/*** * * Copyright (c) 1999, 2000, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ // mathlib.h #ifndef MATHLIB_H #define MATHLIB_H typedef float vec_t; typedef vec_t vec3_t[3]; typedef vec_t vec4_t[4]; // x,y,z,w typedef vec_t vec5_t[5]; typedef short vec_s_t; typedef vec_s_t vec3s_t[3]; typedef vec_s_t vec4s_t[4]; // x,y,z,w typedef vec_s_t vec5s_t[5]; typedef int fixed4_t; typedef int fixed8_t; typedef int fixed16_t; #ifndef M_PI #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h #endif struct mplane_s; extern vec3_t vec3_origin; extern int nanmask; #define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask) #include "common/vec_op.h" //#ifndef VECTOR_H // #define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2]) //#endif // //#define VectorSubtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];} //#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];} //#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];} //#define VectorClear(a) {(a)[0]=0.0;(a)[1]=0.0;(a)[2]=0.0;} //void VectorMA (const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc); vec_t _DotProduct (vec3_t v1, vec3_t v2); void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out); void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out); void _VectorCopy (vec3_t in, vec3_t out); int VectorCompare (const vec3_t v1, const vec3_t v2); //float Length (const vec3_t v); void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross); //float VectorNormalize (vec3_t v); // returns vector length void VectorInverse (vec3_t v); //void VectorScale (const vec3_t in, vec_t scale, vec3_t out); int Q_log2(int val); void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]); void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]); // Here are some "manual" INLINE routines for doing floating point to integer conversions extern short new_cw, old_cw; typedef union DLONG { int i[2]; double d; float f; } DLONG; extern DLONG dlong; #ifdef _WIN32 void __inline set_fpu_cw(void) { _asm { wait fnstcw old_cw wait mov ax, word ptr old_cw or ah, 0xc mov word ptr new_cw,ax fldcw new_cw } } int __inline quick_ftol(float f) { _asm { // Assumes that we are already in chop mode, and only need a 32-bit int fld DWORD PTR f fistp DWORD PTR dlong } return dlong.i[0]; } void __inline restore_fpu_cw(void) { _asm fldcw old_cw } #else #define set_fpu_cw() /* */ #define quick_ftol(f) ftol(f) #define restore_fpu_cw() /* */ #endif void FloorDivMod (double numer, double denom, int *quotient, int *rem); fixed16_t Invert24To16(fixed16_t val); int GreatestCommonDivisor (int i1, int i2); void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); void AngleVectorsTranspose (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); #define AngleIVectors AngleVectorsTranspose void AngleMatrix (const vec3_t angles, float (*matrix)[4] ); void AngleIMatrix (const vec3_t angles, float (*matrix)[4] ); void VectorTransform (const vec3_t in1, float in2[3][4], vec3_t out); void VectorMatrix( vec3_t forward, vec3_t right, vec3_t up); //void VectorAngles( const vec3_t forward, vec3_t angles ); int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct mplane_s *plane); float anglemod(float a); #define BOX_ON_PLANE_SIDE(emins, emaxs, p) \ (((p)->type < 3)? \ ( \ ((p)->dist <= (emins)[(p)->type])? \ 1 \ : \ ( \ ((p)->dist >= (emaxs)[(p)->type])?\ 2 \ : \ 3 \ ) \ ) \ : \ BoxOnPlaneSide( (emins), (emaxs), (p))) #endif