X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=mathlib.h;h=76ff03cc7a3748f5f659894af5e8e06806ee1367;hb=a3a9fdaf8edba37e4c895b2f10926481c46916a0;hp=8eb451195dfa27fa15c2e96f0e96ce2845b90973;hpb=e6db8e5c2fca35f2efba5c0dd8f5d5fe1094af33;p=xonotic%2Fdarkplaces.git diff --git a/mathlib.h b/mathlib.h index 8eb45119..76ff03cc 100644 --- a/mathlib.h +++ b/mathlib.h @@ -49,15 +49,33 @@ extern vec3_t vec3_origin; #define max(A,B) ((A) > (B) ? (A) : (B)) #endif -#define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN)) +//#define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN)) +#define lhrandom(MIN,MAX) (((double)rand() / RAND_MAX) * ((MAX)-(MIN)) + (MIN)) #define invpow(base,number) (log(number) / log(base)) + +// returns log base 2 of "n" (WARNING: "n" MUST be a power of 2!) #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)) + +// TOCHECK: what is this function supposed to do? #define bit2i(n) log2i((n) << 1) +// boolean XOR (why doesn't C have the ^^ operator for this purpose?) +#define boolxor(a,b) (!(a) != !(b)) + +// returns the smallest integer greater than or equal to "value", or 0 if "value" is too big +unsigned int CeilPowerOf2(unsigned int value); + #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)) +#define ANGLEMOD(a) ((a) - 360.0 * floor((a) / 360.0)) + +#define DotProduct4(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2]+(a)[3]*(b)[3]) +#define Vector4Clear(a) ((a)[0]=(a)[1]=(a)[2]=(a)[3]=0) +#define Vector4Compare(a,b) (((a)[0]==(b)[0])&&((a)[1]==(b)[1])&&((a)[2]==(b)[2])&&((a)[3]==(b)[3])) +#define Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3]) +#define Vector4Negate(a,b) ((b)[0]=-((a)[0]),(b)[1]=-((a)[1]),(b)[2]=-((a)[2]),(b)[3]=-((a)[3])) +#define Vector4Set(a,b,c,d,e) ((a)[0]=(b),(a)[1]=(c),(a)[2]=(d),(a)[3]=(e)) #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)) @@ -82,22 +100,18 @@ extern vec3_t vec3_origin; #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]) #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]) #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]) -#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);\ - }\ -} #define VectorRandom(v) do{(v)[0] = lhrandom(-1, 1);(v)[1] = lhrandom(-1, 1);(v)[2] = lhrandom(-1, 1);}while(DotProduct(v, v) > 1) #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])) +#define VectorReflect(a,r,b,c) do{double d;d = DotProduct((a), (b)) * -(1.0 + (r));VectorMA((a), (d), (b), (c));}while(0) #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]) +#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]) +#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]) -#define TriangleNormal(a,b,c,n) ((n)[0] = ((a)[1] - (b)[1]) * ((c)[2] - (b)[2]) - ((a)[2] - (b)[2]) * ((c)[1] - (b)[1]), (n)[1] = ((a)[2] - (b)[2]) * ((c)[0] - (b)[0]) - ((a)[0] - (b)[0]) * ((c)[2] - (b)[2]), (n)[2] = ((a)[0] - (b)[0]) * ((c)[1] - (b)[1]) - ((a)[1] - (b)[1]) * ((c)[0] - (b)[0])) +#define TriangleNormal(a,b,c,n) ( \ + (n)[0] = ((a)[1] - (b)[1]) * ((c)[2] - (b)[2]) - ((a)[2] - (b)[2]) * ((c)[1] - (b)[1]), \ + (n)[1] = ((a)[2] - (b)[2]) * ((c)[0] - (b)[0]) - ((a)[0] - (b)[0]) * ((c)[2] - (b)[2]), \ + (n)[2] = ((a)[0] - (b)[0]) * ((c)[1] - (b)[1]) - ((a)[1] - (b)[1]) * ((c)[0] - (b)[0]) \ + ) // fast PointInfrontOfTriangle // subtracts v1 from v0 and v2, combined into a crossproduct, combined with a @@ -106,9 +120,14 @@ extern vec3_t vec3_origin; // finally a comparison to determine if the light is infront of the triangle // (the goal of this statement) we do not need to normalize the surface // normal because both sides of the comparison use it, therefore they are -// both multiplied the same amount... furthermore the