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The expression used & instead of |, so neither PF_OVERFLOW nor PF_PROJECTED was ever set on that path. Co-Authored-By: Claude Fable 5.1 <[email protected]>
320 lines
6.8 KiB
C++
320 lines
6.8 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "graphics/2d.h"
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#include "render/3dinternal.h"
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#include "tracing/Monitor.h"
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#define MIN_Z 0.0f
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/**
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* Codes a vector. Returns the codes of a point.
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*/
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ubyte g3_code_vector(const vec3d *p)
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{
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ubyte cc=0;
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if (p->xyz.x > p->xyz.z)
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cc |= CC_OFF_RIGHT;
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if (p->xyz.y > p->xyz.z)
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cc |= CC_OFF_TOP;
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if (p->xyz.x < -p->xyz.z)
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cc |= CC_OFF_LEFT;
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if (p->xyz.y < -p->xyz.z)
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cc |= CC_OFF_BOT;
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if (p->xyz.z < MIN_Z )
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cc |= CC_BEHIND;
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if ( G3_user_clip ) {
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// Check if behind user plane
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if ( g3_point_behind_user_plane(p)) {
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cc |= CC_OFF_USER;
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}
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}
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return cc;
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}
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/**
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* Code a point. fills in the p3_codes field of the point, and returns the codes
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*/
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ubyte g3_code_vertex(vertex *p)
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{
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ubyte cc=0;
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if (p->world.xyz.x > p->world.xyz.z)
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cc |= CC_OFF_RIGHT;
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if (p->world.xyz.y > p->world.xyz.z)
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cc |= CC_OFF_TOP;
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if (p->world.xyz.x < -p->world.xyz.z)
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cc |= CC_OFF_LEFT;
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if (p->world.xyz.y < -p->world.xyz.z)
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cc |= CC_OFF_BOT;
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if (p->world.xyz.z < MIN_Z )
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cc |= CC_BEHIND;
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if ( G3_user_clip ) {
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// Check if behind user plane
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if ( g3_point_behind_user_plane(&p->world)) {
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cc |= CC_OFF_USER;
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}
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}
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return p->codes = cc;
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}
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ubyte g3_transfer_vertex(vertex *dest, const vec3d *src)
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{
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dest->world = *src;
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dest->codes = 0;
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dest->flags = 0;
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return 0;
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}
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static void g3_compensate_asymmetric_fov(float& x, float& y, float z) {
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if (std::holds_alternative<asymmetric_fov>(Proj_fov)) {
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const auto& afov = std::get<asymmetric_fov>(Proj_fov);
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float angle = atan2_safe(z, x) + (afov.left + afov.right);
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x = angle == PI_2 ? 0.0f : z / tanf(angle);
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angle = atan2_safe(z, y) + (afov.up + afov.down);
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y = angle == PI_2 ? 0.0f : z / tanf(angle);
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}
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}
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static inline void g3_compensate_asymmetric_fov(vec3d& rotated) {
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g3_compensate_asymmetric_fov(rotated.xyz.x, rotated.xyz.y, rotated.xyz.z);
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}
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MONITOR( NumRotations )
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ubyte g3_rotate_vertex(vertex *dest, const vec3d *src)
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{
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#if 0
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vec3d tempv;
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Assert( G3_count == 1 );
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vm_vec_sub(&tempv,src,&View_position);
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vm_vec_rotate( (vec3d *)&dest->x, &tempv, &View_matrix );
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dest->flags = 0; //not projected
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return g3_code_vertex(dest);
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#else
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float tx, ty, tz, x,y,z;
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ubyte codes;
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MONITOR_INC( NumRotations, 1 );
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tx = src->xyz.x - View_position.xyz.x;
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ty = src->xyz.y - View_position.xyz.y;
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tz = src->xyz.z - View_position.xyz.z;
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x = tx * View_matrix.vec.rvec.xyz.x;
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x += ty * View_matrix.vec.rvec.xyz.y;
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x += tz * View_matrix.vec.rvec.xyz.z;
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y = tx * View_matrix.vec.uvec.xyz.x;
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y += ty * View_matrix.vec.uvec.xyz.y;
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y += tz * View_matrix.vec.uvec.xyz.z; //-V537
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z = tx * View_matrix.vec.fvec.xyz.x;
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z += ty * View_matrix.vec.fvec.xyz.y;
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z += tz * View_matrix.vec.fvec.xyz.z;
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g3_compensate_asymmetric_fov(x, y, z);
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codes = 0;
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if (x > z) codes |= CC_OFF_RIGHT;
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if (x < -z) codes |= CC_OFF_LEFT;
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if (y > z) codes |= CC_OFF_TOP;
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if (y < -z) codes |= CC_OFF_BOT;
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if (z < MIN_Z ) codes |= CC_BEHIND;
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dest->world.xyz.x = x;
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dest->world.xyz.y = y;
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dest->world.xyz.z = z;
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if ( G3_user_clip ) {
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// Check if behind user plane
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if ( g3_point_behind_user_plane(&dest->world)) {
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codes |= CC_OFF_USER;
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}
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}
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dest->codes = codes;
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dest->flags = 0; // not projected
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return codes;
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#endif
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}
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ubyte g3_rotate_faraway_vertex(vertex *dest, const 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->world, src, &View_matrix );
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g3_compensate_asymmetric_fov(dest->world);
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dest->flags = 0; //not projected
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return g3_code_vertex(dest);
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}
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/**
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* Rotates a point. returns codes. does not check if already rotated
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*/
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ubyte g3_rotate_vector(vec3d *dest, const 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,&View_position);
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vm_vec_rotate(dest,&tempv,&View_matrix);
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g3_compensate_asymmetric_fov(*dest);
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return g3_code_vector(dest);
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}
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ubyte g3_project_vector(const vec3d *p, float *sx, float *sy )
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{
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float w;
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Assert( G3_count == 1 );
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if ( p->xyz.z <= MIN_Z ) return PF_OVERFLOW;
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w=1.0f / p->xyz.z;
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*sx = (Canvas_width + (p->xyz.x * Canvas_width * w)) * 0.5f;
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*sy = (Canvas_height - (p->xyz.y * Canvas_height * w)) * 0.5f;
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return PF_PROJECTED;
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}
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/**
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* Projects a point. Checks for overflow.
