X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=mathlib.h;h=afb24dded28878abcec45a9879aa7b79bcff10a0;hb=bf87ef12e4419b568e57fc19f2f547b199b4f5aa;hp=3588e9cc1e9f1b12c31f085b398483f55eb7867e;hpb=d57be67cb00229acb8564b92c8b7c58eeed8a0cb;p=xonotic%2Fdarkplaces.git diff --git a/mathlib.h b/mathlib.h index 3588e9cc..afb24dde 100644 --- a/mathlib.h +++ b/mathlib.h @@ -19,6 +19,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // mathlib.h +#ifndef MATHLIB_H +#define MATHLIB_H + +#include "qtypes.h" + #ifndef M_PI #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h #endif @@ -34,14 +39,14 @@ typedef vec_t vec8_t[8]; struct mplane_s; extern vec3_t vec3_origin; -extern int nanmask; +#define nanmask (255<<23) #define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask) -#define bound(min,num,max) (num >= min ? (num < max ? num : max) : min) +#define bound(min,num,max) ((num) >= (min) ? ((num) < (max) ? (num) : (max)) : (min)) #ifndef min -#define min(A,B) (A < B ? A : B) -#define max(A,B) (A > B ? A : B) +#define min(A,B) ((A) < (B) ? (A) : (B)) +#define max(A,B) ((A) > (B) ? (A) : (B)) #endif #define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN)) @@ -50,22 +55,23 @@ extern int nanmask; #define RAD2DEG(a) ((a) * (180.0f / (float) M_PI)) #define ANGLEMOD(a) (((int) ((a) * (65536.0f / 360.0f)) & 65535) * (360.0f / 65536.0f)) -#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 VectorNegate(a,b) ((b)[0]=-((a)[0]),(b)[1]=-((a)[1]),(b)[2]=-((a)[2])) +#define VectorSet(a,b,c,d) ((a)[0]=(b),(a)[1]=(c),(a)[2]=(d)) +#define VectorClear(a) ((a)[0]=(a)[1]=(a)[2]=0) +#define DotProduct(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[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(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]) #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 VectorNormalizeDouble(v) {double ilength = 1.0 / (float) sqrt(DotProduct(v,v));v[0] *= ilength;v[1] *= ilength;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 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(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 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];} +#define VectorScale(in, scale, out) ((out)[0] = (in)[0] * (scale),(out)[1] = (in)[1] * (scale),(out)[2] = (in)[2] * (scale)) +#define VectorCompare(a,b) (((a)[0]==(b)[0])&&((a)[1]==(b)[1])&&((a)[2]==(b)[2])) +#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]) #define VectorNormalizeFast(_v)\ {\ float _y, _number;\ @@ -79,66 +85,71 @@ extern int nanmask; } #define VectorRandom(v) {do{(v)[0] = lhrandom(-1, 1);(v)[1] = lhrandom(-1, 1);(v)[2] = lhrandom(-1, 1);}while(DotProduct(v, v) > 1);} +/* // LordHavoc: quaternion math, untested, don't know if these are correct, // need to add conversion to/from matrices +// LordHavoc: later note: the matrix faq is useful: http://skal.planet-d.net/demo/matrixfaq.htm +// LordHavoc: these are probably very wrong and I'm not sure I care, not used by anything // returns length of quaternion -#define qlen(a) ((float) sqrt(a[0]*a[0]+a[1]*a[1]+a[2]*a[2]+a[3]*a[3])) +#define qlen(a) ((float) sqrt((a)[0]*(a)[0]+(a)[1]*(a)[1]+(a)[2]*(a)[2]+(a)[3]*(a)[3])) // returns squared length of quaternion -#define qlen2(a) (a[0]*a[0]+a[1]*a[1]+a[2]*a[2]+a[3]*a[3]) -// makes a quaternion from x, y, z, and a rotation angle -#define QuatMake(x,y,z,r,c) {if (r2 == 0) {(c)[0]=(float) ((x)*sin(r2));c[1]=(float) ((y)*sin(r2));c[2]=((float) (z)*sin(r2));c[3]=(float) 1;} else {float r2 = (r) * 0.5 * (M_PI / 180);(c)[0]=(float) ((x)*sin(r2));c[1]=(float) ((y)*sin(r2));c[2]=((float) (z)*sin(r2));c[3]=(float) (cos(r2));}} -// makes a quaternion from a vector and a rotation