// mathlib.h
typedef float vec_t;
+typedef vec_t vec2_t[2];
typedef vec_t vec3_t[3];
+typedef vec_t vec4_t[4];
typedef vec_t vec5_t[5];
+typedef vec_t vec6_t[6];
+typedef vec_t vec7_t[7];
+typedef vec_t vec8_t[8];
typedef int fixed4_t;
typedef int fixed8_t;
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
+#define DEG2RAD(a) ((a) * ((float) M_PI / 180.0f))
+#define RAD2DEG(a) ((a) * (180.0f / (float) M_PI))
+#define ANGLEMOD(a) (((int) ((a) * (65536.0f / 360.0f)) & 65535) * (360.0f / 65536.0f))
+
struct mplane_s;
extern vec3_t vec3_origin;
#define bound(min,num,max) (num >= min ? (num < max ? num : max) : min)
+#define VectorNegate(a,b) {b[0] = -(a[0]);b[1] = -(a[1]);b[2] = -(a[2]);}
+#define VectorSet(a,b,c,d) {d[0]=(a);d[1]=(b);d[2]=(c);}
+#define VectorClear(a) {a[0]=a[1]=a[2]=0;}
#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
#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 CrossProduct(v1,v2,cross) {cross[0] = v1[1]*v2[2] - v1[2]*v2[1];cross[1] = v1[2]*v2[0] - v1[0]*v2[2];cross[2] = v1[0]*v2[1] - v1[1]*v2[0];}
-#define VectorNormalize(v) {float ilength;if ((ilength = sqrt (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]))) {ilength = 1/ilength;v[0] *= ilength;v[1] *= ilength;v[2] *= ilength;}}
-#define VectorNormalize2(v,dest) {float ilength;if ((ilength = sqrt (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]))) {ilength = 1/ilength;dest[0] = v[0] * ilength;dest[1] = v[1] * ilength;dest[2] = v[2] * ilength;}}
+#define VectorNormalize(v) {float ilength = 1.0f / (float) sqrt(DotProduct(v,v));v[0] *= ilength;v[1] *= ilength;v[2] *= ilength;}
+#define VectorNormalize2(v,dest) {float ilength = 1.0f / (float) sqrt(DotProduct(v,v));dest[0] = v[0] * ilength;dest[1] = v[1] * ilength;dest[2] = v[2] * ilength;}
#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]))
-#define VectorDistance(a, b) sqrt(VectorDistance(a,b))
+#define VectorDistance(a, b) (sqrt(VectorDistance2(a,b)))
#define VectorLength(a) sqrt(DotProduct(a, a))
+#define VectorScale(in, scale, out) {(out)[0] = (in)[0] * (scale);(out)[1] = (in)[1] * (scale);(out)[2] = (in)[2] * (scale);}
+#define VectorMAQuick(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];}
+#define VectorNormalizeFast(_v)\
+{\
+ float _y, _number;\
+ _number = DotProduct(_v, _v);\
+ if (_number != 0.0)\
+ {\
+ *((long *)&_y) = 0x5f3759df - ((* (long *) &_number) >> 1);\
+ _y = _y * (1.5f - (_number * 0.5f * _y * _y));\
+ VectorScale(_v, _y, _v);\
+ }\
+}\
void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc);
vec_t Length (vec3_t v);
float VectorNormalizeLength (vec3_t v); // returns vector length
float VectorNormalizeLength2 (vec3_t v, vec3_t dest); // returns vector length
-void VectorInverse (vec3_t v);
-void VectorScale (vec3_t in, vec_t scale, vec3_t out);
+void _VectorInverse (vec3_t v);
+void _VectorScale (vec3_t in, vec_t scale, vec3_t out);
int Q_log2(int val);
+void _VectorNormalizeFast (vec3_t v);
+
+float Q_RSqrt(float number);
+
+#define NUMVERTEXNORMALS 162
+extern float m_bytenormals[NUMVERTEXNORMALS][3];
+
+byte NormalToByte(vec3_t n);
+void ByteToNormal(byte num, vec3_t n);
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]);
int GreatestCommonDivisor (int i1, int i2);
void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
-float anglemod(float a);
+// LordHavoc: like AngleVectors, but taking a forward vector instead of angles, useful!
+void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up);
-void BoxOnPlaneSideClassify(struct mplane_s *p);
+void PlaneClassify(struct mplane_s *p);
#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
(((p)->type < 3)? \
#define PlaneDist(point,plane) ((plane)->type < 3 ? (point)[(plane)->type] : DotProduct((point), (plane)->normal))
#define PlaneDiff(point,plane) (((plane)->type < 3 ? (point)[(plane)->type] : DotProduct((point), (plane)->normal)) - (plane)->dist)
+//#define PlaneDist(point,plane) (DotProduct((point), (plane)->normal))
+//#define PlaneDiff(point,plane) (DotProduct((point), (plane)->normal) - (plane)->dist)
#define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))
#define min(A,B) (A < B ? A : B)
#define max(A,B) (A > B ? A : B)
#endif
+
+// LordHavoc: minimal plane structure
+typedef struct
+{
+ float normal[3], dist;
+} tinyplane_t;
+
+typedef struct
+{
+ double normal[3], dist;
+} tinydoubleplane_t;