X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Flib%2Fvector.qh;h=6f419954cc5a333f18b856fc6882586debaa65d3;hp=6c32e4312d594799e830c68b7b05f2f49fffcd87;hb=caa42d15f2b2cd3ed4bc177a9aa70903e67d5142;hpb=acddeee8ad8acd0099fdd25d5049e302d6246f24 diff --git a/qcsrc/lib/vector.qh b/qcsrc/lib/vector.qh index 6c32e4312..6f419954c 100644 --- a/qcsrc/lib/vector.qh +++ b/qcsrc/lib/vector.qh @@ -25,6 +25,7 @@ noref vector _dotproduct_a, _dotproduct_b; #if 1 #define cross(a, b) ((a) >< (b)) #else +ERASEABLE vector cross(vector a, vector b) { return @@ -45,6 +46,7 @@ const vector eX = '1 0 0'; const vector eY = '0 1 0'; const vector eZ = '0 0 1'; +ERASEABLE vector randompos(vector m1, vector m2) { vector v; @@ -55,44 +57,30 @@ vector randompos(vector m1, vector m2) return v; } +ERASEABLE float vlen_maxnorm2d(vector v) { return max(v.x, v.y, -v.x, -v.y); } +ERASEABLE 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 */ +ERASEABLE 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 */ +ERASEABLE 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 - //pseudo prototypes: // vector vec2(vector v); // returns a vector with just the x and y components of the given vector // vector vec2(float x, float y); // returns a vector with the given x and y components @@ -105,6 +93,14 @@ noref vector _vec2; noref vector _vec3; #define vec3(_x, _y, _z) (_vec3.x = (_x), _vec3.y = (_y), _vec3.z = (_z), _vec3) +#define VEC_NAN vec3(FLOAT_NAN, FLOAT_NAN, FLOAT_NAN); + +ERASEABLE +bool is_all_nans(vector v) { + return isnan(v.x) && isnan(v.y) && isnan(v.z); +} + +ERASEABLE vector Rotate(vector v, float a) { float a_sin = sin(a), a_cos = cos(a); @@ -114,11 +110,25 @@ vector Rotate(vector v, float a) noref vector _yinvert; #define yinvert(v) (_yinvert = (v), _yinvert.y = 1 - _yinvert.y, _yinvert) +/// \param[in] p point +/// \param[in] l0 starting point of ldir +/// \param[in] ldir line +/// \return Vector starting from p perpendicular to ldir +ERASEABLE +vector point_line_vec(vector p, vector l0, vector ldir) +{ + ldir = normalize(ldir); + p = l0 - p; + // remove the component in line direction from p + return p - ((p * ldir) * ldir); +} + /** * @param dir the directional vector * @param norm the normalized normal * @returns dir reflected by norm */ +ERASEABLE vector reflect(vector dir, vector norm) { return dir - 2 * (dir * norm) * norm; @@ -127,11 +137,13 @@ vector reflect(vector dir, vector norm) /** * clip vel along the plane defined by norm (assuming 0 distance away), bounciness determined by bounce 0..1 */ +ERASEABLE vector vec_reflect(vector vel, vector norm, float bounce) { return vel - (1 + bounce) * (vel * norm) * norm; } +ERASEABLE vector vec_epsilon(vector this, float eps) { if (this.x > -eps && this.x < eps) this.x = 0; @@ -144,6 +156,7 @@ vector vec_epsilon(vector this, float eps) (out = vec_epsilon(vec_reflect(in, normal, (overbounce) - 1), 0.1)) #ifdef GAMEQC + ERASEABLE vector get_corner_position(entity box, int corner) { switch (corner) @@ -160,6 +173,7 @@ vector vec_epsilon(vector this, float eps) } } + ERASEABLE vector NearestPointOnBox(entity box, vector org) { vector m1 = box.mins + box.origin;