mirror of
https://github.com/nzp-team/quakespasm.git
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185 lines
7.4 KiB
C
185 lines
7.4 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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Copyright (C) 2007-2008 Kristian Duske
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Copyright (C) 2010-2014 QuakeSpasm developers
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef __MATHLIB_H
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#define __MATHLIB_H
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// mathlib.h
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#include <math.h>
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#ifndef M_PI
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#endif
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#define M_PI_DIV_180 (M_PI / 180.0) //johnfitz
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struct mplane_s;
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extern vec3_t vec3_origin;
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typedef vec_t vec2_t[2];
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typedef vec_t vec3_t[3];
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typedef vec_t vec4_t[4];
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typedef vec_t vec5_t[5];
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typedef vec_t matrix4x4[4][4];
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typedef float matrix3x4[3][4];
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typedef float matrix3x3[3][3];
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#define nanmask (255 << 23) /* 7F800000 */
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#if 0 /* macro is violating strict aliasing rules */
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#define IS_NAN(x) (((*(int *) (char *) &x) & nanmask) == nanmask)
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#else
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static inline int IS_NAN (float x) {
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union { float f; int i; } num;
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num.f = x;
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return ((num.i & nanmask) == nanmask);
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}
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#endif
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#define Q_rint(x) ((x) > 0 ? (int)((x) + 0.5) : (int)((x) - 0.5)) //johnfitz -- from joequake
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#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
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#define DoublePrecisionDotProduct(x,y) ((double)x[0]*y[0]+(double)x[1]*y[1]+(double)x[2]*y[2])
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#define VectorSubtract(a,b,c) {c[0]=a[0]-b[0];c[1]=a[1]-b[1];c[2]=a[2]-b[2];}
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#define VectorAdd(a,b,c) {c[0]=a[0]+b[0];c[1]=a[1]+b[1];c[2]=a[2]+b[2];}
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#define VectorCopy(a,b) {b[0]=a[0];b[1]=a[1];b[2]=a[2];}
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#define VectorClear(a) ((a)[0] = (a)[1] = (a)[2] = 0)
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#define VectorNegate(a, b) ((b)[0] = -(a)[0], (b)[1] = -(a)[1], (b)[2] = -(a)[2])
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#define RAD2DEG( x ) ((float)(x) * (float)(180.f / M_PI))
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#define DEG2RAD( a ) ( a * M_PI ) / 180.0F //sB porting seperate viewmodel fov
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#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]))
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//johnfitz -- courtesy of lordhavoc
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// QuakeSpasm: To avoid strict aliasing violations, use a float/int union instead of type punning.
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#define VectorNormalizeFast(_v)\
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{\
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union { float f; int i; } _y, _number;\
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_number.f = DotProduct(_v, _v);\
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if (_number.f != 0.0)\
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{\
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_y.i = 0x5f3759df - (_number.i >> 1);\
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_y.f = _y.f * (1.5f - (_number.f * 0.5f * _y.f * _y.f));\
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VectorScale(_v, _y.f, _v);\
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}\
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}
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extern float _mathlib_temp_float1, _mathlib_temp_float2, _mathlib_temp_float3;
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extern
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#define VectorSupCompare(v, w, m) \
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(_mathlib_temp_float1 = m, \
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(v)[0] - (w)[0] > -_mathlib_temp_float1 && (v)[0] - (w)[0] < _mathlib_temp_float1 && \
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(v)[1] - (w)[1] > -_mathlib_temp_float1 && (v)[1] - (w)[1] < _mathlib_temp_float1 && \
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(v)[2] - (w)[2] > -_mathlib_temp_float1 && (v)[2] - (w)[2] < _mathlib_temp_float1)
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void TurnVector (vec3_t out, const vec3_t forward, const vec3_t side, float angle); //johnfitz
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void VectorAngles (const vec3_t forward, vec3_t angles); //johnfitz
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void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc);
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vec_t _DotProduct (vec3_t v1, vec3_t v2);
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void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
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void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
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void _VectorCopy (vec3_t in, vec3_t out);
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float VectorLengthf (vec3_t v);
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vec_t Length (vec3_t v);
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int VectorCompare (vec3_t v1, vec3_t v2);
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vec_t VectorLength (vec3_t v);
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float VecLength2(vec3_t v1, vec3_t v2);
