2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
28 #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
32 typedef vec_t vec2_t[2];
33 typedef vec_t vec3_t[3];
34 typedef vec_t vec4_t[4];
35 typedef vec_t vec5_t[5];
36 typedef vec_t vec6_t[6];
37 typedef vec_t vec7_t[7];
38 typedef vec_t vec8_t[8];
40 extern vec3_t vec3_origin;
42 #define nanmask (255<<23)
43 #define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
45 #define bound(min,num,max) ((num) >= (min) ? ((num) < (max) ? (num) : (max)) : (min))
48 #define min(A,B) ((A) < (B) ? (A) : (B))
49 #define max(A,B) ((A) > (B) ? (A) : (B))
52 // LordHavoc: this function never returns exactly MIN or exactly MAX, because
53 // of a QuakeC bug in id1 where the line
54 // self.nextthink = self.nexthink + random() * 0.5;
55 // can result in 0 (self.nextthink is 0 at this point in the code to begin
56 // with), causing "stone monsters" that never spawned properly, also MAX is
57 // avoided because some people use random() as an index into arrays or for
58 // loop conditions, where hitting exactly MAX may be a fatal error
59 #define lhrandom(MIN,MAX) (((double)(rand() + 0.5) / ((double)RAND_MAX + 1)) * ((MAX)-(MIN)) + (MIN))
61 #define invpow(base,number) (log(number) / log(base))
63 // returns log base 2 of "n" (WARNING: "n" MUST be a power of 2!)
64 #define log2i(n) ((((n) & 0xAAAAAAAA) != 0 ? 1 : 0) | (((n) & 0xCCCCCCCC) != 0 ? 2 : 0) | (((n) & 0xF0F0F0F0) != 0 ? 4 : 0) | (((n) & 0xFF00FF00) != 0 ? 8 : 0) | (((n) & 0xFFFF0000) != 0 ? 16 : 0))
66 // TOCHECK: what is this function supposed to do?
67 #define bit2i(n) log2i((n) << 1)
69 // boolean XOR (why doesn't C have the ^^ operator for this purpose?)
70 #define boolxor(a,b) (!(a) != !(b))
72 // returns the smallest integer greater than or equal to "value", or 0 if "value" is too big
73 unsigned int CeilPowerOf2(unsigned int value);
75 #define DEG2RAD(a) ((a) * ((float) M_PI / 180.0f))
76 #define RAD2DEG(a) ((a) * (180.0f / (float) M_PI))
77 #define ANGLEMOD(a) ((a) - 360.0 * floor((a) / 360.0))
79 #define DotProduct4(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2]+(a)[3]*(b)[3])
80 #define Vector4Clear(a) ((a)[0]=(a)[1]=(a)[2]=(a)[3]=0)
81 #define Vector4Compare(a,b) (((a)[0]==(b)[0])&&((a)[1]==(b)[1])&&((a)[2]==(b)[2])&&((a)[3]==(b)[3]))
82 #define Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
83 #define Vector4Negate(a,b) ((b)[0]=-((a)[0]),(b)[1]=-((a)[1]),(b)[2]=-((a)[2]),(b)[3]=-((a)[3]))
84 #define Vector4Set(a,b,c,d,e) ((a)[0]=(b),(a)[1]=(c),(a)[2]=(d),(a)[3]=(e))
86 #define VectorNegate(a,b) ((b)[0]=-((a)[0]),(b)[1]=-((a)[1]),(b)[2]=-((a)[2]))
87 #define VectorSet(a,b,c,d) ((a)[0]=(b),(a)[1]=(c),(a)[2]=(d))
88 #define VectorClear(a) ((a)[0]=(a)[1]=(a)[2]=0)
89 #define DotProduct(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2])
