/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // mathlib.h typedef float vec_t; typedef vec_t vec2_t[2]; typedef vec_t vec3_t[3]; typedef vec_t vec4_t[4]; typedef vec_t vec5_t[5]; typedef qbyte byte_vec4_t[4]; 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 bound(min,num,max) ((num) >= (min) ? ((num) < (max) ? (num) : (max)) : (min)) #define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask) #define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2]) #define VectorSubtract(a,b,c) do{(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}while(0) #define VectorAdd(a,b,c) do{(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}while(0) #define VectorCopy(a,b) do{(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}while(0) #define VectorClear(a) ((a)[0]=(a)[1]=(a)[2]=0) #define VectorNegate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2]) #define VectorLength(a) Length(a) typedef float matrix3x4[3][4]; typedef float matrix3x3[3][3]; #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))) typedef struct { float m[4][4]; } matrix4x4_t; vec_t _DotProduct (vec3_t v1, vec3_t v2); void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out); void _VectorCopy (vec3_t in, vec3_t out); void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out); void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs); float anglemod (float a); void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); void VectorAngles (float *forward, float *up, float *angles); //up may be NULL void VARGS BOPS_Error (void); int VARGS BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct mplane_s *plane); void ClearBounds (vec3_t mins, vec3_t maxs); float ColorNormalize (vec3_t in, vec3_t out); void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross); void FloorDivMod (double numer, double denom, int *quotient, int *rem); int GreatestCommonDivisor (int i1, int i2); fixed16_t Invert24To16 (fixed16_t val); vec_t Length (vec3_t v); void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up); float Q_rsqrt(float number); //used for crosshair stuff. void Matrix3_Multiply (vec3_t *in1, vec3_t *in2, vec3_t *out); void Matrix4_Identity(float *outm); void Matrix4_Invert_Simple (matrix4x4_t *out, const matrix4x4_t *in1); void Matrix4x4_CreateTranslate (matrix4x4_t *out, float x, float y, float z); void Matrix4_ModelMatrixFromAxis (float *modelview, vec3_t pn, vec3_t right, vec3_t up, vec3_t vieworg); void Matrix4_ModelViewMatrix (float *modelview, vec3_t viewangles, vec3_t vieworg); void Matrix4_ModelViewMatrixFromAxis (float *modelview, vec3_t pn, vec3_t right, vec3_t up, vec3_t vieworg); void Matrix4_Multiply (float *a, float *b, float *out); void Matrix4_Orthographic (float *proj, float xmin, float xmax, float ymax, float ymin, float znear, float zfar); void Matrix4_Project (vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float wdivh, float fovy); void Matrix4_Projection2 (float *proj, float fovx, float fovy, float neard); void Matrix4_Transform3 (float *matrix, float *vector, float *product); void Matrix4_Transform4 (float *matrix, float *vector, float *product); void Matrix4_UnProject (vec3_t in, vec3_t out, vec3_t viewangles, vec3_t vieworg, float wdivh, float fovy); fixed16_t Mul16_30 (fixed16_t multiplier, fixed16_t multiplicand); int Q_log2 (int val); void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]); void R_ConcatRotationsPad (float in1[3][4], float in2[3][4], float out[3][4]); void R_ConcatTransforms (matrix3x4 in1, matrix3x4 in2, matrix3x4 out); void RotatePointAroundVector (vec3_t dst, const vec3_t dir, const vec3_t point, float degrees); int VectorCompare (vec3_t v1, vec3_t v2); void VectorInverse (vec3_t v); void VectorMA (const vec3_t veca, const float scale, const vec3_t vecb, vec3_t vecc); float VectorNormalize (vec3_t v); // returns vector length vec_t VectorNormalize2 (vec3_t v, vec3_t out); void VectorNormalizeFast(vec3_t v); void VectorScale (vec3_t in, vec_t scale, vec3_t out); void VectorTransform (const vec3_t in1, matrix3x4 in2, vec3_t out); void VectorVectors (const vec3_t forward, vec3_t right, vec3_t up);