remove unused stuff
This commit is contained in:
+1
-142
@@ -69,28 +69,7 @@ void VectorInverse (vec3_t v)
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v[2] = -v[2];
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}
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void ClearBounds (vec3_t mins, vec3_t maxs)
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{
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mins[0] = mins[1] = mins[2] = 99999;
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maxs[0] = maxs[1] = maxs[2] = -99999;
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}
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void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs)
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{
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int i;
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vec_t val;
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for (i=0 ; i<3 ; i++)
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{
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val = v[i];
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if (val < mins[i])
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mins[i] = val;
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if (val > maxs[i])
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maxs[i] = val;
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}
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}
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void AngleMatrix (const vec3_t angles, float (*matrix)[4] )
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void AngleMatrix (const vec3_t angles, float matrix[3][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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@@ -120,36 +99,6 @@ void AngleMatrix (const vec3_t angles, float (*matrix)[4] )
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matrix[2][3] = 0.0;
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}
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void AngleIMatrix (const vec3_t angles, float matrix[3][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[2] * (Q_PI*2 / 360);
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sy = sin(angle);
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cy = cos(angle);
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angle = angles[1] * (Q_PI*2 / 360);
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sp = sin(angle);
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cp = cos(angle);
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angle = angles[0] * (Q_PI*2 / 360);
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sr = sin(angle);
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cr = cos(angle);
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// matrix = (Z * Y) * X
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matrix[0][0] = cp*cy;
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matrix[0][1] = cp*sy;
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matrix[0][2] = -sp;
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matrix[1][0] = sr*sp*cy+cr*-sy;
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matrix[1][1] = sr*sp*sy+cr*cy;
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matrix[1][2] = sr*cp;
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matrix[2][0] = (cr*sp*cy+-sr*-sy);
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matrix[2][1] = (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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void R_ConcatTransforms (const float in1[3][4], const 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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@@ -203,93 +152,3 @@ void VectorTransform (const vec3_t in1, const float in2[3][4], vec3_t out)
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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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void AngleQuaternion( const vec3_t 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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void QuaternionMatrix( const 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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void QuaternionSlerp( const 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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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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for (i = 0; i < 4; i++) {
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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) > 0.00000001) {
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if ((1.0 - cosom) > 0.00000001) {
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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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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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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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qt[0] = -p[1];
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qt[1] = p[0];
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qt[2] = -p[3];
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qt[3] = p[2];
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sclp = sin( (1.0 - t) * 0.5 * Q_PI);
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sclq = sin( t * 0.5 * Q_PI);
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for (i = 0; i < 3; i++) {
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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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