90 #define VectorSubtract(a,b,c) ((c)[0]=(a)[0]-(b)[0],(c)[1]=(a)[1]-(b)[1],(c)[2]=(a)[2]-(b)[2])
91 #define VectorAdd(a,b,c) ((c)[0]=(a)[0]+(b)[0],(c)[1]=(a)[1]+(b)[1],(c)[2]=(a)[2]+(b)[2])
92 #define VectorCopy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2])
93 #define VectorMultiply(a,b,c) ((c)[0]=(a)[0]*(b)[0],(c)[1]=(a)[1]*(b)[1],(c)[2]=(a)[2]*(b)[2])
94 #define CrossProduct(a,b,c) ((c)[0]=(a)[1]*(b)[2]-(a)[2]*(b)[1],(c)[1]=(a)[2]*(b)[0]-(a)[0]*(b)[2],(c)[2]=(a)[0]*(b)[1]-(a)[1]*(b)[0])
95 #define VectorNormalize(v) {float ilength = (float) sqrt(DotProduct((v),(v)));if (ilength) ilength = 1.0f / ilength;(v)[0] *= ilength;(v)[1] *= ilength;(v)[2] *= ilength;}
96 #define VectorNormalize2(v,dest) {float ilength = (float) sqrt(DotProduct((v),(v)));if (ilength) ilength = 1.0f / ilength;dest[0] = (v)[0] * ilength;dest[1] = (v)[1] * ilength;dest[2] = (v)[2] * ilength;}
97 #define VectorNormalizeDouble(v) {double ilength = sqrt(DotProduct((v),(v)));if (ilength) ilength = 1.0 / ilength;(v)[0] *= ilength;(v)[1] *= ilength;(v)[2] *= ilength;}
98 #define VectorDistance2(a, b) (((a)[0] - (b)[0]) * ((a)[0] - (b)[0]) + ((a)[1] - (b)[1]) * ((a)[1] - (b)[1]) + ((a)[2] - (b)[2]) * ((a)[2] - (b)[2]))
99 #define VectorDistance(a, b) (sqrt(VectorDistance2(a,b)))
100 #define VectorLength(a) (sqrt(DotProduct(a, a)))
101 #define VectorLength2(a) (DotProduct(a, a))
102 #define VectorScale(in, scale, out) ((out)[0] = (in)[0] * (scale),(out)[1] = (in)[1] * (scale),(out)[2] = (in)[2] * (scale))
103 #define VectorScaleCast(in, scale, outtype, out) ((out)[0] = (outtype) ((in)[0] * (scale)),(out)[1] = (outtype) ((in)[1] * (scale)),(out)[2] = (outtype) ((in)[2] * (scale)))
104 #define VectorCompare(a,b) (((a)[0]==(b)[0])&&((a)[1]==(b)[1])&&((a)[2]==(b)[2]))
105 #define VectorMA(a, scale, b, c) ((c)[0] = (a)[0] + (scale) * (b)[0],(c)[1] = (a)[1] + (scale) * (b)[1],(c)[2] = (a)[2] + (scale) * (b)[2])
106 #define VectorM(scale1, b1, c) ((c)[0] = (scale1) * (b1)[0],(c)[1] = (scale1) * (b1)[1],(c)[2] = (scale1) * (b1)[2])
107 #define VectorMAM(scale1, b1, scale2, b2, c) ((c)[0] = (scale1) * (b1)[0] + (scale2) * (b2)[0],(c)[1] = (scale1) * (b1)[1] + (scale2) * (b2)[1],(c)[2] = (scale1) * (b1)[2] + (scale2) * (b2)[2])
108 #define VectorMAMAM(scale1, b1, scale2, b2, scale3, b3, c) ((c)[0] = (scale1) * (b1)[0] + (scale2) * (b2)[0] + (scale3) * (b3)[0],(c)[1] = (scale1) * (b1)[1] + (scale2) * (b2)[1] + (scale3) * (b3)[1],(c)[2] = (scale1) * (b1)[2] + (scale2) * (b2)[2] + (scale3) * (b3)[2])
109 #define VectorMAMAMAM(scale1, b1, scale2, b2, scale3, b3, scale4, b4, c) ((c)[0] = (scale1) * (b1)[0] + (scale2) * (b2)[0] + (scale3) * (b3)[0] + (scale4) * (b4)[0],(c)[1] = (scale1) * (b1)[1] + (scale2) * (b2)[1] + (scale3) * (b3)[1] + (scale4) * (b4)[1],(c)[2] = (scale1) * (b1)[2] + (scale2) * (b2)[2] + (scale3) * (b3)[2] + (scale4) * (b4)[2])
