5 #define vlen2(v) (_vlen2 = (v), dotproduct(_vlen2, _vlen2))
9 /** Vector distance comparison, avoids sqrt() */
10 #define vdist(v, cmp, f) (vlen2(v) cmp (_vdist_f = (f), _vdist_f * _vdist_f))
12 #define vdist(v, cmp, f) (vlen(v) cmp (f))
16 #define dotproduct(a, b) ((a) * (b))
18 noref vector _dotproduct_a, _dotproduct_b;
19 #define dotproduct(a, b) \
20 (_dotproduct_a = (a), _dotproduct_b = (b), \
21 _dotproduct_a.x * _dotproduct_b.x \
22 + _dotproduct_a.y * _dotproduct_b.y \
23 + _dotproduct_a.z * _dotproduct_b.z)
27 #define cross(a, b) ((a) >< (b))
29 vector cross(vector a, vector b)
32 '1 0 0' * (a.y * b.z - a.z * b.y)
33 + '0 1 0' * (a.z * b.x - a.x * b.z)
34 + '0 0 1' * (a.x * b.y - a.y * b.x);
38 const vector eX = '1 0 0';
39 const vector eY = '0 1 0';
40 const vector eZ = '0 0 1';
42 vector randompos(vector m1, vector m2)
46 v_x = m2_x * random() + m1_x;
47 v_y = m2_y * random() + m1_y;
48 v_z = m2_z * random() + m1_z;
52 float vlen_maxnorm2d(vector v)
54 return max(v.x, v.y, -v.x, -v.y);
57 float vlen_minnorm2d(vector v)
59 return min(max(v.x, -v.x), max(v.y, -v.y));
62 float dist_point_line(vector p, vector l0, vector ldir)
64 ldir = normalize(ldir);
66 // remove the component in line direction
67 p = p - (p * ldir) * ldir;
69 // vlen of the remaining vector
73 /** requires that m2>m1 in all coordinates, and that m4>m3 */
74 float boxesoverlap(vector m1, vector m2, vector m3, vector m4) { return m2_x >= m3_x && m1_x <= m4_x && m2_y >= m3_y && m1_y <= m4_y && m2_z >= m3_z && m1_z <= m4_z; }
76 /** requires the same as boxesoverlap, but is a stronger condition */
77 float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs) { return smins.x >= bmins.x && smaxs.x <= bmaxs.x && smins.y >= bmins.y && smaxs.y <= bmaxs.y && smins.z >= bmins.z && smaxs.z <= bmaxs.z; }
79 #define PITCH(v) ((v).x)
80 #define YAW(v) ((v).y)
81 #define ROLL(v) ((v).z)
83 #define MAKEVECTORS(f, angles, forward, right, up) MACRO_BEGIN { \
85 forward = v_forward; \
91 #define vec2(v) (_vec2 = (v), _vec2.z = 0, _vec2)
94 #define vec3(x, y, z) (_vec3_x = (x), _vec3_y = (y), _vec3_z = (z), _vec3)
96 vector rotate(vector v, float a)
98 float a_sin = sin(a), a_cos = cos(a);
100 r.x = v.x * a_cos + v.y * a_sin;
101 r.y = -1 * v.x * a_sin + v.y * a_cos;
105 noref vector _yinvert;
106 #define yinvert(v) (_yinvert = (v), _yinvert.y = 1 - _yinvert.y, _yinvert)
109 vector get_corner_position(entity box, int corner)
113 case 1: return vec3(box.absmin.x, box.absmin.y, box.absmin.z);
114 case 2: return vec3(box.absmax.x, box.absmin.y, box.absmin.z);
115 case 3: return vec3(box.absmin.x, box.absmax.y, box.absmin.z);
116 case 4: return vec3(box.absmin.x, box.absmin.y, box.absmax.z);
117 case 5: return vec3(box.absmax.x, box.absmax.y, box.absmin.z);
118 case 6: return vec3(box.absmin.x, box.absmax.y, box.absmax.z);
119 case 7: return vec3(box.absmax.x, box.absmin.y, box.absmax.z);
120 case 8: return vec3(box.absmax.x, box.absmax.y, box.absmax.z);
121 default: return '0 0 0';
125 vector NearestPointOnBox(entity box, vector org)
127 vector m1 = box.mins + box.origin;
128 vector m2 = box.maxs + box.origin;
131 ret.x = bound(m1.x, org.x, m2.x);
132 ret.y = bound(m1.y, org.y, m2.y);
133 ret.z = bound(m1.z, org.z, m2.z);