mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-22 12:11:34 +00:00
5d07b61d7a
Lots of changes, more then I can cover quickly. Things now look, different, and probally much better! Note, SOFTWARE RENDERING IS BROKEN with this commit!
119 lines
3.6 KiB
C
119 lines
3.6 KiB
C
/*
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mathlib.h
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Vector math library
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Copyright (C) 1996-1997 Id Software, Inc.
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifndef _MATHLIB_H
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#define _MATHLIB_H
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#include <math.h>
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#include "qtypes.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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struct mplane_s;
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extern vec3_t vec3_origin;
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extern int nanmask;
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#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
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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 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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/*
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* VectorDistance, the distance between two points.
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* Yes, this is the same as sqrt(VectorSubtract then DotProduct),
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* however that way would involve more vars, this is cheaper.
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*/
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#define VectorDistance(a, b) sqrt(((a[0] - b[0]) * (a[0] - b[0])) + \
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((a[1] - b[1]) * (a[1] - b[1])) + \
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((a[2] - b[2]) * (a[2] - b[2])))
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#define VectorDistance_fast(a, b) (((a[0] - b[0]) * (a[0] - b[0])) + \
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((a[1] - b[1]) * (a[1] - b[1])) + \
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((a[2] - b[2]) * (a[2] - b[2])))
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#define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))
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// up / down
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#define PITCH 0
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// left / right
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#define YAW 1
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// fall over
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#define ROLL 2
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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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int VectorCompare (vec3_t v1, vec3_t v2);
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vec_t Length (vec3_t v);
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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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fixed16_t Mul16_30(fixed16_t multiplier, fixed16_t multiplicand);
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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 RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
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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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