110 #define VectorRandom(v) do{(v)[0] = lhrandom(-1, 1);(v)[1] = lhrandom(-1, 1);(v)[2] = lhrandom(-1, 1);}while(DotProduct(v, v) > 1)
111 #define VectorLerp(v1,lerp,v2,c) ((c)[0] = (v1)[0] + (lerp) * ((v2)[0] - (v1)[0]), (c)[1] = (v1)[1] + (lerp) * ((v2)[1] - (v1)[1]), (c)[2] = (v1)[2] + (lerp) * ((v2)[2] - (v1)[2]))
112 #define VectorReflect(a,r,b,c) do{double d;d = DotProduct((a), (b)) * -(1.0 + (r));VectorMA((a), (d), (b), (c));}while(0)
113 #define BoxesOverlap(a,b,c,d) ((a)[0] <= (d)[0] && (b)[0] >= (c)[0] && (a)[1] <= (d)[1] && (b)[1] >= (c)[1] && (a)[2] <= (d)[2] && (b)[2] >= (c)[2])
114 #define BoxInsideBox(a,b,c,d) ((a)[0] >= (c)[0] && (b)[0] <= (d)[0] && (a)[1] >= (c)[1] && (b)[1] <= (d)[1] && (a)[2] >= (c)[2] && (b)[2] <= (d)[2])
115 #define TriangleOverlapsBox(a,b,c,d,e) (min((a)[0], min((b)[0], (c)[0])) < (e)[0] && max((a)[0], max((b)[0], (c)[0])) > (d)[0] && min((a)[1], min((b)[1], (c)[1])) < (e)[1] && max((a)[1], max((b)[1], (c)[1])) > (d)[1] && min((a)[2], min((b)[2], (c)[2])) < (e)[2] && max((a)[2], max((b)[2], (c)[2])) > (d)[2])
117 #define TriangleNormal(a,b,c,n) ( \
118 (n)[0] = ((a)[1] - (b)[1]) * ((c)[2] - (b)[2]) - ((a)[2] - (b)[2]) * ((c)[1] - (b)[1]), \
119 (n)[1] = ((a)[2] - (b)[2]) * ((c)[0] - (b)[0]) - ((a)[0] - (b)[0]) * ((c)[2] - (b)[2]), \
120 (n)[2] = ((a)[0] - (b)[0]) * ((c)[1] - (b)[1]) - ((a)[1] - (b)[1]) * ((c)[0] - (b)[0]) \
123 // fast PointInfrontOfTriangle
124 // subtracts v1 from v0 and v2, combined into a crossproduct, combined with a
125 // dotproduct of the light location relative to the first point of the
126 // triangle (any point works, since any triangle is obviously flat), and
127 // finally a comparison to determine if the light is infront of the triangle
128 // (the goal of this statement) we do not need to normalize the surface
129 // normal because both sides of the comparison use it, therefore they are
130 // both multiplied the same amount... furthermore a subtract can be done on
131 // the point to eliminate one dotproduct
132 // this is ((p - a) * cross(a-b,c-b))
133 #define PointInfrontOfTriangle(p,a,b,c) \
134 ( ((p)[0] - (a)[0]) * (((a)[1] - (b)[1]) * ((c)[2] - (b)[2]) - ((a)[2] - (b)[2]) * ((c)[1] - (b)[1])) \
135 + ((p)[1] - (a)[1]) * (((a)[2] - (b)[2]) * ((c)[0] - (b)[0]) - ((a)[0] - (b)[0]) * ((c)[2] - (b)[2])) \
136 + ((p)[2] - (a)[2]) * (((a)[0] - (b)[0]) * ((c)[1] - (b)[1]) - ((a)[1] - (b)[1]) * ((c)[0] - (b)[0])) > 0)
139 // readable version, kept only for explanatory reasons
140 int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const float *c)
142 float dir0[3], dir1[3], normal[3];
144 // calculate two mostly perpendicular edge directions
145 VectorSubtract(a, b, dir0);
146 VectorSubtract(c, b, dir1);
148 // we have two edge directions, we can calculate a third vector from
149 // them, which is the direction of the surface normal (its magnitude
