mirror of
https://github.com/DrBeef/JKXR.git
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319 lines
11 KiB
C
319 lines
11 KiB
C
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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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. See the
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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, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#pragma once
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#include "q_platform.h"
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#if defined(__cplusplus)
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extern "C" {
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#endif
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typedef float vec_t;
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typedef float vec2_t[2], vec3_t[3], vec4_t[4], vec5_t[5];
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typedef int ivec2_t[2], ivec3_t[3], ivec4_t[4], ivec5_t[5];
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typedef vec3_t vec3pair_t[2], matrix3_t[3];
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typedef vec_t matrix4x4[4][4];
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typedef int fixed4_t, fixed8_t, fixed16_t;
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#ifndef M_PI
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#define M_PI 3.14159265358979323846f // matches value in gcc v2 math.h
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#endif
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#define MAX_QINT 0x7fffffff
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#define MIN_QINT (-MAX_QINT-1)
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///////////////////////////////////////////////////////////////////////////
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//
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// DIRECTION ENCODING
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//
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///////////////////////////////////////////////////////////////////////////
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int DirToByte( vec3_t dir );
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void ByteToDir( int b, vec3_t dir );
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void NormalToLatLong( const vec3_t normal, byte bytes[2] );
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///////////////////////////////////////////////////////////////////////////
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//
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// RANDOM NUMBER GENERATION
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//
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///////////////////////////////////////////////////////////////////////////
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#define QRAND_MAX 32768
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int Q_rand( int *seed );
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float Q_random( int *seed );
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float Q_crandom( int *seed );
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void Rand_Init( int seed );
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float Q_flrand( float min, float max );
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int Q_irand( int value1, int value2 );
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float flrand( float min, float max );
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int irand( int min, int max );
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float erandom( float mean );
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///////////////////////////////////////////////////////////////////////////
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//
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// MATH UTILITIES
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//
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///////////////////////////////////////////////////////////////////////////
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#define minimum( x, y ) ((x) < (y) ? (x) : (y))
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#define maximum( x, y ) ((x) > (y) ? (x) : (y))
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#define PI_DIV_180 0.017453292519943295769236907684886f
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#define INV_PI_DIV_180 57.295779513082320876798154814105f
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#define DEG2RAD( a ) ( ( (a) * PI_DIV_180 ) )
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#define RAD2DEG( a ) ( ( (a) * INV_PI_DIV_180 ) )
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#define SQRTFAST( x ) ( (x) * Q_rsqrt( x ) )
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#define Q_min(x,y) ((x)<(y)?(x):(y))
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#define Q_max(x,y) ((x)>(y)?(x):(y))
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#if defined(_MSC_VER)
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static __inline long Q_ftol( float f )
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{
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return (long)f;
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}
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#else
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static inline long Q_ftol( float f )
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{
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return (long)f;
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}
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#endif
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signed char ClampChar( int i );
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signed short ClampShort( int i );
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int Com_Clampi( int min, int max, int value );
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float Com_Clamp( float min, float max, float value );
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int Com_AbsClampi( int min, int max, int value );
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float Com_AbsClamp( float min, float max, float value );
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float Q_rsqrt( float number );
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float Q_fabs( float f );
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float Q_acos(float c);
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float Q_asin(float c);
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float Q_powf ( float x, int y );
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qboolean Q_isnan (float f);
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int Q_log2( int val );
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float LerpAngle(float from, float to, float frac);
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float AngleSubtract( float a1, float a2 );
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void AnglesSubtract( vec3_t v1, vec3_t v2, vec3_t v3 );
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float AngleMod(float a);
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float AngleNormalize360 ( float angle );
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float AngleNormalize180 ( float angle );
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float AngleDelta( float angle1, float angle2 );