angle +#define qlen2(a) ((a)[0]*(a)[0]+(a)[1]*(a)[1]+(a)[2]*(a)[2]+(a)[3]*(a)[3]) +// makes a quaternion from x, y, z, and a rotation angle (in degrees) +#define QuatMake(x,y,z,r,c)\ +{\ +if (r == 0)\ +{\ +(c)[0]=(float) ((x) * (1.0f / 0.0f));\ +(c)[1]=(float) ((y) * (1.0f / 0.0f));\ +(c)[2]=(float) ((z) * (1.0f / 0.0f));\ +(c)[3]=(float) 1.0f;\ +}\ +else\ +{\ +float r2 = (r) * 0.5 * (M_PI / 180);\ +float r2is = 1.0f / sin(r2);\ +(c)[0]=(float) ((x)/r2is);\ +(c)[1]=(float) ((y)/r2is);\ +(c)[2]=(float) ((z)/r2is);\ +(c)[3]=(float) (cos(r2));\ +}\ +} +// makes a quaternion from a vector and a rotation angle (in degrees) #define QuatFromVec(a,r,c) QuatMake((a)[0],(a)[1],(a)[2],(r)) // copies a quaternion -#define QuatCopy(a,c) {c[0]=a[0];c[1]=a[1];c[2]=a[2];c[3]=a[3];} -#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];} -#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];} -#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;} +#define QuatCopy(a,c) {(c)[0]=(a)[0];(c)[1]=(a)[1];(c)[2]=(a)[2];(c)[3]=(a)[3];} +#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];} +#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];} +#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;} // FIXME: this is wrong, do some more research on quaternions -//#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];} +//#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];} // FIXME: this is wrong, do some more research on quaternions -//#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];} -#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]))) -#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])) - -#define VectorCopy4(a,b) {b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];} - -void VectorMASlow (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc); +//#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];} +#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]))) +#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])) +*/ -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); +#define VectorCopy4(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];(b)[3]=(a)[3];} -int VectorCompare (vec3_t v1, vec3_t v2); 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); -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]); +qbyte NormalToByte(const vec3_t n); +void ByteToNormal(qbyte num, vec3_t n); -void FloorDivMod (double numer, double denom, int *quotient, int *rem); -int GreatestCommonDivisor (int i1, int i2); +void R_ConcatRotations (const float in1[3*3], const float in2[3*3], float out[3*3]); +void R_ConcatTransforms (const float in1[3*4], const float in2[3*4], float out[3*4]); -void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); +void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); // LordHavoc: proper matrix version of AngleVectors -void AngleVectorsFLU (vec3_t angles, vec3_t forward, vec3_t left, vec3_t up); +void AngleVectorsFLU (const vec3_t angles, vec3_t forward, vec3_t left, vec3_t up); // LordHavoc: builds a [3][4] matrix -void AngleMatrix (vec3_t angles, vec3_t translate, vec_t matrix[][4]); +void AngleMatrix (const vec3_t angles, const vec3_t translate, vec_t matrix[][4]); // LordHavoc: like AngleVectors, but taking a forward vector instead of angles, useful! void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up); @@ -164,8 +175,6 @@ void PlaneClassify(struct mplane_s *p); #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) // LordHavoc: minimal plane structure typedef struct @@ -181,3 +190,6 @@ typedef struct tinydoubleplane_t; void RotatePointAroundVector(vec3_t dst, const vec3_t dir, const vec3_t point, float degrees); + +#endif +