151 CrossProduct(dir0, dir1, normal);
153 // compare distance of light along normal, with distance of any point
154 // of the triangle along the same normal (the triangle is planar,
155 // I.E. flat, so all points give the same answer)
156 return DotProduct(p, normal) > DotProduct(a, normal);
161 // LordHavoc: quaternion math, untested, don't know if these are correct,
162 // need to add conversion to/from matrices
163 // LordHavoc: later note: the matrix faq is useful: http://skal.planet-d.net/demo/matrixfaq.htm
164 // LordHavoc: these are probably very wrong and I'm not sure I care, not used by anything
166 // returns length of quaternion
167 #define qlen(a) ((float) sqrt((a)[0]*(a)[0]+(a)[1]*(a)[1]+(a)[2]*(a)[2]+(a)[3]*(a)[3]))
168 // returns squared length of quaternion
169 #define qlen2(a) ((a)[0]*(a)[0]+(a)[1]*(a)[1]+(a)[2]*(a)[2]+(a)[3]*(a)[3])
170 // makes a quaternion from x, y, z, and a rotation angle (in degrees)
171 #define QuatMake(x,y,z,r,c)\
175 (c)[0]=(float) ((x) * (1.0f / 0.0f));\
176 (c)[1]=(float) ((y) * (1.0f / 0.0f));\
177 (c)[2]=(float) ((z) * (1.0f / 0.0f));\
178 (c)[3]=(float) 1.0f;\
182 float r2 = (r) * 0.5 * (M_PI / 180);\
183 float r2is = 1.0f / sin(r2);\
184 (c)[0]=(float) ((x)/r2is);\
185 (c)[1]=(float) ((y)/r2is);\
186 (c)[2]=(float) ((z)/r2is);\
187 (c)[3]=(float) (cos(r2));\
190 // makes a quaternion from a vector and a rotation angle (in degrees)
191 #define QuatFromVec(a,r,c) QuatMake((a)[0],(a)[1],(a)[2],(r))
192 // copies a quaternion
193 #define QuatCopy(a,c) {(c)[0]=(a)[0];(c)[1]=(a)[1];(c)[2]=(a)[2];(c)[3]=(a)[3];}
194 #define QuatSubtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];(c)[3]=(a)[3]-(b)[3];}
195 #define QuatAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];(c)[3]=(a)[3]+(b)[3];}
196 #define QuatScale(a,b,c) {(c)[0]=(a)[0]*b;(c)[1]=(a)[1]*b;(c)[2]=(a)[2]*b;(c)[3]=(a)[3]*b;}
197 // FIXME: this is wrong, do some more research on quaternions
198 //#define QuatMultiply(a,b,c) {(c)[0]=(a)[0]*(b)[0];(c)[1]=(a)[1]*(b)[1];(c)[2]=(a)[2]*(b)[2];(c)[3]=(a)[3]*(b)[3];}
199 // FIXME: this is wrong, do some more research on quaternions
200 //#define QuatMultiplyAdd(a,b,d,c) {(c)[0]=(a)[0]*(b)[0]+d[0];(c)[1]=(a)[1]*(b)[1]+d[1];(c)[2]=(a)[2]*(b)[2]+d[2];(c)[3]=(a)[3]*(b)[3]+d[3];}
201 #define qdist(a,b) ((float) sqrt(((b)[0]-(a)[0])*((b)[0]-(a)[0])+((b)[1]-(a)[1])*((b)[1]-(a)[1])+((b)[2]-(a)[2])*((b)[2]-(a)[2])+((b)[3]-(a)[3])*((b)[3]-(a)[3])))
202 #define qdist2(a,b) (((b)[0]-(a)[0])*((b)[0]-(a)[0])+((b)[1]-(a)[1])*((b)[1]-(a)[1])+((b)[2]-(a)[2])*((b)[2]-(a)[2])+((b)[3]-(a)[3])*((b)[3]-(a)[3]))
205 #define VectorCopy4(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];(b)[3]=(a)[3];}
207 vec_t Length (vec3_t v);
208 float VectorNormalizeLength (vec3_t v); // returns vector length
