mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-18 10:41:40 +00:00
518 lines
13 KiB
C
518 lines
13 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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/** \defgroup mathlib Vector and matrix functions
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\ingroup utils
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*/
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//@{
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#include <math.h>
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#include "QF/qtypes.h"
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#ifndef max
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# define max(a,b) ((a) > (b) ? (a) : (b))
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#endif
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#ifndef min
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# define min(a,b) ((a) < (b) ? (a) : (b))
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#endif
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#ifndef bound
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# define bound(a,b,c) (max(a, min(b, c)))
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#endif
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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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extern int nanmask;
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extern const vec_t *const vec3_origin;
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extern const vec_t *const quat_origin;
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#define EQUAL_EPSILON 0.001
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#define RINT(x) (floor ((x) + 0.5))
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#define IS_NAN(x) (((*(int *) (char *) &x) & nanmask) == nanmask)
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#define DotProduct(a,b) ((a)[0] * (b)[0] + (a)[1] * (b)[1] + (a)[2] * (b)[2])
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#define VectorSubtract(a,b,c) \
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do { \
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(c)[0] = (a)[0] - (b)[0]; \
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(c)[1] = (a)[1] - (b)[1]; \
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(c)[2] = (a)[2] - (b)[2]; \
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} while (0)
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#define VectorNegate(a,b) \
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do { \
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(b)[0] = -(a)[0]; \
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(b)[1] = -(a)[1]; \
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(b)[2] = -(a)[2]; \
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} while (0)
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#define VectorAdd(a,b,c) \
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do { \
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(c)[0] = (a)[0] + (b)[0]; \
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(c)[1] = (a)[1] + (b)[1]; \
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(c)[2] = (a)[2] + (b)[2]; \
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} while (0)
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#define VectorCopy(a,b) \
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do { \
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(b)[0] = (a)[0]; \
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(b)[1] = (a)[1]; \
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(b)[2] = (a)[2]; \
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} while (0)
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#define VectorMultAdd(a,s,b,c) \
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do { \
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(c)[0] = (a)[0] + (s) * (b)[0]; \
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(c)[1] = (a)[1] + (s) * (b)[1]; \
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(c)[2] = (a)[2] + (s) * (b)[2]; \
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} while (0)
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#define VectorMultSub(a,s,b,c) \
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do { \
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(c)[0] = (a)[0] - (s) * (b)[0]; \
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(c)[1] = (a)[1] - (s) * (b)[1]; \
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(c)[2] = (a)[2] - (s) * (b)[2]; \
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} while (0)
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#define VectorLength(a) sqrt(DotProduct(a, a))
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#define VectorScale(a,b,c) \
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do { \
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(c)[0] = (a)[0] * (b); \
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(c)[1] = (a)[1] * (b); \
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(c)[2] = (a)[2] * (b); \
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} while (0)
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#define VectorCompMult(a,b,c) \
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do { \
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(c)[0] = (a)[0] * (b)[0]; \
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(c)[1] = (a)[1] * (b)[1]; \
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(c)[2] = (a)[2] * (b)[2]; \
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} while (0)
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#define VectorCompCompare(x, op, y) \
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(((x)[0] op (y)[0]) && ((x)[1] op (y)[1]) && ((x)[2] op (y)[2]))
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#define VectorCompare(x, y) VectorCompCompare (x, ==, y)
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#define VectorCompMin(a, b, c) \
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do { \
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(c)[0] = min ((a)[0], (b)[0]); \
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(c)[1] = min ((a)[1], (b)[1]); \
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(c)[2] = min ((a)[2], (b)[2]); \
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} while (0)
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#define VectorCompMax(a, b, c) \
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do { \
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(c)[0] = max ((a)[0], (b)[0]); \
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(c)[1] = max ((a)[1], (b)[1]); \
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(c)[2] = max ((a)[2], (b)[2]); \
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} while (0)
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#define VectorCompBound(a, b, c, d) \
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do { \
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(d)[0] = bound ((a)[0], (b)[0], (c)[0]); \
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(d)[1] = bound ((a)[1], (b)[1], (c)[1]); \
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(d)[2] = bound ((a)[2], (b)[2], (c)[2]); \
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} while (0)
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#define VectorIsZero(a) (!(a)[0] && !(a)[1] && !(a)[2])
