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ok, something aparently went wrong, last time, so I'm commiting again
hopefully it should work this time damnit WORK!!!
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@@ -9,13 +9,16 @@
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/*
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* $Logfile: /Freespace2/code/Render/3dMath.cpp $
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* $Revision: 2.9 $
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* $Date: 2006-09-11 06:45:40 $
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* $Author: taylor $
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* $Revision: 2.10 $
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* $Date: 2007-01-14 14:03:36 $
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* $Author: bobboau $
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*
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* 3d Math routines used by the Renderer lib
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.9 2006/09/11 06:45:40 taylor
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* various small compiler warning and strict compiling fixes
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*
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* Revision 2.8 2005/04/05 05:53:24 taylor
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* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
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*
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@@ -296,6 +299,89 @@ ubyte g3_rotate_vector(vec3d *dest,vec3d *src)
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vm_vec_rotate(dest,&tempv,&View_matrix);
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return g3_code_vector(dest);
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}
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ubyte g3_rotate_normal(vec3d *dest,vec3d *src)
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{
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vec3d tempv;
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Assert( G3_count == 1 );
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MONITOR_INC( NumRotations, 1 );
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vm_vec_rotate(dest,&tempv,&View_matrix);
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return g3_code_vector(dest);
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}
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ubyte g3_unrotate_vector(vec3d *dest,vec3d *src)
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{
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vec3d tempv;
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Assert( G3_count == 1 );
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MONITOR_INC( NumRotations, 1 );
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vm_vec_unrotate(dest,&tempv,&View_matrix);
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vm_vec_add(&tempv,src,&View_position);
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return g3_code_vector(dest);
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}
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ubyte g3_unrotate_normal(vec3d *dest,vec3d *src)
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{
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vec3d tempv;
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Assert( G3_count == 1 );
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MONITOR_INC( NumRotations, 1 );
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vm_vec_unrotate(dest,&tempv,&View_matrix);
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return g3_code_vector(dest);
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}
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ubyte g3_local_2_world(vec3d *dest,vec3d *src)
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{
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vec3d tempv;
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Assert( G3_count == 1 );
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MONITOR_INC( NumRotations, 1 );
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vm_vec_unrotate(&tempv,src,&Object_matrix);
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vm_vec_add(dest,&tempv,&Object_position);
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return g3_code_vector(dest);
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}
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ubyte g3_local_2_world_normal(vec3d *dest,vec3d *src)
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{
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Assert( G3_count == 1 );
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MONITOR_INC( NumRotations, 1 );
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vm_vec_unrotate(dest,src,&Object_matrix);
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return g3_code_vector(dest);
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}
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ubyte g3_world_2_local(vec3d *dest,vec3d *src)
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{
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vec3d tempv;
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Assert( G3_count == 1 );
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MONITOR_INC( NumRotations, 1 );
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vm_vec_sub(&tempv,src,&Object_position);
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vm_vec_rotate(dest,&tempv,&Object_matrix);
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return g3_code_vector(dest);
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}
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ubyte g3_world_2_local_normal(vec3d *dest,vec3d *src)
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{
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Assert( G3_count == 1 );
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MONITOR_INC( NumRotations, 1 );
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vm_vec_rotate(dest,src,&Object_matrix);
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return g3_code_vector(dest);
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}
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ubyte g3_project_vector(vec3d *p, float *sx, float *sy )
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{
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