X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=mathlib.h;h=c862564e4ceda322e3523f45c9aa7d3cc4f466f0;hb=d9c86e8e4cd0f66c6033d49d07c3f008cdfcd48a;hp=8fce86161554f7ed1f860c4e973479ba4fb02b76;hpb=3d902554fddb52a62f90927c4784d6a7dd8ee377;p=xonotic%2Fdarkplaces.git diff --git a/mathlib.h b/mathlib.h index 8fce8616..c862564e 100644 --- a/mathlib.h +++ b/mathlib.h @@ -49,8 +49,14 @@ 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) (((double)rand() / RAND_MAX) * ((MAX)-(MIN)) + (MIN)) +// LordHavoc: this function never returns exactly MIN or exactly MAX, because +// of a QuakeC bug in id1 where the line +// self.nextthink = self.nexthink + random() * 0.5; +// can result in 0 (self.nextthink is 0 at this point in the code to begin +// with), causing "stone monsters" that never spawned properly, also MAX is +// avoided because some people use random() as an index into arrays or for +// loop conditions, where hitting exactly MAX may be a fatal error +#define lhrandom(MIN,MAX) (((double)(rand() + 0.5) / ((double)RAND_MAX + 1)) * ((MAX)-(MIN)) + (MIN)) #define invpow(base,number) (log(number) / log(base)) @@ -60,16 +66,25 @@ extern vec3_t vec3_origin; // 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)) -#define Vector4Set(a,b,c,d,e) ((a)[0]=(b),(a)[1]=(c),(a)[2]=(d),(a)[3]=(e)) #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]) @@ -77,14 +92,15 @@ unsigned int CeilPowerOf2(unsigned int value); #define VectorCopy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2]) #define VectorMultiply(a,b,c) ((c)[0]=(a)[0]*(b)[0],(c)[1]=(a)[1]*(b)[1],(c)[2]=(a)[2]*(b)[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 = (float) sqrt(DotProduct(v,v));if (ilength) ilength = 1.0f / ilength;v[0] *= ilength;v[1] *= ilength;v[2] *= ilength;} -#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;} -#define VectorNormalizeDouble(v) {double ilength = sqrt(DotProduct(v,v));if (ilength) ilength = 1.0 / ilength;v[0] *= ilength;v[1] *= ilength;v[2] *= ilength;} +#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;} +#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;} +#define VectorNormalizeDouble(v) {double ilength = sqrt(DotProduct((v),(v)));if (ilength) ilength = 1.0 / ilength;(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 VectorDistance(a, b) (sqrt(VectorDistance2(a,b))) #define VectorLength(a) (sqrt(DotProduct(a, a))) #define VectorLength2(a) (DotProduct(a, a)) #define VectorScale(in, scale, out) ((out)[0] = (in)[0] * (scale),(out)[1] = (in)[1] * (scale),(out)[2] = (in)[2] * (scale)) +#define VectorScaleCast(in, scale, outtype, out) ((out)[0] = (outtype) ((in)[0] * (scale)),(out)[1] = (outtype) ((in)[1] * (scale)),(out)[2] = (outtype) ((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 VectorM(scale1, b1, c) ((c)[0] = (scale1) * (b1)[0],(c)[1] = (scale1) * (b1)[1],(c)[2] = (scale1) * (b1)[2]) @@ -96,6 +112,7 @@ unsigned int CeilPowerOf2(unsigned int value); #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]), \ @@ -205,6 +222,8 @@ 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);