mirror of
https://git.code.sf.net/p/quake/quakeforge
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f0dc995c67
The meaning of "extern inline" and "inline" swaps between the two, and gcc-5 uses c99 inline.
223 lines
5.5 KiB
C
223 lines
5.5 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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*/
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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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#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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#include "QF/math/vector.h"
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#include "QF/math/quaternion.h"
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#include "QF/math/dual.h"
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#include "QF/math/matrix3.h"
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#include "QF/math/matrix4.h"
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#include "QF/math/half.h"
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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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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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#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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#define PlaneDist(point,plane) \
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((plane)->type < 3 ? (point)[(plane)->type] \
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: DotProduct((point), (plane)->normal))
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#define PlaneDiff(point,plane) \
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(PlaneDist (point, plane) - (plane)->dist)
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#define PlaneFlip(sp, dp) \
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do { \
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(dp)->dist = -(sp)->dist; \
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VectorNegate ((sp)->normal, (dp)->normal); \
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} while (0)
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extern plane_t * const frustum;
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GNU89INLINE inline qboolean R_CullBox (const vec3_t mins, const vec3_t maxs);
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GNU89INLINE inline qboolean R_CullSphere (const vec3_t origin, const float radius);
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#ifndef IMPLEMENT_R_Cull
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GNU89INLINE inline
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#else
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VISIBLE
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#endif
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qboolean
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R_CullBox (const vec3_t mins, const vec3_t maxs)
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{
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int i;
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for (i=0 ; i < 4 ; i++)
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if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2)
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return true;
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return false;
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}
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#ifndef IMPLEMENT_R_Cull
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GNU89INLINE inline
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#else
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VISIBLE
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#endif
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qboolean
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R_CullSphere (const vec3_t origin, const float radius)
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{
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int i;
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float r;
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for (i = 0; i < 4; i++)
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{
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r = DotProduct (origin, frustum[i].normal) - frustum[i].dist;
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if (r <= -radius)
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return true;
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}
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return false;
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}
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sphere_t SmallestEnclosingBall (const vec3_t points[], int num_points);
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int CircumSphere (const vec3_t points[], int num_points, sphere_t *sphere);
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void BarycentricCoords (const vec_t **points, int num_points, const vec3_t p,
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vec_t *lambda);
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//@}
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#endif // __mathlib_h
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