#ifndef VECTOR_H #define VECTOR_H noref vector _vlen2; #define vlen2(v) \ (_vlen2 = (v), \ _vlen2.x * _vlen2.x \ + _vlen2.y * _vlen2.y \ + _vlen2.z * _vlen2.z) noref float _vdist_f; /** Vector distance comparison, avoids sqrt() */ #define vdist(v, cmp, f) (vlen2(v) cmp (_vdist_f = (f), _vdist_f * _vdist_f)) /* #define vdist(v, cmp, f) (vlen(v) cmp (f)) */ #define cross(a, b) ((a) >< (b)) /* vector cross(vector a, vector b) { return '1 0 0' * (a.y * b.z - a.z * b.y) + '0 1 0' * (a.z * b.x - a.x * b.z) + '0 0 1' * (a.x * b.y - a.y * b.x); } */ const vector eX = '1 0 0'; const vector eY = '0 1 0'; const vector eZ = '0 0 1'; vector randompos(vector m1, vector m2) { vector v; m2 = m2 - m1; v_x = m2_x * random() + m1_x; v_y = m2_y * random() + m1_y; v_z = m2_z * random() + m1_z; return v; } float vlen_maxnorm2d(vector v) { return max(v.x, v.y, -v.x, -v.y); } float vlen_minnorm2d(vector v) { return min(max(v.x, -v.x), max(v.y, -v.y)); } float dist_point_line(vector p, vector l0, vector ldir) { ldir = normalize(ldir); // remove the component in line direction p = p - (p * ldir) * ldir; // vlen of the remaining vector return vlen(p); } /** requires that m2>m1 in all coordinates, and that m4>m3 */ 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; } /** requires the same as boxesoverlap, but is a stronger condition */ 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; } #define PITCH(v) ((v).x) #define YAW(v) ((v).y) #define ROLL(v) ((v).z) #define MAKEVECTORS(f, angles, forward, right, up) MACRO_BEGIN { \ f(angles); \ forward = v_forward; \ right = v_right; \ up = v_up; \ } MACRO_END noref vector _vec2; #define vec2(v) (_vec2 = (v), _vec2.z = 0, _vec2) noref vector _vec3; #define vec3(x, y, z) (_vec3_x = (x), _vec3_y = (y), _vec3_z = (z), _vec3) vector rotate(vector v, float a) { float a_sin = sin(a), a_cos = cos(a); vector r = '0 0 0'; r.x = v.x * a_cos + v.y * a_sin; r.y = -1 * v.x * a_sin + v.y * a_cos; return r; } noref vector _yinvert; #define yinvert(v) (_yinvert = (v), _yinvert.y = 1 - _yinvert.y, _yinvert) #ifndef MENUQC vector get_corner_position(entity box, int corner) { switch (corner) { case 1: return vec3(box.absmin.x, box.absmin.y, box.absmin.z); case 2: return vec3(box.absmax.x, box.absmin.y, box.absmin.z); case 3: return vec3(box.absmin.x, box.absmax.y, box.absmin.z); case 4: return vec3(box.absmin.x, box.absmin.y, box.absmax.z); case 5: return vec3(box.absmax.x, box.absmax.y, box.absmin.z); case 6: return vec3(box.absmin.x, box.absmax.y, box.absmax.z); case 7: return vec3(box.absmax.x, box.absmin.y, box.absmax.z); case 8: return vec3(box.absmax.x, box.absmax.y, box.absmax.z); default: return '0 0 0'; } } vector NearestPointOnBox(entity box, vector org) { vector m1 = box.mins + box.origin; vector m2 = box.maxs + box.origin; vector ret; ret.x = bound(m1.x, org.x, m2.x); ret.y = bound(m1.y, org.y, m2.y); ret.z = bound(m1.z, org.z, m2.z); return ret; } #endif #endif