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///////////////////////////////////////////////////////////////////////////
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//
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// GEOMETRIC UTILITIES
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//
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///////////////////////////////////////////////////////////////////////////
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// angle indexes
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#define PITCH 0 // up / down
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#define YAW 1 // left / right
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#define ROLL 2 // fall over
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qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c );
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void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
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void RotateAroundDirection( matrix3_t axis, float yaw );
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void AxisMultiply (matrix3_t out, const matrix3_t axis1, const matrix3_t axis2);
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void vectoangles( const vec3_t value1, vec3_t angles );
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vec_t GetYawForDirection( const vec3_t p1, const vec3_t p2 );
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void GetAnglesForDirection( const vec3_t p1, const vec3_t p2, vec3_t out );
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void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
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qboolean G_FindClosestPointOnLineSegment( const vec3_t start, const vec3_t end, const vec3_t from, vec3_t result );
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float G_PointDistFromLineSegment( const vec3_t start, const vec3_t end, const vec3_t from );
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void MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]);
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///////////////////////////////////////////////////////////////////////////
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//
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// BOUNDING BOX
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//
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///////////////////////////////////////////////////////////////////////////
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float RadiusFromBounds( const vec3_t mins, const vec3_t maxs );
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void ClearBounds( vec3_t mins, vec3_t maxs );
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void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
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///////////////////////////////////////////////////////////////////////////
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//
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// PLANE
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//
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///////////////////////////////////////////////////////////////////////////
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// plane types are used to speed some tests
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// 0-2 are axial planes
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#define PLANE_X 0
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#define PLANE_Y 1
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#define PLANE_Z 2
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#define PLANE_NON_AXIAL 3
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// plane_t structure
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typedef struct cplane_s {
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vec3_t normal;
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float dist;
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byte type; // for fast side tests: 0,1,2 = axial, 3 = nonaxial
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byte signbits; // signx + (signy<<1) + (signz<<2), used as lookup during collision
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byte pad[2];
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} cplane_t;
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void SetPlaneSignbits( cplane_t *out );
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int PlaneTypeForNormal( vec3_t normal );
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int BoxOnPlaneSide(vec3_t emins, vec3_t emaxs, cplane_t *p);
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///////////////////////////////////////////////////////////////////////////
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//
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// AXIS
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//
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///////////////////////////////////////////////////////////////////////////
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extern matrix3_t axisDefault;
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void AxisClear( matrix3_t axis );
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void AxisCopy( matrix3_t in, matrix3_t out );
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void AnglesToAxis( const vec3_t angles, matrix3_t axis );
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///////////////////////////////////////////////////////////////////////////
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//
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// VEC2
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//
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///////////////////////////////////////////////////////////////////////////
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extern vec2_t vec3_zero;
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#define VectorScale2M(v, factor, dst) \
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(dst)[0] = (v[0]) * (factor), \
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(dst)[1] = (v[1]) * (factor)
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#define VectorCopy2M(src, dst) \
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(dst)[0] = (src[0]), \
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(dst)[1] = (src[1])
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#define VectorClear2M(dst) \
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memset((dst), 0, sizeof((dst)[0]) * 2)
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void VectorAdd2( const vec2_t vec1, const vec2_t vec2, vec2_t vecOut );
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void VectorSubtract2( const vec2_t vec1, const vec2_t vec2, vec2_t vec2_t );
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void VectorScale2( const vec2_t vecIn, float scale, vec2_t vecOut );
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void VectorMA2( const vec2_t vec1, float scale, const vec2_t vec2, vec2_t vecOut );
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void VectorSet2( vec2_t vec, float x, float y );
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void VectorClear2( vec2_t vec );
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void VectorCopy2( const vec2_t vecIn, vec2_t vecOut );
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///////////////////////////////////////////////////////////////////////////
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//
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// VEC3
