mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-27 14:42:07 +00:00
54b4d589aa
This should make maintaining them a little easier. The copyright block in most of the new headers (execpt vector.h) reflect when the functions in the relevant header were first created.
214 lines
5.6 KiB
C
214 lines
5.6 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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*/
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#ifndef __QF_math_vector_h
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#define __QF_math_vector_h
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/** \defgroup mathlib_vector Vector functions
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\ingroup mathlib
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*/
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//@{
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#include "QF/qtypes.h"
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extern const vec_t *const vec3_origin;
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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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/** Shear vector \a b by vector \a a.
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Vector a represents the shear factors XY, XZ, YZ, ie in matrix form:
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[ 1 0 0 ] [ b0 ]
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[ a0 1 0 ] [ b1 ]
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[ a1 a2 1 ] [ b2 ]
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The reason for this particular scheme is that is how Mat4Decompose
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calculates the shear from a matrix.
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\note The order of calculations is important for when b and c refer to
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the same vector.
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*/
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#define VectorShear(a,b,c) \
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do { \
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(c)[2] = (b)[0] * (a)[1] + (b)[1] * (a)[2] + (b)[2]; \
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(c)[1] = (b)[0] * (a)[0] + (b)[1]; \
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(c)[0] = (b)[0]; \
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} while (0)
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#define VectorUnshear(a,b,c) \
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do { \
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(c)[2] = (b)[2] - (b)[1] * (a)[2] - (b)[0] * ((a)[1]-(a)[0]*(a)[2]); \
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(c)[1] = (b)[1] - (b)[0] * (a)[0]; \
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(c)[0] = (b)[0]; \
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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 VectorCompDiv(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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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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extern inline float VectorNormalize (vec3_t v); // returns vector length
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#ifndef IMPLEMENT_VectorNormalize
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extern inline
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#else
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VISIBLE
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#endif
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float
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VectorNormalize (vec3_t v)
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{
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float length;
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length = DotProduct (v, v);
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if (length) {
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float ilength;
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length = sqrt (length);
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ilength = 1.0 / length;
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v[0] *= ilength;
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v[1] *= ilength;
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v[2] *= ilength;
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}
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return length;
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}
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//@}
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#endif // __QF_math_vector_h
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