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#define VectorZero(a) ((a)[2] = (a)[1] = (a)[0] = 0);
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#define VectorSet(a,b,c,d) \
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do { \
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(d)[0] = a; \
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(d)[1] = b; \
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(d)[2] = c; \
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} while (0)
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#define VectorBlend(v1,v2,b,v) \
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do { \
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(v)[0] = (v1)[0] * (1 - (b)) + (v2)[0] * (b); \
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(v)[1] = (v1)[1] * (1 - (b)) + (v2)[1] * (b); \
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(v)[2] = (v1)[2] * (1 - (b)) + (v2)[2] * (b); \
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} while (0)
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//For printf etc
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#define VectorExpand(v) (v)[0], (v)[1], (v)[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_fast(a, b) \
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((((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(a, b) sqrt(VectorDistance_fast(a, b))
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#define QDotProduct(a,b) ((a)[0] * (b)[0] + (a)[1] * (b)[1] \
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+ (a)[2] * (b)[2] + (a)[3] * (b)[3])
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#define QuatSubtract(a,b,c) \
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do { \
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(c)[0] = (a)[0] - (b)[0]; \
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(c)[1] = (a)[1] - (b)[1]; \
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(c)[2] = (a)[2] - (b)[2]; \
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(c)[3] = (a)[3] - (b)[3]; \
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} while (0)
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#define QuatNegate(a,b) \
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do { \
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(b)[0] = -(a)[0]; \
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(b)[1] = -(a)[1]; \
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(b)[2] = -(a)[2]; \
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(b)[3] = -(a)[3]; \
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} while (0)
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#define QuatConj(a,b) \
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do { \
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(b)[0] = (a)[0]; \
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(b)[1] = -(a)[1]; \
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(b)[2] = -(a)[2]; \
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(b)[3] = -(a)[3]; \
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} while (0)
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#define QuatAdd(a,b,c) \
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do { \
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(c)[0] = (a)[0] + (b)[0]; \
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(c)[1] = (a)[1] + (b)[1]; \
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(c)[2] = (a)[2] + (b)[2]; \
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(c)[3] = (a)[3] + (b)[3]; \
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} while (0)
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#define QuatCopy(a,b) \
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do { \
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(b)[0] = (a)[0]; \
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(b)[1] = (a)[1]; \
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(b)[2] = (a)[2]; \
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(b)[3] = (a)[3]; \
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} while (0)
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#define QuatMultAdd(a,s,b,c) \
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do { \
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(c)[0] = (a)[0] + (s) * (b)[0]; \
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(c)[1] = (a)[1] + (s) * (b)[1]; \
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(c)[2] = (a)[2] + (s) * (b)[2]; \
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(c)[3] = (a)[3] + (s) * (b)[3]; \
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} while (0)
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#define QuatMultSub(a,s,b,c) \
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do { \
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(c)[0] = (a)[0] - (s) * (b)[0]; \
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(c)[1] = (a)[1] - (s) * (b)[1]; \
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(c)[2] = (a)[2] - (s) * (b)[2]; \
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(c)[3] = (a)[3] - (s) * (b)[3]; \
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} while (0)
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#define QuatLength(a) sqrt(QDotProduct(a, a))
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#define QuatScale(a,b,c) \
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do { \
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(c)[0] = (a)[0] * (b); \
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(c)[1] = (a)[1] * (b); \
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(c)[2] = (a)[2] * (b); \
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(c)[3] = (a)[3] * (b); \
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} while (0)
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#define QuatCompMult(a,b,c) \
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do { \
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(c)[0] = (a)[0] * (b)[0]; \
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(c)[1] = (a)[1] * (b)[1]; \
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(c)[2] = (a)[2] * (b)[2]; \
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(c)[3] = (a)[3] * (b)[3]; \
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} while (0)
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#define QuatCompCompare(x, op, y) \
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(((x)[0] op (y)[0]) && ((x)[1] op (y)[1]) \
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&& ((x)[2] op (y)[2]) && ((x)[3] op (y)[3]))
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#define QuatCompare(x, y) QuatCompCompare (x, ==, y)
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#define QuatCompMin(a, b, c) \
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do { \
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(c)[0] = min ((a)[0], (b)[0]); \
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(c)[1] = min ((a)[1], (b)[1]); \
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(c)[2] = min ((a)[2], (b)[2]); \
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(c)[3] = min ((a)[3], (b)[3]); \
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} while (0)
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#define QuatCompMax(a, b, c) \
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do { \