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//
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///////////////////////////////////////////////////////////////////////////
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extern vec3_t vec3_origin;
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#define VectorScaleM(v, factor, dst) \
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(dst)[0] = (v[0]) * (factor), \
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(dst)[1] = (v[1]) * (factor), \
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(dst)[2] = (v[2]) * (factor)
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#define VectorCopyM(src, dst) \
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(dst)[0] = (src[0]), \
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(dst)[1] = (src[1]), \
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(dst)[2] = (src[2])
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#define VectorClearM(dst) \
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memset((dst), 0, sizeof((dst)[0]) * 3)
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void VectorAdd( const vec3_t vec1, const vec3_t vec2, vec3_t vecOut );
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void VectorSubtract( const vec3_t vec1, const vec3_t vec2, vec3_t vecOut );
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void VectorScale( const vec3_t vecIn, float scale, vec3_t vecOut );
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void VectorMA( const vec3_t vec1, float scale, const vec3_t vec2, vec3_t vecOut );
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void VectorSet( vec3_t vec, float x, float y, float z );
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void VectorClear( vec3_t vec );
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void VectorCopy( const vec3_t vecIn, vec3_t vecOut );
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float VectorLength( const vec3_t vec );
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float VectorLengthSquared( const vec3_t vec );
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void VectorNormalizeFast( vec3_t vec );
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float VectorNormalize( vec3_t vec );
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float VectorNormalize2( const vec3_t vec, vec3_t vecOut );
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void VectorAdvance( const vec3_t veca, const float scale, const vec3_t vecb, vec3_t vecc);
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void VectorInc( vec3_t vec );
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void VectorDec( vec3_t vec );
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void VectorInverse( vec3_t vec );
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void CrossProduct( const vec3_t vec1, const vec3_t vec2, vec3_t vecOut );
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float DotProduct( const vec3_t vec1, const vec3_t vec2 );
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qboolean VectorCompare( const vec3_t vec1, const vec3_t vec2 );
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qboolean VectorCompare2( const vec3_t v1, const vec3_t v2 );
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void SnapVector( float *v );
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float Distance( const vec3_t p1, const vec3_t p2 );
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float DistanceSquared( const vec3_t p1, const vec3_t p2 );
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float DistanceHorizontal( const vec3_t p1, const vec3_t p2 );
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float DistanceHorizontalSquared( const vec3_t p1, const vec3_t p2 );
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void MakeNormalVectors( const vec3_t forward, vec3_t right, vec3_t up);
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void VectorRotate( const vec3_t in, matrix3_t matrix, vec3_t out );
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void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
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void PerpendicularVector( vec3_t dst, const vec3_t src );
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float DotProductNormalize( const vec3_t inVec1, const vec3_t inVec2 );
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void VectorRotateAroundAxis( vec3_t vector, vec3_t axis, float angle, vec3_t out );
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#define VectorScaleVector(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 VectorInverseScaleVector(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 VectorScaleVectorAdd(c,a,b,o) ((o)[0]=(c)[0]+((a)[0]*(b)[0]),(o)[1]=(c)[1]+((a)[1]*(b)[1]),(o)[2]=(c)[2]+((a)[2]*(b)[2]))
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#define VectorAverage(a,b,c) (((c)[0]=((a)[0]+(b)[0])*0.5f),((c)[1]=((a)[1]+(b)[1])*0.5f),((c)[2]=((a)[2]+(b)[2])*0.5f))
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#define VectorNegate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2])
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///////////////////////////////////////////////////////////////////////////
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//
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// VEC4
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//
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///////////////////////////////////////////////////////////////////////////
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void VectorScale4( const vec4_t vecIn, float scale, vec4_t vecOut );
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void VectorCopy4( const vec4_t vecIn, vec4_t vecOut );
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void VectorSet4( vec4_t vec, float x, float y, float z, float w );
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void VectorClear4( vec4_t vec );
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///////////////////////////////////////////////////////////////////////////
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//
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// VEC5
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//
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///////////////////////////////////////////////////////////////////////////
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void VectorSet5( vec5_t vec, float x, float y, float z, float w, float u );
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///////////////////////////////////////////////////////////////////////////
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//
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// Matrix 4x4
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//
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///////////////////////////////////////////////////////////////////////////
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void Matrix4x4_Concat (matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2);
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void Matrix4x4_CreateFromEntity( matrix4x4 out, const vec3_t angles, const vec3_t origin, float scale );
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void Matrix4x4_ConvertToEntity( vec4_t *in, vec3_t angles, vec3_t origin );
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#if defined(__cplusplus)
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} // extern "C"
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#endif
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