/*
- Copyright (C) 1999-2007 id Software, Inc. and contributors.
+ Copyright (C) 1999-2006 Id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
#include <math.h>
#include <float.h>
-#include "bytebool.h"
-
#ifdef __cplusplus
+
+// start declarations of functions defined in C library.
extern "C"
{
+
#endif
+#include "bytebool.h"
+
typedef float vec_t;
typedef vec_t vec3_t[3];
typedef vec_t vec5_t[5];
#define Q_PI 3.14159265358979323846f
-extern vec3_t vec3_origin;
+extern const vec3_t vec3_origin;
-#define EQUAL_EPSILON 0.001
-
-#ifndef VEC_MAX
-#define VEC_MAX 3.402823466e+38F
-#endif
+extern const vec3_t g_vec3_axis_x;
+extern const vec3_t g_vec3_axis_y;
+extern const vec3_t g_vec3_axis_z;
-qboolean VectorCompare( vec3_t v1, vec3_t v2 );
+#define EQUAL_EPSILON 0.001
#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 VectorSet( v, a, b, c ) ( ( v )[0] = ( a ),( v )[1] = ( b ),( v )[2] = ( c ) )
#define VectorScale( a,b,c ) ( ( c )[0] = ( b ) * ( a )[0],( c )[1] = ( b ) * ( a )[1],( c )[2] = ( b ) * ( a )[2] )
#define VectorMid( a,b,c ) ( ( c )[0] = ( ( a )[0] + ( b )[0] ) * 0.5f,( c )[1] = ( ( a )[1] + ( b )[1] ) * 0.5f,( c )[2] = ( ( a )[2] + ( b )[2] ) * 0.5f )
-#define VectorNegative( a,b ) ( ( b )[0] = -( a )[0],( b )[1] = -( a )[1],( b )[2] = -( a )[2] )
+#define VectorNegate( 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 VectorClear( x ) ( ( x )[0] = ( x )[1] = ( x )[2] = 0 )
+#define FLOAT_SNAP( f,snap ) ( (float)( floor( ( f ) / ( snap ) + 0.5 ) * ( snap ) ) )
+#define FLOAT_TO_INTEGER( f ) ( (float)( floor( ( f ) + 0.5 ) ) )
+
+#define RGBTOGRAY( x ) ( (float)( ( x )[0] ) * 0.2989f + (float)( ( x )[1] ) * 0.5870f + (float)( ( x )[2] ) * 0.1140f )
+
#define Q_rint( in ) ( (vec_t)floor( in + 0.5 ) )
+qboolean VectorCompare( const vec3_t v1, const vec3_t v2 );
+
qboolean VectorIsOnAxis( vec3_t v );
qboolean VectorIsOnAxialPlane( vec3_t v );
-vec_t VectorLength( vec3_t v );
+vec_t VectorLength( const vec3_t v );
void VectorMA( const vec3_t va, vec_t scale, const vec3_t vb, vec3_t vc );
void ClearBounds( vec3_t mins, vec3_t maxs );
void AddPointToBounds( vec3_t v, vec3_t mins, vec3_t maxs );
+
+#define PITCH 0 // up / down
+#define YAW 1 // left / right
+#define ROLL 2 // fall over
+
void AngleVectors( vec3_t angles, vec3_t forward, vec3_t right, vec3_t up );
void VectorToAngles( vec3_t vec, vec3_t angles );
int PlaneTypeForNormal( vec3_t normal );
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
-// Spog
-// code imported from geomlib
/*!
