3 #include "lib/float.qh"
6 #define vlen2(v) (_vlen2 = (v), dotproduct(_vlen2, _vlen2))
10 /** Vector distance comparison, avoids sqrt() */
11 #define vdist(v, cmp, f) (vlen2(v) cmp (_vdist_f = (f), _vdist_f * _vdist_f))
13 #define vdist(v, cmp, f) (vlen(v) cmp (f))
17 #define dotproduct(a, b) ((a) * (b))
19 noref vector _dotproduct_a, _dotproduct_b;
20 #define dotproduct(a, b) \
21 (_dotproduct_a = (a), _dotproduct_b = (b), \
22 _dotproduct_a.x * _dotproduct_b.x \
23 + _dotproduct_a.y * _dotproduct_b.y \
24 + _dotproduct_a.z * _dotproduct_b.z)
28 #define cross(a, b) ((a) >< (b))
31 vector cross(vector a, vector b)
34 '1 0 0' * (a.y * b.z - a.z * b.y)
35 + '0 1 0' * (a.z * b.x - a.x * b.z)
36 + '0 0 1' * (a.x * b.y - a.y * b.x);
40 noref vector _vmul_a, _vmul_b;
42 (_vmul_a = (a), _vmul_b = (b), \
43 '1 0 0' * (_vmul_a.x * _vmul_b.x) \
44 + '0 1 0' * (_vmul_a.y * _vmul_b.y) \
45 + '0 0 1' * (_vmul_a.z * _vmul_b.z))
47 const vector eX = '1 0 0';
48 const vector eY = '0 1 0';
49 const vector eZ = '0 0 1';
52 vector randompos(vector m1, vector m2)
56 v_x = m2_x * random() + m1_x;
57 v_y = m2_y * random() + m1_y;
58 v_z = m2_z * random() + m1_z;
63 float vlen_maxnorm2d(vector v)
65 return max(v.x, v.y, -v.x, -v.y);
69 float vlen_minnorm2d(vector v)
71 return min(max(v.x, -v.x), max(v.y, -v.y));
75 float dist_point_line(vector p, vector l0, vector ldir)
77 ldir = normalize(ldir);
79 // remove the component in line direction
80 p = p - (p * ldir) * ldir;
82 // vlen of the remaining vector
86 /** requires that m2>m1 in all coordinates, and that m4>m3 */
88 float boxesoverlap(vector m1, vector m2, vector m3, vector m4) { return m2_x >= m3_x && m1_x <= m4_x && m2_y >= m3_y && m1_y <= m4_y && m2_z >= m3_z && m1_z <= m4_z; }
90 /** requires the same as boxesoverlap, but is a stronger condition */
92 float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs) { return smins.x >= bmins.x && smaxs.x <= bmaxs.x && smins.y >= bmins.y && smaxs.y <= bmaxs.y && smins.z >= bmins.z && smaxs.z <= bmaxs.z; }
94 #define PITCH(v) ((v).x)
95 #define YAW(v) ((v).y)
96 #define ROLL(v) ((v).z)
99 // vector vec2(vector v); // returns a vector with just the x and y components of the given vector
100 // vector vec2(float x, float y); // returns a vector with the given x and y components
103 #define vec2(...) EVAL(OVERLOAD(vec2, __VA_ARGS__))
104 #define vec2_1(v) (_vec2 = (v), _vec2.z = 0, _vec2)
105 #define vec2_2(x, y) (_vec2_x = (x), _vec2_y = (y), _vec2)
108 #define vec3(_x, _y, _z) (_vec3.x = (_x), _vec3.y = (_y), _vec3.z = (_z), _vec3)
110 #define VEC_NAN vec3(FLOAT_NAN, FLOAT_NAN, FLOAT_NAN);
113 bool is_all_nans(vector v) {
114 return isnan(v.x) && isnan(v.y) && isnan(v.z);
118 vector Rotate(vector v, float a)
120 float a_sin = sin(a), a_cos = cos(a);
121 return vec2(v.x * a_cos + v.y * a_sin, -v.x * a_sin + v.y * a_cos);
124 noref vector _yinvert;
125 #define yinvert(v) (_yinvert = (v), _yinvert.y = 1 - _yinvert.y, _yinvert)
128 * @param dir the directional vector
129 * @param norm the normalized normal
130 * @returns dir reflected by norm
133 vector reflect(vector dir, vector norm)
135 return dir - 2 * (dir * norm) * norm;
139 * clip vel along the plane defined by norm (assuming 0 distance away), bounciness determined by bounce 0..1
142 vector vec_reflect(vector vel, vector norm, float bounce)
144 return vel - (1 + bounce) * (vel * norm) * norm;
148 vector vec_epsilon(vector this, float eps)
150 if (this.x > -eps && this.x < eps) this.x = 0;
151 if (this.y > -eps && this.y < eps) this.y = 0;
152 if (this.z > -eps && this.z < eps) this.z = 0;
156 #define ClipVelocity(in, normal, out, overbounce) \
157 (out = vec_epsilon(vec_reflect(in, normal, (overbounce) - 1), 0.1))
161 vector get_corner_position(entity box, int corner)
165 case 1: return vec3(box.absmin.x, box.absmin.y, box.absmin.z);
166 case 2: return vec3(box.absmax.x, box.absmin.y, box.absmin.z);
167 case 3: return vec3(box.absmin.x, box.absmax.y, box.absmin.z);
168 case 4: return vec3(box.absmin.x, box.absmin.y, box.absmax.z);
169 case 5: return vec3(box.absmax.x, box.absmax.y, box.absmin.z);
170 case 6: return vec3(box.absmin.x, box.absmax.y, box.absmax.z);
171 case 7: return vec3(box.absmax.x, box.absmin.y, box.absmax.z);
172 case 8: return vec3(box.absmax.x, box.absmax.y, box.absmax.z);
173 default: return '0 0 0';
178 vector NearestPointOnBox(entity box, vector org)
180 vector m1 = box.mins + box.origin;
181 vector m2 = box.maxs + box.origin;
184 bound(m1.x, org.x, m2.x),
185 bound(m1.y, org.y, m2.y),
186 bound(m1.z, org.z, m2.z)