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*/
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int g3_project_vertex(vertex *p)
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{
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float w;
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Assert( G3_count == 1 );
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if ( p->flags & PF_PROJECTED )
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return p->flags;
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if (p->world.xyz.z == 0.0f) {
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p->screen.xyw.x = 0.0;
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p->screen.xyw.y = 0.0;
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p->screen.xyw.w = 0.0;
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p->flags |= PF_OVERFLOW | PF_PROJECTED;
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return p->flags;
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}
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w = 1.0f / p->world.xyz.z;
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if (p->world.xyz.z < MIN_Z) {
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p->flags |= PF_OVERFLOW;
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}
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if (w < 0.0f) {
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p->screen.xyw.x = (Canvas_width + (p->world.xyz.x * Canvas_width * -w)) * 0.5f;
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p->screen.xyw.y = (Canvas_height - (p->world.xyz.y * Canvas_height * -w)) * 0.5f;
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} else {
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p->screen.xyw.x = (Canvas_width + (p->world.xyz.x * Canvas_width * w)) * 0.5f;
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p->screen.xyw.y = (Canvas_height - (p->world.xyz.y * Canvas_height * w)) * 0.5f;
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}
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CAP(w, -1.0f, 1.0f);
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p->screen.xyw.w = w;
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p->flags |= PF_PROJECTED;
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return p->flags;
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}
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/**
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* From a 2d point, compute the vector through that point
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*/
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void g3_point_to_vec(vec3d *v, int sx, int sy)
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{
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vec3d tempv;
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Assert( G3_count == 1 );
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tempv.xyz.x = ((float)sx - Canv_w2) / Canv_w2;
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tempv.xyz.y = -((float)sy - Canv_h2) / Canv_h2;
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tempv.xyz.z = 1.0f;
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tempv.xyz.x = tempv.xyz.x * Matrix_scale.xyz.z / Matrix_scale.xyz.x;
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tempv.xyz.y = tempv.xyz.y * Matrix_scale.xyz.z / Matrix_scale.xyz.y;
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vm_vec_normalize(&tempv);
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vm_vec_unrotate(v, &tempv, &Unscaled_matrix);
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}
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/**
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* From a 2d point, compute the vector through that point.
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*
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* This can be called outside of a g3_start_frame/g3_end_frame
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* pair as long g3_start_frame was previously called.
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*/
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void g3_point_to_vec_delayed(vec3d *v, int sx, int sy)
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{
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vec3d tempv;
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tempv.xyz.x = ((float)sx - Canv_w2) / Canv_w2;
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tempv.xyz.y = -((float)sy - Canv_h2) / Canv_h2;
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tempv.xyz.z = 1.0f;
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tempv.xyz.x = tempv.xyz.x * Matrix_scale.xyz.z / Matrix_scale.xyz.x;
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tempv.xyz.y = tempv.xyz.y * Matrix_scale.xyz.z / Matrix_scale.xyz.y;
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vm_vec_normalize(&tempv);
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vm_vec_unrotate(v, &tempv, &Unscaled_matrix);
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}
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vec3d *g3_rotate_delta_vec(vec3d *dest, const vec3d *src)
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{
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Assert( G3_count == 1 );
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return vm_vec_rotate(dest,src,&View_matrix);
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}
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/**
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* Calculate the depth of a point - returns the z coord of the rotated point
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*/
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float g3_calc_point_depth(const vec3d *pnt)
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{
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float q;
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q = (pnt->xyz.x - View_position.xyz.x) * View_matrix.vec.fvec.xyz.x;
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q += (pnt->xyz.y - View_position.xyz.y) * View_matrix.vec.fvec.xyz.y;
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q += (pnt->xyz.z - View_position.xyz.z) * View_matrix.vec.fvec.xyz.z;
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return q;
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}
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