X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Flib%2Fvector.qh;h=0a887cfebb03c4544df88a8d0316bd6f8aa4ab8d;hp=b57e27aeb9583a9952ac80207c619814097ac982;hb=b41154774b47ce0d8ea139f5ca48ac1a10055a61;hpb=03f978544a8b13a18cef1c7cc3dbcaba1c3aee4c diff --git a/qcsrc/lib/vector.qh b/qcsrc/lib/vector.qh index b57e27aeb9..0a887cfebb 100644 --- a/qcsrc/lib/vector.qh +++ b/qcsrc/lib/vector.qh @@ -1,5 +1,45 @@ -#ifndef VECTOR_H -#define VECTOR_H +#pragma once + +noref vector _vlen2; +#define vlen2(v) (_vlen2 = (v), dotproduct(_vlen2, _vlen2)) + +#if 1 +noref float _vdist_f; +/** Vector distance comparison, avoids sqrt() */ +#define vdist(v, cmp, f) (vlen2(v) cmp (_vdist_f = (f), _vdist_f * _vdist_f)) +#else +#define vdist(v, cmp, f) (vlen(v) cmp (f)) +#endif + +#if 1 +#define dotproduct(a, b) ((a) * (b)) +#else +noref vector _dotproduct_a, _dotproduct_b; +#define dotproduct(a, b) \ + (_dotproduct_a = (a), _dotproduct_b = (b), \ + _dotproduct_a.x * _dotproduct_b.x \ + + _dotproduct_a.y * _dotproduct_b.y \ + + _dotproduct_a.z * _dotproduct_b.z) +#endif + +#if 1 +#define cross(a, b) ((a) >< (b)) +#else +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); +} +#endif + +noref vector _vmul_a, _vmul_b; +#define vmul(a, b) \ + (_vmul_a = (a), _vmul_b = (b), \ + '1 0 0' * (_vmul_a.x * _vmul_b.x) \ + + '0 1 0' * (_vmul_a.y * _vmul_b.y) \ + + '0 0 1' * (_vmul_a.z * _vmul_b.z)) const vector eX = '1 0 0'; const vector eY = '0 1 0'; @@ -7,86 +47,127 @@ 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 vlen2d(vector v) -{ - return sqrt(v.x * v.x + v.y * v.y); + 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); + 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)); + 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); + ldir = normalize(ldir); - // remove the component in line direction - p = p - (p * ldir) * ldir; + // remove the component in line direction + p = p - (p * ldir) * ldir; - // vlen of the remaining vector - return vlen(p); + // 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;} +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;} +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 -vector vec2(vector v) +noref vector _vec2; +#define vec2(...) EVAL(OVERLOAD(vec2, __VA_ARGS__)) +#define vec2_1(v) (_vec2 = (v), _vec2.z = 0, _vec2) +#define vec2_2(x, y) (_vec2_x = (x), _vec2_y = (y), _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) { - v.z = 0; - return v; + 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; } -vector vec3(float x, float y, float z) +noref vector _yinvert; +#define yinvert(v) (_yinvert = (v), _yinvert.y = 1 - _yinvert.y, _yinvert) + +/** + * @param dir the directional vector + * @param norm the normalized normal + * @returns dir reflected by norm + */ +vector reflect(vector dir, vector norm) { - vector v; v.x = x; v.y = y; v.z = z; - return v; + return dir - 2 * (dir * norm) * norm; } -#ifndef MENUQC -vector get_corner_position(entity box, int corner) +/** + * clip vel along the plane defined by norm (assuming 0 distance away), bounciness determined by bounce 0..1 + */ +vector vec_reflect(vector vel, vector norm, float bounce) { - 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'; - } + return vel - (1 + bounce) * (vel * norm) * norm; } -vector NearestPointOnBox(entity box, vector org) +vector vec_epsilon(vector this, float eps) { - 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; + if (this.x > -eps && this.x < eps) this.x = 0; + if (this.y > -eps && this.y < eps) this.y = 0; + if (this.z > -eps && this.z < eps) this.z = 0; + return this; } -#endif +#define ClipVelocity(in, normal, out, overbounce) \ + (out = vec_epsilon(vec_reflect(in, normal, (overbounce) - 1), 0.1)) + +#ifdef GAMEQC + 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