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(c)[0] = max ((a)[0], (b)[0]); \
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(c)[1] = max ((a)[1], (b)[1]); \
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(c)[2] = max ((a)[2], (b)[2]); \
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(c)[3] = max ((a)[3], (b)[3]); \
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} while (0)
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#define QuatCompBound(a, b, c, d) \
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do { \
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(d)[0] = bound ((a)[0], (b)[0], (c)[0]); \
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(d)[1] = bound ((a)[1], (b)[1], (c)[1]); \
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(d)[2] = bound ((a)[2], (b)[2], (c)[2]); \
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(d)[3] = bound ((a)[3], (b)[3], (c)[3]); \
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} while (0)
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#define QuatIsZero(a) (!(a)[0] && !(a)[1] && !(a)[2] && !(a)[3])
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#define QuatZero(a) ((a)[3] = (a)[2] = (a)[1] = (a)[0] = 0);
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#define QuatSet(a,b,c,d,e) \
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do { \
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(e)[0] = a; \
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(e)[1] = b; \
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(e)[2] = c; \
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(e)[3] = d; \
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} while (0)
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#define QuatBlend(q1,q2,b,q) \
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do { \
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(q)[0] = (q1)[0] * (1 - (b)) + (q2)[0] * (b); \
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(q)[1] = (q1)[1] * (1 - (b)) + (q2)[1] * (b); \
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(q)[2] = (q1)[2] * (1 - (b)) + (q2)[2] * (b); \
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(q)[3] = (q1)[3] * (1 - (b)) + (q2)[3] * (b); \
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} while (0)
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//For printf etc
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#define QuatExpand(q) (q)[0], (q)[1], (q)[2], (q)[3]
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#define Mat4Copy(a, b) \
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do { \
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QuatCopy ((a) + 0, (b) + 0); \
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QuatCopy ((a) + 4, (b) + 4); \
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QuatCopy ((a) + 8, (b) + 8); \
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QuatCopy ((a) + 12, (b) + 12); \
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} while (0)
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#define Mat4Add(a, b, c) \
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do { \
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QuatAdd ((a) + 0, (b) + 0, (c) + 0); \
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QuatAdd ((a) + 4, (b) + 4, (c) + 4); \
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QuatAdd ((a) + 8, (b) + 8, (c) + 8); \
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QuatAdd ((a) + 12, (b) + 12, (c) + 12); \
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} while (0)
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#define Mat4Subtract(a, b, c) \
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do { \
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QuatSubtract ((a) + 0, (b) + 0, (c) + 0); \
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QuatSubtract ((a) + 4, (b) + 4, (c) + 4); \
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QuatSubtract ((a) + 8, (b) + 8, (c) + 8); \
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QuatSubtract ((a) + 12, (b) + 12, (c) + 12); \
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} while (0)
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#define Mat4Scale(a, b, c) \
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do { \
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QuatScale ((a) + 0, (b), (c) + 0); \
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QuatScale ((a) + 4, (b), (c) + 4); \
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QuatScale ((a) + 8, (b), (c) + 8); \
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QuatScale ((a) + 12, (b), (c) + 12); \
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} while (0)
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#define Mat4CompMult(a, b, c) \
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do { \
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QuatCompMult ((a) + 0, (b) + 0, (c) + 0); \
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QuatCompMult ((a) + 4, (b) + 4, (c) + 4); \
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QuatCompMult ((a) + 8, (b) + 8, (c) + 8); \
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QuatCompMult ((a) + 12, (b) + 12, (c) + 12); \
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} while (0)
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#define Mat4Zero(a) \
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memset (a, 0, 16 * sizeof a[0])
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#define Mat4Identity(a) \
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do { \
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Mat4Zero (a); \
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a[15] = a[10] = a[5] = a[0] = 1; \
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} while (0)
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#define qfrandom(MAX) ((float) MAX * (rand() * (1.0 / (RAND_MAX + 1.0))))
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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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vec_t _DotProduct (const vec3_t v1, const vec3_t v2);
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void _VectorAdd (const vec3_t veca, const vec3_t vecb, vec3_t out);
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void _VectorCopy (const vec3_t in, vec3_t out);
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int _VectorCompare (const vec3_t v1, const vec3_t v2); // uses EQUAL_EPSILON
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vec_t _VectorLength (const vec3_t v);
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void _VectorMA (const vec3_t veca, float scale, const vec3_t vecb,
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vec3_t vecc);
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void _VectorScale (const vec3_t in, vec_t scale, vec3_t out);
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void _VectorSubtract (const vec3_t veca, const vec3_t vecb, vec3_t out);
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void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross);
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vec_t _VectorNormalize (vec3_t v); // returns vector length
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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, 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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/** Convert quake angles to basis vectors.