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void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
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float VectorNormalize (vec3_t v); // returns vector length
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void VectorInverse (vec3_t v);
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void VectorScale (vec3_t in, vec_t scale, vec3_t out);
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int Q_log2(int val);
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void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
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void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
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void FloorDivMod (double numer, double denom, int *quotient,
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int *rem);
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fixed16_t Invert24To16(fixed16_t val);
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int GreatestCommonDivisor (int i1, int i2);
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void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
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int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct mplane_s *plane);
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float anglemod(float a);
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void vectoangles (vec3_t vec, vec3_t ang);
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void SinCos( float radians, float *sine, float *cosine );
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//
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// matrixlib.c
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//
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#define Matrix3x4_LoadIdentity( mat ) Matrix3x4_Copy( mat, matrix3x4_identity )
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#define Matrix3x4_Copy( out, in ) memcpy( out, in, sizeof( matrix3x4 ))
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void Matrix3x4_VectorTransform( const matrix3x4 in, const float v[3], float out[3] );
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void Matrix3x4_VectorITransform( const matrix3x4 in, const float v[3], float out[3] );
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void Matrix3x4_VectorRotate( const matrix3x4 in, const float v[3], float out[3] );
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void Matrix3x4_VectorIRotate( const matrix3x4 in, const float v[3], float out[3] );
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void Matrix3x4_ConcatTransforms( matrix3x4 out, const matrix3x4 in1, const matrix3x4 in2 );
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void Matrix3x4_FromOriginQuat( matrix3x4 out, const vec4_t quaternion, const vec3_t origin );
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void Matrix3x4_CreateFromEntity( matrix3x4 out, const vec3_t angles, const vec3_t origin, float scale );
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void Matrix3x4_TransformPositivePlane( const matrix3x4 in, const vec3_t normal, float d, vec3_t out, float *dist );
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void Matrix3x4_SetOrigin( matrix3x4 out, float x, float y, float z );
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void Matrix3x4_Invert_Simple( matrix3x4 out, const matrix3x4 in1 );
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void Matrix3x4_OriginFromMatrix( const matrix3x4 in, float *out );
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#define Matrix4x4_LoadIdentity( mat ) Matrix4x4_Copy( mat, matrix4x4_identity2 )
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#define Matrix4x4_Copy( out, in ) memcpy( out, in, sizeof( matrix4x4 ))
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void Matrix4x4_VectorTransform( const matrix4x4 in, const float v[3], float out[3] );
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void Matrix4x4_VectorITransform( const matrix4x4 in, const float v[3], float out[3] );
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void Matrix4x4_VectorRotate( const matrix4x4 in, const float v[3], float out[3] );
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void Matrix4x4_VectorIRotate( const matrix4x4 in, const float v[3], float out[3] );
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void Matrix4x4_ConcatTransforms( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 );
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void Matrix4x4_FromOriginQuat( matrix4x4 out, const vec4_t quaternion, const vec3_t origin );
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void Matrix4x4_CreateFromEntity( matrix4x4 out, const vec3_t angles, const vec3_t origin, float scale );
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void Matrix4x4_TransformPositivePlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist );
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void Matrix4x4_TransformStandardPlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist );
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void Matrix4x4_ConvertToEntity( const matrix4x4 in, vec3_t angles, vec3_t origin );
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void Matrix4x4_SetOrigin( matrix4x4 out, float x, float y, float z );
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void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 );
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void Matrix4x4_OriginFromMatrix( const matrix4x4 in, float *out );
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extern const matrix3x4 matrix3x4_identity;
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extern const matrix4x4 matrix4x4_identity2;
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#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
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(((p)->type < 3)? \
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( \
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((p)->dist <= (emins)[(p)->type])? \
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1 \
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: \
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( \
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((p)->dist >= (emaxs)[(p)->type])?\
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2 \
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: \
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3 \
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) \
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) \
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: \
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BoxOnPlaneSide( (emins), (emaxs), (p)))
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#endif /* __MATHLIB_H */
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