From 088d86ccd8820f33680aa850fd9bf80efd0a5227 Mon Sep 17 00:00:00 2001 From: lordhavoc Date: Sat, 26 Jan 2002 23:27:07 +0000 Subject: [PATCH 1/1] changed most #define macros to use (,,,) format instead of {;;;} so they will gobble a ; like a normal function git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@1412 d7cf8633-e32d-0410-b094-e92efae38249 --- mathlib.c | 19 ++++----------- mathlib.h | 71 +++++++++++++++++++++++++++++++++++-------------------- 2 files changed, 49 insertions(+), 41 deletions(-) diff --git a/mathlib.c b/mathlib.c index d5284510..ab50923c 100644 --- a/mathlib.c +++ b/mathlib.c @@ -62,7 +62,7 @@ float m_bytenormals[NUMVERTEXNORMALS][3] = {0.850651, -0.525731, 0.000000}, {0.955423, -0.295242, 0.000000}, {0.864188, -0.442863, 0.238856}, {0.951056, -0.162460, 0.262866}, {0.809017, -0.309017, 0.500000}, {0.681718, -0.147621, 0.716567}, -{0.850651, 0.000000, 0.525731}, {0.864188, 0.442863, -0.238856}, +{0.850651, 0.000000, 0.525731}, {0.864188, 0.442863, -0.238856}, {0.809017, 0.309017, -0.500000}, {0.951056, 0.162460, -0.262866}, {0.525731, 0.000000, -0.850651}, {0.681718, 0.147621, -0.716567}, {0.681718, -0.147621, -0.716567}, {0.850651, 0.000000, -0.525731}, @@ -94,7 +94,7 @@ float m_bytenormals[NUMVERTEXNORMALS][3] = {-0.716567, -0.681718, 0.147621}, {-0.525731, -0.850651, 0.000000}, {-0.500000, -0.809017, 0.309017}, {-0.238856, -0.864188, 0.442863}, {-0.262866, -0.951056, 0.162460}, {-0.864188, -0.442863, 0.238856}, -{-0.809017, -0.309017, 0.500000}, {-0.688191, -0.587785, 0.425325}, +{-0.809017, -0.309017, 0.500000}, {-0.688191, -0.587785, 0.425325}, {-0.681718, -0.147621, 0.716567}, {-0.442863, -0.238856, 0.864188}, {-0.587785, -0.425325, 0.688191}, {-0.309017, -0.500000, 0.809017}, {-0.147621, -0.716567, 0.681718}, {-0.425325, -0.688191, 0.587785}, @@ -138,9 +138,9 @@ byte NormalToByte(vec3_t n) void ByteToNormal(byte num, vec3_t n) { if (num < NUMVERTEXNORMALS) - VectorCopy(m_bytenormals[num], n) + VectorCopy(m_bytenormals[num], n); else - VectorClear(n) // FIXME: complain? + VectorClear(n); // FIXME: complain? } float Q_RSqrt(float number) @@ -693,17 +693,6 @@ void AngleMatrix (vec3_t angles, vec3_t translate, vec_t matrix[][4]) matrix[2][3] = translate[2]; } -int VectorCompare (vec3_t v1, vec3_t v2) -{ - int i; - - for (i=0 ; i<3 ; i++) - if (v1[i] != v2[i]) - return 0; - - return 1; -} - void VectorMASlow (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc) { vecc[0] = veca[0] + scale*vecb[0]; diff --git a/mathlib.h b/mathlib.h index 3588e9cc..f04b67a7 100644 --- a/mathlib.h +++ b/mathlib.h @@ -50,22 +50,23 @@ 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) ((d)[0]=(a),(d)[1]=(b),(d)[2]=(c)) +#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;\ @@ -83,26 +84,45 @@ extern int nanmask; // need to add conversion to/from matrices // 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) +// FIXME: this is almost definitely broken, need a rewrite +#define QuatMake(x,y,z,r,c)\ +{\ +r2 = (r) * M_PI / 360;\ +if (r == 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 (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 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];} +#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); @@ -111,7 +131,6 @@ 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); -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 -- 2.39.2