\todo
#define M4X4_INDEX( m,row,col ) ( m[( col << 2 ) + row] )
-typedef enum { TRANSLATE, SCALE, ROTATE } transformtype; // legacy, used only in pmesh.cpp
-
typedef enum { eXYZ, eYZX, eZXY, eXZY, eYXZ, eZYX } eulerOrder_t;
+#define CLIP_PASS 0x00 // 000000
+#define CLIP_LT_X 0x01 // 000001
+#define CLIP_GT_X 0x02 // 000010
+#define CLIP_LT_Y 0x04 // 000100
+#define CLIP_GT_Y 0x08 // 001000
+#define CLIP_LT_Z 0x10 // 010000
+#define CLIP_GT_Z 0x20 // 100000
+#define CLIP_FAIL 0x3F // 111111
+typedef unsigned char clipmask_t;
+
+extern const m4x4_t g_m4x4_identity;
+
+#define M4X4_COPY( dst,src ) ( \
+ ( dst )[0] = ( src )[0], \
+ ( dst )[1] = ( src )[1], \
+ ( dst )[2] = ( src )[2], \
+ ( dst )[3] = ( src )[3], \
+ ( dst )[4] = ( src )[4], \
+ ( dst )[5] = ( src )[5], \
+ ( dst )[6] = ( src )[6], \
+ ( dst )[7] = ( src )[7], \
+ ( dst )[8] = ( src )[8], \
+ ( dst )[9] = ( src )[9], \
+ ( dst )[10] = ( src )[10], \
+ ( dst )[11] = ( src )[11], \
+ ( dst )[12] = ( src )[12], \
+ ( dst )[13] = ( src )[13], \
+ ( dst )[14] = ( src )[14], \
+ ( dst )[15] = ( src )[15] )
+
+typedef enum
+{
+ eRightHanded = 0,
+ eLeftHanded = 1,
+}
+m4x4Handedness_t;
+
+m4x4Handedness_t m4x4_handedness( const m4x4_t matrix );
+
+/*! assign other m4x4 to this m4x4 */
+void m4x4_assign( m4x4_t matrix, const m4x4_t other );
+
// constructors
/*! create m4x4 as identity matrix */
void m4x4_identity( m4x4_t matrix );
/*! create m4x4 as a rotation matrix, for a quaternion vec4 */
void m4x4_rotation_for_quat( m4x4_t matrix, const vec4_t rotation );
/*! create m4x4 as a rotation matrix, for an axis vec3 and an angle (radians) */
-void m4x4_rotation_for_axisangle( m4x4_t matrix, const vec3_t axis, vec_t angle );
+void m4x4_rotation_for_axisangle( m4x4_t matrix, const vec3_t axis, double angle );
+/*! generate a perspective matrix by specifying the view frustum */
+void m4x4_frustum( m4x4_t matrix, vec_t left, vec_t right, vec_t bottom, vec_t top, vec_t nearval, vec_t farval );
+
+// a valid m4x4 to access is always first argument
+/*! extract translation vec3 from matrix */
+void m4x4_get_translation_vec3( const m4x4_t matrix, vec3_t translation );
+/*! extract euler rotation angles from a rotation-only matrix */
+void m4x4_get_rotation_vec3( const m4x4_t matrix, vec3_t euler, eulerOrder_t order );
+/*! extract scale vec3 from matrix */
+void m4x4_get_scale_vec3( const m4x4_t matrix, vec3_t scale );
+/*! extract translation/euler/scale from an orthogonal matrix. NOTE: requires right-handed axis-base */
+void m4x4_get_transform_vec3( const m4x4_t matrix, vec3_t translation, vec3_t euler, eulerOrder_t order, vec3_t scale );
// a valid m4x4 to be modified is always first argument
/*! translate m4x4 by a translation vec3 */
/*! rotate m4x4 by a quaternion vec4 */
void m4x4_rotate_by_quat( m4x4_t matrix, const vec4_t rotation );
/*! rotate m4x4 by an axis vec3 and an angle (radians) */
-void m4x4_rotate_by_axisangle( m4x4_t matrix, const vec3_t axis, vec_t angle );
-/*! transform m4x4 by translation/euler/scaling vec3 (transform = translation.euler.scale) */
+void m4x4_rotate_by_axisangle( m4x4_t matrix, const vec3_t axis, double angle );
