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Initial commit of Command & Conquer Renegade source code.
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102
Code/Tests/collide/cvec.h
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102
Code/Tests/collide/cvec.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef CVEC_H
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#define CVEC_H
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typedef float Vector[3];
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#define FABS(f) (float(fabs(f)))
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//---------------------------------------------------------------------------
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inline void Add (const Vector u, const Vector v, Vector sum)
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{
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sum[0] = u[0] + v[0];
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sum[1] = u[1] + v[1];
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sum[2] = u[2] + v[2];
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}
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//---------------------------------------------------------------------------
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inline void Sub (const Vector u, const Vector v, Vector diff)
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{
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diff[0] = u[0] - v[0];
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diff[1] = u[1] - v[1];
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diff[2] = u[2] - v[2];
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}
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//---------------------------------------------------------------------------
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inline float Dot (const Vector u, const Vector v)
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{
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return u[0]*v[0] + u[1]*v[1] + u[2]*v[2];
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}
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//---------------------------------------------------------------------------
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inline void ScalarMult (const float scalar, const Vector u, Vector product)
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{
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product[0] = scalar*u[0];
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product[1] = scalar*u[1];
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product[2] = scalar*u[2];
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}
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//---------------------------------------------------------------------------
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inline int Invert3x3 (const float a[3][3], float ainv[3][3])
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{
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// Invert a 3x3 using cofactors. This is about 8 times faster than
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// the Numerical Recipes code which uses Gaussian elimination.
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ainv[0][0] = a[1][1]*a[2][2]-a[1][2]*a[2][1];
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ainv[0][1] = a[0][2]*a[2][1]-a[0][1]*a[2][2];
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ainv[0][2] = a[0][1]*a[1][2]-a[0][2]*a[1][1];
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ainv[1][0] = a[1][2]*a[2][0]-a[1][0]*a[2][2];
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ainv[1][1] = a[0][0]*a[2][2]-a[0][2]*a[2][0];
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ainv[1][2] = a[0][2]*a[1][0]-a[0][0]*a[1][2];
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ainv[2][0] = a[1][0]*a[2][1]-a[1][1]*a[2][0];
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ainv[2][1] = a[0][1]*a[2][0]-a[0][0]*a[2][1];
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ainv[2][2] = a[0][0]*a[1][1]-a[0][1]*a[1][0];
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float det = a[0][0]*ainv[0][0]+a[0][1]*ainv[1][0]+a[0][2]*ainv[2][0];
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if (FABS(det) <= 1e-06f )
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return 0;
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float invdet = 1.0f/det;
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for (int row = 0; row < 3; row++)
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for (int col = 0; col < 3; col++)
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ainv[row][col] *= invdet;
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return 1;
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}
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//---------------------------------------------------------------------------
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inline void MultiplyVM (Vector input, float m[3][3], Vector output)
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{
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output[0] = input[0]*m[0][0] + input[1]*m[1][0] + input[2]*m[2][0];
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output[1] = input[0]*m[0][1] + input[1]*m[1][1] + input[2]*m[2][1];
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output[2] = input[0]*m[0][2] + input[1]*m[1][2] + input[2]*m[2][2];
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}
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//---------------------------------------------------------------------------
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inline void MultiplyMM (const float A[3][3], const float B[3][3], float AB[3][3])
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{
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for (int row = 0; row < 3; row++)
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{
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for (int col = 0; col < 3; col++)
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{
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AB[row][col] = 0.0f;
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for (int mid = 0; mid < 3; mid++)
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AB[row][col] += A[row][mid]*B[mid][col];
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}
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}
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}
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#endif
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