ns/releases/performance-3.0.5/source/common/mathlib.h
2005-07-14 17:38:07 +00:00

154 lines
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4.2 KiB
C

/***
*
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// mathlib.h
#ifndef MATHLIB_H
#define MATHLIB_H
typedef float vec_t;
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4]; // x,y,z,w
typedef vec_t vec5_t[5];
typedef short vec_s_t;
typedef vec_s_t vec3s_t[3];
typedef vec_s_t vec4s_t[4]; // x,y,z,w
typedef vec_s_t vec5s_t[5];
typedef int fixed4_t;
typedef int fixed8_t;
typedef int fixed16_t;
#ifndef M_PI
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
struct mplane_s;
extern vec3_t vec3_origin;
extern int nanmask;
#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
#include "common/vec_op.h"
//#ifndef VECTOR_H
// #define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
//#endif
//
//#define VectorSubtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}
//#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}
//#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}
//#define VectorClear(a) {(a)[0]=0.0;(a)[1]=0.0;(a)[2]=0.0;}
//void VectorMA (const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc);
vec_t _DotProduct (vec3_t v1, vec3_t v2);
void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
void _VectorCopy (vec3_t in, vec3_t out);
int VectorCompare (const vec3_t v1, const vec3_t v2);
//float Length (const vec3_t v);
void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross);
//float VectorNormalize (vec3_t v); // returns vector length
void VectorInverse (vec3_t v);
//void VectorScale (const vec3_t in, vec_t scale, vec3_t out);
int Q_log2(int val);
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]);
// Here are some "manual" INLINE routines for doing floating point to integer conversions
extern short new_cw, old_cw;
typedef union DLONG {
int i[2];
double d;
float f;
} DLONG;
extern DLONG dlong;
#ifdef _WIN32
void __inline set_fpu_cw(void)
{
_asm
{ wait
fnstcw old_cw
wait
mov ax, word ptr old_cw
or ah, 0xc
mov word ptr new_cw,ax
fldcw new_cw
}
}
int __inline quick_ftol(float f)
{
_asm {
// Assumes that we are already in chop mode, and only need a 32-bit int
fld DWORD PTR f
fistp DWORD PTR dlong
}
return dlong.i[0];
}
void __inline restore_fpu_cw(void)
{
_asm fldcw old_cw
}
#else
#define set_fpu_cw() /* */
#define quick_ftol(f) ftol(f)
#define restore_fpu_cw() /* */
#endif
void FloorDivMod (double numer, double denom, int *quotient,
int *rem);
fixed16_t Invert24To16(fixed16_t val);
int GreatestCommonDivisor (int i1, int i2);
void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
void AngleVectorsTranspose (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
#define AngleIVectors AngleVectorsTranspose
void AngleMatrix (const vec3_t angles, float (*matrix)[4] );
void AngleIMatrix (const vec3_t angles, float (*matrix)[4] );
void VectorTransform (const vec3_t in1, float in2[3][4], vec3_t out);
void VectorMatrix( vec3_t forward, vec3_t right, vec3_t up);
//void VectorAngles( const vec3_t forward, vec3_t angles );
int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct mplane_s *plane);
float anglemod(float a);
#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)))
#endif