+/*! transform m4x4 by translation/eulerZYX/scaling vec3 (transform = scale * eulerZ * eulerY * eulerX * translation) */
void m4x4_transform_by_vec3( m4x4_t matrix, const vec3_t translation, const vec3_t euler, eulerOrder_t order, const vec3_t scale );
-/*! rotate m4x4 around a pivot point by euler(degrees) vec3 */
+/*! rotate m4x4 around a pivot point by eulerZYX vec3 */
void m4x4_pivoted_rotate_by_vec3( m4x4_t matrix, const vec3_t euler, eulerOrder_t order, const vec3_t pivotpoint );
/*! scale m4x4 around a pivot point by scaling vec3 */
void m4x4_pivoted_scale_by_vec3( m4x4_t matrix, const vec3_t scale, const vec3_t pivotpoint );
-/*! transform m4x4 around a pivot point by translation/euler/scaling vec3 */
+/*! transform m4x4 around a pivot point by translation/eulerZYX/scaling vec3 */
void m4x4_pivoted_transform_by_vec3( m4x4_t matrix, const vec3_t translation, const vec3_t euler, eulerOrder_t order, const vec3_t scale, const vec3_t pivotpoint );
+/*! transform m4x4 around a pivot point by translation/rotation/scaling vec3 */
+void m4x4_pivoted_transform_by_rotation( m4x4_t matrix, const vec3_t translation, const m4x4_t rotation, const vec3_t scale, const vec3_t pivotpoint );
/*! rotate m4x4 around a pivot point by quaternion vec4 */
-void m4x4_pivoted_rotate_by_quat( m4x4_t matrix, const vec4_t rotation, const vec3_t pivotpoint );
+void m4x4_pivoted_rotate_by_quat( m4x4_t matrix, const vec4_t quat, const vec3_t pivotpoint );
/*! rotate m4x4 around a pivot point by axis vec3 and angle (radians) */
-void m4x4_pivoted_rotate_by_axisangle( m4x4_t matrix, const vec3_t axis, vec_t angle, const vec3_t pivotpoint );
-/*! post-multiply m4x4 by another m4x4 */
-void m4x4_multiply_by_m4x4( m4x4_t matrix, const m4x4_t other );
-/*! pre-multiply m4x4 by another m4x4 */
-void m4x4_premultiply_by_m4x4( m4x4_t matrix, const m4x4_t other );
+void m4x4_pivoted_rotate_by_axisangle( m4x4_t matrix, const vec3_t axis, double angle, const vec3_t pivotpoint );
+
+/*! postmultiply m4x4 by another m4x4 */
+void m4x4_multiply_by_m4x4( m4x4_t matrix, const m4x4_t matrix_src );
+/*! premultiply m4x4 by another m4x4 */
+void m4x4_premultiply_by_m4x4( m4x4_t matrix, const m4x4_t matrix_src );
+/*! postmultiply orthogonal m4x4 by another orthogonal m4x4 */
+void m4x4_orthogonal_multiply_by_m4x4( m4x4_t matrix, const m4x4_t matrix_src );
+/*! premultiply orthogonal m4x4 by another orthogonal m4x4 */
+void m4x4_orthogonal_premultiply_by_m4x4( m4x4_t matrix, const m4x4_t matrix_src );
/*! multiply a point (x,y,z,1) by matrix */
void m4x4_transform_point( const m4x4_t matrix, vec3_t point );
/*! transpose a m4x4 */
void m4x4_transpose( m4x4_t matrix );
/*! invert an orthogonal 4x3 subset of a 4x4 matrix */
-void m4x4_orthogonal_invert( m4x4_t matrix );
+int m4x4_orthogonal_invert( m4x4_t matrix );
+/*! m4_det */
+float m4_det( m4x4_t mr );
/*! invert any m4x4 using Kramer's rule.. return 1 if matrix is singular, else return 0 */
int m4x4_invert( m4x4_t matrix );
+/*! clip a point (x,y,z,1) by canonical matrix */
+clipmask_t m4x4_clip_point( const m4x4_t matrix, const vec3_t point, vec4_t clipped );
