_model.h"
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#include "xash3d_mathlib.h"
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const matrix3x4 m_matrix3x4_identity =
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{
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{ 1, 0, 0, 0 }, // PITCH [forward], org[0]
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{ 0, 1, 0, 0 }, // YAW [right] , org[1]
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{ 0, 0, 1, 0 }, // ROLL [up] , org[2]
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};
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/*
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========================================================================
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@ -225,14 +218,6 @@ void Matrix3x4_TransformAABB( const matrix3x4 world, const vec3_t mins, const ve
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VectorAdd( worldCenter, worldExtents, absmax );
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}
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const matrix4x4 m_matrix4x4_identity =
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{
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{ 1, 0, 0, 0 }, // PITCH
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{ 0, 1, 0, 0 }, // YAW
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{ 0, 0, 1, 0 }, // ROLL
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{ 0, 0, 0, 1 }, // ORIGIN
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};
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/*
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========================================================================
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@ -25,7 +25,6 @@ GNU General Public License for more details.
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static const word hull_table[] = { 2, 4, 6, 8, 12, 16, 18, 24, 28, 32, 36, 40, 48, 54, 56, 60, 64, 72, 80, 112, 120, 128, 140, 176 };
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const vec3_t vec3_origin = { 0, 0, 0 };
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const int boxpnt[6][4] =
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{
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{ 0, 4, 6, 2 }, // +X
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@ -139,10 +139,20 @@ CONSTANTS GLOBALS
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===========================
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*/
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extern const vec3_t vec3_origin;
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// a1ba: we never return pointers to these globals
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// so help compiler optimize constants away
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#define vec3_origin ((vec3_t){ 0.0f, 0.0f, 0.0f })
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#define m_matrix3x4_identity ((matrix3x4) { \
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{ 1.0f, 0.0f, 0.0f, 0.0f }, \
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{ 0.0f, 1.0f, 0.0f, 0.0f }, \
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{ 0.0f, 0.0f, 1.0f, 0.0f }} )
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#define m_matrix4x4_identity ((matrix4x4) { \
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{ 1.0f, 0.0f, 0.0f, 0.0f }, \
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{ 0.0f, 1.0f, 0.0f, 0.0f }, \
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{ 0.0f, 0.0f, 1.0f, 0.0f }, \
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{ 0.0f, 0.0f, 0.0f, 1.0f }} )
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extern const int boxpnt[6][4];
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extern const matrix3x4 m_matrix3x4_identity;
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extern const matrix4x4 m_matrix4x4_identity;
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extern const float m_bytenormals[NUMVERTEXNORMALS][3];
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