/* mathlib.h Vector math library 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: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA $Id$ */ #ifndef _MATHLIB_H #define _MATHLIB_H #include #include "qtypes.h" #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) #define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[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];} /* * VectorDistance, the distance between two points. * Yes, this is the same as sqrt(VectorSubtract then DotProduct), * however that way would involve more vars, this is cheaper. */ #define VectorDistance_fast(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 VectorDistance(a, b) sqrt(VectorDistance_fast(a, b)) #define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN)) // up / down #define PITCH 0 // left / right #define YAW 1 // fall over #define ROLL 2 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); int VectorCompare (vec3_t v1, vec3_t v2); vec_t Length (vec3_t v); 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); fixed16_t Mul16_30(fixed16_t multiplier, fixed16_t multiplicand); 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 RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees ); #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