/* 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 */ #ifndef __QF_mathlib_h #define __QF_mathlib_h /** \defgroup mathlib Vector and matrix functions \ingroup utils */ ///@{ #include #include "QF/qtypes.h" #ifndef max # define max(a,b) ((a) > (b) ? (a) : (b)) #endif #ifndef min # define min(a,b) ((a) < (b) ? (a) : (b)) #endif #ifndef bound # define bound(a,b,c) (max(a, min(b, c))) #endif #ifndef M_PI # define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h #endif #define EQUAL_EPSILON 0.001 #define RINT(x) (floor ((x) + 0.5)) #define Blend(a,b,blend) ((1 - (blend)) * (a) + (blend) * (b)) #include "QF/math/vector.h" #include "QF/math/quaternion.h" #include "QF/math/dual.h" #include "QF/math/matrix3.h" #include "QF/math/matrix4.h" #include "QF/math/half.h" #define qfrandom(MAX) ((float) MAX * (rand() * (1.0 / (RAND_MAX + 1.0)))) // up / down #define PITCH 0 // left / right #define YAW 1 // fall over #define ROLL 2 int Q_log2(int val) __attribute__((const)); 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) __attribute__((const)); fixed16_t Mul16_30(fixed16_t multiplier, fixed16_t multiplicand); int GreatestCommonDivisor (int i1, int i2) __attribute__((const)); /** Convert quake angles to basis vectors. The basis vectors form a left handed system (although the world is right handed). When all angles are 0, \a forward points along the world X axis, \a right along the negative Y axis, and \a up along the Z axis. Rotation is done by: -# Rotating YAW degrees counterclockwise around the local Z axis -# Rotating PITCH degrees clockwise around the new local negative Y axis (or counterclockwise around the new local Y axis). -# Rotating ROLL degrees counterclockwise around the local X axis Thus when used for the player from the first person perspective, positive YAW turns to the left, positive PITCH looks down, and positive ROLL leans to the right. \f[ YAW=\begin{array}{ccc} c_{y} & s_{y} & 0\\ -s_{y} & c_{y} & 0\\ 0 & 0 & 1 \end{array} \f] \f[ PITCH=\begin{array}{ccc} c_{p} & 0 & -s_{p}\\ 0 & 1 & 0\\ s_{p} & 0 & c_{p} \end{array} \f] \f[ ROLL=\begin{array}{ccc} 1 & 0 & 0\\ 0 & c_{r} & -s_{r}\\ 0 & s_{r} & c_{r} \end{array} \f] \f[ ROLL\,(PITCH\,YAW)=\begin{array}{c} forward\\ -right\\ up \end{array} \f] \param angles The rotation angles. \param forward The vector pointing forward. \param right The vector pointing to the right. \param up The vector pointing up. */ void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); void AngleQuat (const vec3_t angles, quat_t q); void VectorVectors (const vec3_t forward, vec3_t right, vec3_t up); // NOTE expects plane distance is -p.n int BoxOnPlaneSide (const vec3_t emins, const vec3_t emaxs, const plane_t *plane) __attribute__((pure)); float anglemod (float a) __attribute__((const)); void RotatePointAroundVector (vec3_t dst, const vec3_t axis, const vec3_t point, float degrees); // NOTE expects plane distance is -p.n #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))) #define PlaneDist(point,plane) \ ((plane)->type < 3 ? (point)[(plane)->type] \ : DotProduct((point), (plane)->normal)) #define PlaneDiff(point,plane) \ (PlaneDist (point, plane) - (plane)->dist) #define PlaneFlip(sp, dp) \ do { \ (dp)->dist = -(sp)->dist; \ VectorNegate ((sp)->normal, (dp)->normal); \ } while (0) GNU89INLINE inline bool R_CullBox (const plane_t *frustum, const vec3_t mins, const vec3_t maxs) __attribute__((pure)); GNU89INLINE inline bool R_CullSphere (const plane_t *frustum, const vec3_t origin, const float radius); #ifndef IMPLEMENT_R_Cull GNU89INLINE inline #else VISIBLE #endif bool R_CullBox (const plane_t *frustum, const vec3_t mins, const vec3_t maxs) { int i; for (i=0 ; i < 4 ; i++) { // NOTE frustum distance is -p.n if (BOX_ON_PLANE_SIDE (mins, maxs, &frustum[i]) == 2) { return true; } } return false; } #ifndef IMPLEMENT_R_Cull GNU89INLINE inline #else VISIBLE #endif bool R_CullSphere (const plane_t *frustum, const vec3_t origin, const float radius) { int i; float r; for (i = 0; i < 4; i++) { // NOTE frustum distance is -p.n r = DotProduct (origin, frustum[i].normal) + frustum[i].dist; if (r <= -radius) return true; } return false; } sphere_t SmallestEnclosingBall (const vec3_t points[], int num_points); int CircumSphere (const vec3_t points[], int num_points, sphere_t *sphere); void BarycentricCoords (const vec_t **points, int num_points, const vec3_t p, vec_t *lambda); ///@} #endif//__QF_mathlib_h