subtract can be done -// on the vectors, saving a little bit of math in the dotproducts -#define PointInfrontOfTriangle(p,a,b,c) (((p)[0] - (a)[0]) * (((a)[1] - (b)[1]) * ((c)[2] - (b)[2]) - ((a)[2] - (b)[2]) * ((c)[1] - (b)[1])) + ((p)[1] - (a)[1]) * (((a)[2] - (b)[2]) * ((c)[0] - (b)[0]) - ((a)[0] - (b)[0]) * ((c)[2] - (b)[2])) + ((p)[2] - (a)[2]) * (((a)[0] - (b)[0]) * ((c)[1] - (b)[1]) - ((a)[1] - (b)[1]) * ((c)[0] - (b)[0])) > 0) +// both multiplied the same amount... furthermore a subtract can be done on +// the point to eliminate one dotproduct +// this is ((p - a) * cross(a-b,c-b)) +#define PointInfrontOfTriangle(p,a,b,c) \ +( ((p)[0] - (a)[0]) * (((a)[1] - (b)[1]) * ((c)[2] - (b)[2]) - ((a)[2] - (b)[2]) * ((c)[1] - (b)[1])) \ ++ ((p)[1] - (a)[1]) * (((a)[2] - (b)[2]) * ((c)[0] - (b)[0]) - ((a)[0] - (b)[0]) * ((c)[2] - (b)[2])) \ ++ ((p)[2] - (a)[2]) * (((a)[0] - (b)[0]) * ((c)[1] - (b)[1]) - ((a)[1] - (b)[1]) * ((c)[0] - (b)[0])) > 0) + #if 0 // readable version, kept only for explanatory reasons int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const float *c) @@ -120,7 +139,7 @@ int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const VectorSubtract(c, b, dir1); // we have two edge directions, we can calculate a third vector from - // them, which is the direction of the surface normal (it's magnitude + // them, which is the direction of the surface normal (its magnitude // is not 1 however) CrossProduct(dir0, dir1, normal); @@ -185,8 +204,8 @@ float VectorNormalizeLength2 (vec3_t v, vec3_t dest); // returns vector length #define NUMVERTEXNORMALS 162 extern float m_bytenormals[NUMVERTEXNORMALS][3]; -qbyte NormalToByte(const vec3_t n); -void ByteToNormal(qbyte num, vec3_t n); +unsigned char NormalToByte(const vec3_t n); +void ByteToNormal(unsigned char num, vec3_t n); 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]); @@ -196,25 +215,32 @@ void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, 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 (const vec3_t angles, const vec3_t translate, vec_t matrix[][4]); +// LordHavoc: calculates pitch/yaw/roll angles from forward and up vectors +void AnglesFromVectors (vec3_t angles, const vec3_t forward, const vec3_t up, qboolean flippitch); // 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 VectorVectorsDouble(const double *forward, double *right, double *up); void PlaneClassify(struct mplane_s *p); -int BoxOnPlaneSide (const vec3_t emins, const vec3_t emaxs, const struct mplane_s *p); +int BoxOnPlaneSide(const vec3_t emins, const vec3_t emaxs, const struct mplane_s *p); +int BoxOnPlaneSide_Separate(const vec3_t emins, const vec3_t emaxs, const vec3_t normal, const vec_t dist); +void BoxPlaneCorners(const vec3_t emins, const vec3_t emaxs, const struct mplane_s *p, vec3_t outnear, vec3_t outfar); +void BoxPlaneCorners_Separate(const vec3_t emins, const vec3_t emaxs, const vec3_t normal, vec3_t outnear, vec3_t outfar); +void BoxPlaneCornerDistances(const vec3_t emins, const vec3_t emaxs, const struct mplane_s *p, vec_t *outnear, vec_t *outfar); +void BoxPlaneCornerDistances_Separate(const vec3_t emins, const vec3_t emaxs, const vec3_t normal, vec_t *outnear, vec_t *outfar); #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) // LordHavoc: minimal plane structure -typedef struct +typedef struct tinyplane_s { float normal[3], dist; } tinyplane_t; -typedef struct +typedef struct tinydoubleplane_s { double normal[3], dist; } @@ -230,5 +256,7 @@ struct matrix4x4_s; void Matrix4x4_Print(const struct matrix4x4_s *in); int Math_atov(const char *s, vec3_t out); +void BoxFromPoints(vec3_t mins, vec3_t maxs, int numpoints, vec_t *point3f); + #endif