209 float VectorNormalizeLength2 (vec3_t v, vec3_t dest); // returns vector length
211 #define NUMVERTEXNORMALS 162
212 extern float m_bytenormals[NUMVERTEXNORMALS][3];
214 unsigned char NormalToByte(const vec3_t n);
215 void ByteToNormal(unsigned char num, vec3_t n);
217 void R_ConcatRotations (const float in1[3*3], const float in2[3*3], float out[3*3]);
218 void R_ConcatTransforms (const float in1[3*4], const float in2[3*4], float out[3*4]);
220 void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
221 // LordHavoc: proper matrix version of AngleVectors
222 void AngleVectorsFLU (const vec3_t angles, vec3_t forward, vec3_t left, vec3_t up);
223 // LordHavoc: builds a [3][4] matrix
224 void AngleMatrix (const vec3_t angles, const vec3_t translate, vec_t matrix[][4]);
225 // LordHavoc: calculates pitch/yaw/roll angles from forward and up vectors
226 void AnglesFromVectors (vec3_t angles, const vec3_t forward, const vec3_t up, qboolean flippitch);
228 // LordHavoc: like AngleVectors, but taking a forward vector instead of angles, useful!
229 void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up);
230 void VectorVectorsDouble(const double *forward, double *right, double *up);
232 void PlaneClassify(struct mplane_s *p);
233 int BoxOnPlaneSide(const vec3_t emins, const vec3_t emaxs, const struct mplane_s *p);
234 int BoxOnPlaneSide_Separate(const vec3_t emins, const vec3_t emaxs, const vec3_t normal, const vec_t dist);
235 void BoxPlaneCorners(const vec3_t emins, const vec3_t emaxs, const struct mplane_s *p, vec3_t outnear, vec3_t outfar);
236 void BoxPlaneCorners_Separate(const vec3_t emins, const vec3_t emaxs, const vec3_t normal, vec3_t outnear, vec3_t outfar);
237 void BoxPlaneCornerDistances(const vec3_t emins, const vec3_t emaxs, const struct mplane_s *p, vec_t *outnear, vec_t *outfar);
238 void BoxPlaneCornerDistances_Separate(const vec3_t emins, const vec3_t emaxs, const vec3_t normal, vec_t *outnear, vec_t *outfar);
240 #define PlaneDist(point,plane) ((plane)->type < 3 ? (point)[(plane)->type] : DotProduct((point), (plane)->normal))
241 #define PlaneDiff(point,plane) (((plane)->type < 3 ? (point)[(plane)->type] : DotProduct((point), (plane)->normal)) - (plane)->dist)
243 // LordHavoc: minimal plane structure
244 typedef struct tinyplane_s
246 float normal[3], dist;
250 typedef struct tinydoubleplane_s
252 double normal[3], dist;
256 void RotatePointAroundVector(vec3_t dst, const vec3_t dir, const vec3_t point, float degrees);
258 float RadiusFromBounds (const vec3_t mins, const vec3_t maxs);
259 float RadiusFromBoundsAndOrigin (const vec3_t mins, const vec3_t maxs, const vec3_t origin);
261 // print a matrix to the console
263 void Matrix4x4_Print(const struct matrix4x4_s *in);
264 int Math_atov(const char *s, vec3_t out);
266 void BoxFromPoints(vec3_t mins, vec3_t maxs, int numpoints, vec_t *point3f);