Counter Strike : Global Offensive Source Code
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//=========== Copyright © Valve Corporation, All rights reserved. ============//
//
// Purpose: Mesh clipping operations.
//
//===========================================================================//
#include "mesh.h"
void CopyVertex( float *pOut, const float *pIn, int nFloats )
{
Q_memcpy( pOut, pIn, nFloats * sizeof( float ) );
}
void SubtractVertex( float *pOutput, const float *pLeft, const float *pRight, int nFloats )
{
for ( int f=0; f<nFloats; ++f )
{
pOutput[f] = pLeft[f] - pRight[f];
}
}
void AddVertex( float *pOutput, const float *pLeft,const float *pRight, int nFloats )
{
for ( int f=0; f<nFloats; ++f )
{
pOutput[f] = pLeft[f] + pRight[f];
}
}
void MultiplyVertex( float *pOutput, const float *pLeft, const float* pRight, float nFloats )
{
for ( int f=0; f<nFloats; ++f )
{
pOutput[f] = pLeft[f] * pRight[f];
}
}
void AddVertexInPlace( float *pLeft, const float *pRight, int nFloats )
{
for ( int f=0; f<nFloats; ++f )
{
pLeft[f] += pRight[f];
}
}
void MultiplyVertexInPlace( float *pLeft, const float flRight, int nFloats )
{
for ( int f=0; f<nFloats; ++f )
{
pLeft[f] *= flRight;
}
}
void LerpVertex( float *pOutput, const float *pLeft, const float *pRight, float flLerp, int nFloats )
{
for ( int f=0; f<nFloats; ++f )
{
pOutput[f] = pLeft[f] + flLerp * ( pRight[f] - pLeft[f] );
}
}
void BaryCentricVertices( float *pOutput, float *p0, float *p1, float *p2, float flU, float flV, float flW, int nFloats )
{
for ( int f=0; f<nFloats; ++f )
{
pOutput[f] = p0[f] * flU + p1[f] * flV + p2[f] * flW;
}
}