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The basis vectors form a left handed system (although the world is
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right handed). When all angles are 0, \a forward points along the world
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X axis, \a right along the <em>negative</em> Y axis, and \a up along
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the Z axis.
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Rotation is done by:
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-# Rotating YAW degrees counterclockwise around the local Z axis
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-# Rotating PITCH degrees clockwise around the new local negative Y axis
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(or counterclockwise around the new local Y axis).
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-# Rotating ROLL degrees counterclockwise around the local X axis
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Thus when used for the player from the first person perspective,
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positive YAW turns to the left, positive PITCH looks down, and positive
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ROLL leans to the right.
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\f[
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YAW=\begin{array}{ccc}
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c_{y} & s_{y} & 0\\
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-s_{y} & c_{y} & 0\\
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0 & 0 & 1
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\end{array}
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\f]
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\f[
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PITCH=\begin{array}{ccc}
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c_{p} & 0 & -s_{p}\\
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0 & 1 & 0\\
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s_{p} & 0 & c_{p}
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\end{array}
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\f]
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\f[
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ROLL=\begin{array}{ccc}
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1 & 0 & 0\\
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0 & c_{r} & -s_{r}\\
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0 & s_{r} & c_{r}
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\end{array}
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\f]
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\f[
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ROLL\,(PITCH\,YAW)=\begin{array}{c}
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forward\\
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-right\\
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up
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\end{array}
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\f]
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\param angles The rotation angles.
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\param forward The vector pointing forward.
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\param right The vector pointing to the right.
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\param up The vector pointing up.
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*/
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void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right,
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vec3_t up);
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void AngleQuat (const vec3_t angles, quat_t q);
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void VectorVectors (const vec3_t forward, vec3_t right, vec3_t up);
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int BoxOnPlaneSide (const vec3_t emins, const vec3_t emaxs,
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struct plane_s *plane);
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float anglemod (float a);
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void RotatePointAroundVector (vec3_t dst, const vec3_t axis,
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const vec3_t point, float degrees);
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void QuatMult (const quat_t q1, const quat_t q2, quat_t out);
|
|
void QuatInverse (const quat_t in, quat_t out);
|
|
void QuatExp (const quat_t a, quat_t b);
|
|
void QuatToMatrix (const quat_t q, vec_t *m, int homogenous, int vertical);
|
|
|
|
void Mat4Transpose (const mat4_t a, mat4_t b);
|
|
void Mat4Mult (const mat4_t a, const mat4_t b, mat4_t c);
|
|
|
|
#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)
|
|
|
|
extern plane_t * const frustum;
|
|
extern inline qboolean R_CullBox (const vec3_t mins, const vec3_t maxs);
|
|
extern inline qboolean R_CullSphere (const vec3_t origin, const float radius);
|
|
extern inline float VectorNormalize (vec3_t v); // returns vector length
|
|
#ifndef IMPLEMENT_R_Cull
|
|
extern inline
|
|
#else
|
|
VISIBLE
|
|
#endif
|
|
qboolean
|
|
R_CullBox (const vec3_t mins, const vec3_t maxs)
|
|
{
|
|
int i;
|
|
|
|
for (i=0 ; i < 4 ; i++)
|
|
if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
#ifndef IMPLEMENT_R_Cull
|
|
extern inline
|
|
#else
|
|
VISIBLE
|
|
#endif
|
|
qboolean
|
|
R_CullSphere (const vec3_t origin, const float radius)
|
|
{
|
|
int i;
|
|
float r;
|
|
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
r = DotProduct (origin, frustum[i].normal) - frustum[i].dist;
|
|
if (r <= -radius)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
#ifndef IMPLEMENT_VectorNormalize
|
|
extern inline
|
|
#else
|
|
VISIBLE
|
|
#endif
|
|
float
|
|
VectorNormalize (vec3_t v)
|
|
{
|
|
float length;
|
|
|
|
length = DotProduct (v, v);
|
|
if (length) {
|
|
float ilength;
|
|
|
|
length = sqrt (length);
|
|
ilength = 1.0 / length;
|
|
v[0] *= ilength;
|
|
v[1] *= ilength;
|
|
v[2] *= ilength;
|
|
}
|
|
|
|
return length;
|
|
}
|
|
|
|
//@}
|
|
|
|
#endif // __mathlib_h
|