/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2007-2008 Kristian Duske Copyright (C) 2010-2014 QuakeSpasm developers 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. */ #ifndef __MATHLIB_H #define __MATHLIB_H // mathlib.h #include #ifndef M_PI #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h #endif #define M_PI_DIV_180 (M_PI / 180.0) //johnfitz struct mplane_s; extern vec3_t vec3_origin; 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 vec_t matrix4x4[4][4]; typedef float matrix3x4[3][4]; typedef float matrix3x3[3][3]; #define nanmask (255 << 23) /* 7F800000 */ #if 0 /* macro is violating strict aliasing rules */ #define IS_NAN(x) (((*(int *) (char *) &x) & nanmask) == nanmask) #else static inline int IS_NAN (float x) { union { float f; int i; } num; num.f = x; return ((num.i & nanmask) == nanmask); } #endif #define Q_rint(x) ((x) > 0 ? (int)((x) + 0.5) : (int)((x) - 0.5)) //johnfitz -- from joequake #define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2]) #define DoublePrecisionDotProduct(x,y) ((double)x[0]*y[0]+(double)x[1]*y[1]+(double)x[2]*y[2]) #define VectorLerp( v1, lerp, v2, c ) ((c)[0] = (v1)[0] + (lerp) * ((v2)[0] - (v1)[0]), (c)[1] = (v1)[1] + (lerp) * ((v2)[1] - (v1)[1]), (c)[2] = (v1)[2] + (lerp) * ((v2)[2] - (v1)[2])) #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] = (a)[1] = (a)[2] = 0) #define VectorNegate(a, b) ((b)[0] = -(a)[0], (b)[1] = -(a)[1], (b)[2] = -(a)[2]) #define RAD2DEG( x ) ((float)(x) * (float)(180.f / M_PI)) #define DEG2RAD( a ) ( a * M_PI ) / 180.0F //sB porting seperate viewmodel fov #define VectorDistanceSquared(a,b)((a[0]-b[0])*(a[0]-b[0])+(a[1]-b[1])*(a[1]-b[1])+(a[2]-b[2])*(a[2]-b[2])) #define VectorMax(a,b,out) {out[0]=a[0]>b[0]?a[0]:b[0]; out[1]=a[1]>b[1]?a[1]:b[1]; out[2]=a[2]>b[2]?a[2]:b[2];} #define VectorMin(a,b,out) {out[0]=a[0]> 1);\ _y.f = _y.f * (1.5f - (_number.f * 0.5f * _y.f * _y.f));\ VectorScale(_v, _y.f, _v);\ }\ } extern float _mathlib_temp_float1, _mathlib_temp_float2, _mathlib_temp_float3; extern #define VectorSupCompare(v, w, m) \ (_mathlib_temp_float1 = m, \ (v)[0] - (w)[0] > -_mathlib_temp_float1 && (v)[0] - (w)[0] < _mathlib_temp_float1 && \ (v)[1] - (w)[1] > -_mathlib_temp_float1 && (v)[1] - (w)[1] < _mathlib_temp_float1 && \ (v)[2] - (w)[2] > -_mathlib_temp_float1 && (v)[2] - (w)[2] < _mathlib_temp_float1) void TurnVector (vec3_t out, const vec3_t forward, const vec3_t side, float angle); //johnfitz void VectorAngles (const vec3_t forward, vec3_t angles); //johnfitz void VectorMA (vec3_t veca, float scale, 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); float VectorLengthf (vec3_t v); vec_t Length (vec3_t v); int VectorCompare (vec3_t v1, vec3_t v2); vec_t VectorLength (vec3_t v); float VecLength2(vec3_t v1, vec3_t v2); void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross); float VectorNormalize (vec3_t v); // returns vector length void VectorInverse (vec3_t v); void VectorScale (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]); void FloorDivMod (double numer, double denom, int *quotient, int *rem); fixed16_t Invert24To16(fixed16_t val); int GreatestCommonDivisor (int i1, int i2); void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct mplane_s *plane); float anglemod(float a); void vectoangles (vec3_t vec, vec3_t ang); void SinCos( float radians, float *sine, float *cosine ); // // matrixlib.c // #define Matrix3x4_LoadIdentity( mat ) Matrix3x4_Copy( mat, matrix3x4_identity ) #define Matrix3x4_Copy( out, in ) memcpy( out, in, sizeof( matrix3x4 )) void Matrix3x4_VectorTransform( const matrix3x4 in, const float v[3], float out[3] ); void Matrix3x4_VectorITransform( const matrix3x4 in, const float v[3], float out[3] ); void Matrix3x4_VectorRotate( const matrix3x4 in, const float v[3], float out[3] ); void Matrix3x4_VectorIRotate( const matrix3x4 in, const float v[3], float out[3] ); void Matrix3x4_ConcatTransforms( matrix3x4 out, const matrix3x4 in1, const matrix3x4 in2 ); void Matrix3x4_FromOriginQuat( matrix3x4 out, const vec4_t quaternion, const vec3_t origin ); void Matrix3x4_CreateFromEntity( matrix3x4 out, const vec3_t angles, const vec3_t origin, float scale ); void Matrix3x4_TransformPositivePlane( const matrix3x4 in, const vec3_t normal, float d, vec3_t out, float *dist ); void Matrix3x4_SetOrigin( matrix3x4 out, float x, float y, float z ); void Matrix3x4_Invert_Simple( matrix3x4 out, const matrix3x4 in1 ); void Matrix3x4_OriginFromMatrix( const matrix3x4 in, float *out ); #define Matrix4x4_LoadIdentity( mat ) Matrix4x4_Copy( mat, matrix4x4_identity2 ) #define Matrix4x4_Copy( out, in ) memcpy( out, in, sizeof( matrix4x4 )) void Matrix4x4_VectorTransform( const matrix4x4 in, const float v[3], float out[3] ); void Matrix4x4_VectorITransform( const matrix4x4 in, const float v[3], float out[3] ); void Matrix4x4_VectorRotate( const matrix4x4 in, const float v[3], float out[3] ); void Matrix4x4_VectorIRotate( const matrix4x4 in, const float v[3], float out[3] ); void Matrix4x4_ConcatTransforms( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 ); void Matrix4x4_FromOriginQuat( matrix4x4 out, const vec4_t quaternion, const vec3_t origin ); void Matrix4x4_CreateFromEntity( matrix4x4 out, const vec3_t angles, const vec3_t origin, float scale ); void Matrix4x4_TransformPositivePlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist ); void Matrix4x4_TransformStandardPlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist ); void Matrix4x4_ConvertToEntity( const matrix4x4 in, vec3_t angles, vec3_t origin ); void Matrix4x4_SetOrigin( matrix4x4 out, float x, float y, float z ); void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 ); void Matrix4x4_OriginFromMatrix( const matrix4x4 in, float *out ); extern const matrix3x4 matrix3x4_identity; extern const matrix4x4 matrix4x4_identity2; #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 /* __MATHLIB_H */