2012-10-26 01:23:06 +00:00
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/*
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===========================================================================
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Copyright (C) 2010 James Canete (use.less01@gmail.com)
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_extramath.h
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#ifndef __TR_EXTRAMATH_H__
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#define __TR_EXTRAMATH_H__
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2013-11-19 11:23:50 +00:00
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typedef vec_t mat4_t[16];
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typedef int ivec2_t[2];
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typedef int ivec3_t[3];
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typedef int ivec4_t[4];
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void Mat4Zero( mat4_t out );
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void Mat4Identity( mat4_t out );
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void Mat4Copy( const mat4_t in, mat4_t out );
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void Mat4Multiply( const mat4_t in1, const mat4_t in2, mat4_t out );
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void Mat4Transform( const mat4_t in1, const vec4_t in2, vec4_t out );
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qboolean Mat4Compare(const mat4_t a, const mat4_t b);
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void Mat4Dump( const mat4_t in );
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void Mat4Translation( vec3_t vec, mat4_t out );
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void Mat4Ortho( float left, float right, float bottom, float top, float znear, float zfar, mat4_t out );
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void Mat4View(vec3_t axes[3], vec3_t origin, mat4_t out);
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void Mat4SimpleInverse( const mat4_t in, mat4_t out);
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2012-10-26 01:23:06 +00:00
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#define VectorCopy2(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1])
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2013-03-06 08:54:56 +00:00
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#define VectorSet2(v,x,y) ((v)[0]=(x),(v)[1]=(y));
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2012-10-26 01:23:06 +00:00
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#define VectorCopy4(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
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#define VectorSet4(v,x,y,z,w) ((v)[0]=(x),(v)[1]=(y),(v)[2]=(z),(v)[3]=(w))
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#define DotProduct4(a,b) ((a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2] + (a)[3]*(b)[3])
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#define VectorScale4(a,b,c) ((c)[0]=(a)[0]*(b),(c)[1]=(a)[1]*(b),(c)[2]=(a)[2]*(b),(c)[3]=(a)[3]*(b))
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#define VectorCopy5(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3],(b)[4]=(a)[4])
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#define OffsetByteToFloat(a) ((float)(a) * 1.0f/127.5f - 1.0f)
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#define FloatToOffsetByte(a) (byte)(((a) + 1.0f) * 127.5f)
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#define ByteToFloat(a) ((float)(a) * 1.0f/255.0f)
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#define FloatToByte(a) (byte)((a) * 255.0f)
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#define RGBtosRGB(a) (((a) < 0.0031308f) ? (12.92f * (a)) : (1.055f * pow((a), 0.41666f) - 0.055f))
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#define sRGBtoRGB(a) (((a) <= 0.04045f) ? ((a) / 12.92f) : (pow((((a) + 0.055f) / 1.055f), 2.4)) )
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static ID_INLINE int VectorCompare4(const vec4_t v1, const vec4_t v2)
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{
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if(v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2] || v1[3] != v2[3])
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{
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return 0;
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}
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return 1;
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}
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static ID_INLINE int VectorCompare5(const vec5_t v1, const vec5_t v2)
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{
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if(v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2] || v1[3] != v2[3] || v1[4] != v2[4])
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{
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return 0;
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}
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return 1;
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}
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void VectorLerp( vec3_t a, vec3_t b, float lerp, vec3_t c);
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qboolean SpheresIntersect(vec3_t origin1, float radius1, vec3_t origin2, float radius2);
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void BoundingSphereOfSpheres(vec3_t origin1, float radius1, vec3_t origin2, float radius2, vec3_t origin3, float *radius3);
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#ifndef SGN
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#define SGN(x) (((x) >= 0) ? !!(x) : -1)
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#endif
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#ifndef MAX
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#define MAX(a,b) ((a) > (b) ? (a) : (b))
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#endif
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#ifndef MIN
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#define MIN(a,b) ((a) < (b) ? (a) : (b))
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#endif
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#ifndef CLAMP
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#define CLAMP(a,b,c) MIN(MAX((a),(b)),(c))
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#endif
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int NextPowerOfTwo(int in);
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unsigned short FloatToHalf(float in);
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#endif
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