+/*! device-space polygon for clipped triangle */
+unsigned int m4x4_clip_triangle( const m4x4_t matrix, const vec3_t p0, const vec3_t p1, const vec3_t p2, vec4_t clipped[9] );
+/*! device-space line for clipped line */
+unsigned int m4x4_clip_line( const m4x4_t matrix, const vec3_t p0, const vec3_t p1, vec4_t clipped[2] );
+
+
+//! quaternion identity
+void quat_identity( vec4_t quat );
+//! quaternion from two unit vectors
+void quat_for_unit_vectors( vec4_t quat, const vec3_t from, const vec3_t to );
+//! quaternion from axis and angle (radians)
+void quat_for_axisangle( vec4_t quat, const vec3_t axis, double angle );
+//! concatenates two rotations.. equivalent to m4x4_multiply_by_m4x4 .. postmultiply.. the right-hand side is the first rotation performed
+void quat_multiply_by_quat( vec4_t quat, const vec4_t other );
+//! negate a quaternion
+void quat_conjugate( vec4_t quat );
+//! normalise a quaternion
+void quat_normalise( vec4_t quat );
+
+
+
/*!
\todo object/ray intersection functions should maybe return a point rather than a distance?
*/
aabb_t - "axis-aligned" bounding box...
origin: centre of bounding box...
extents: +/- extents of box from origin...
- radius: cached length of extents vector...
*/
typedef struct aabb_s
{
vec3_t origin;
vec3_t extents;
- vec_t radius;
} aabb_t;
+extern const aabb_t g_aabb_null;
+
/*!
bbox_t - oriented bounding box...
aabb: axis-aligned bounding box...
{
aabb_t aabb;
vec3_t axes[3];
+ vec_t radius;
} bbox_t;
/*!
vec3_t direction;
} ray_t;
+/*!
+ line_t - centre point and displacement of end point from centre
+ */
+typedef struct line_s
+{
+ vec3_t origin;
+ vec3_t extents;
+} line_t;
+
+
+/*! Generate line from start/end points. */
+void line_construct_for_vec3( line_t* line, const vec3_t start, const vec3_t end );
+/*! Return 2 if line is behind plane, else return 1 if line intersects plane, else return 0. */
+int line_test_plane( const line_t* line, const vec4_t plane );
/*! Generate AABB from min/max. */
-void aabb_construct_for_vec3( aabb_t *aabb, const vec3_t min, const vec3_t max );
-/*! Update bounding-sphere radius. */
-void aabb_update_radius( aabb_t *aabb );
+void aabb_construct_for_vec3( aabb_t* aabb, const vec3_t min, const vec3_t max );
/*! Initialise AABB to negative size. */
-void aabb_clear( aabb_t *aabb );
+void aabb_clear( aabb_t* aabb );
/*! Extend AABB to include point. */
-void aabb_extend_by_point( aabb_t *aabb, const vec3_t point );
+void aabb_extend_by_point( aabb_t* aabb, const vec3_t point );
/*! Extend AABB to include aabb_src. */
-void aabb_extend_by_aabb( aabb_t *aabb, const aabb_t *aabb_src );
+void aabb_extend_by_aabb( aabb_t* aabb, const aabb_t* aabb_src );
/*! Extend AABB by +/- extension vector. */
-void aabb_extend_by_vec3( aabb_t *aabb, vec3_t extension );
+void aabb_extend_by_vec3( aabb_t* aabb, vec3_t extension );
/*! Return 2 if point is inside, else 1 if point is on surface, else 0. */
-int aabb_intersect_point( const aabb_t *aabb, const vec3_t point );
+int aabb_test_point( const aabb_t* aabb, const vec3_t point );
/*! Return 2 if aabb_src intersects, else 1 if aabb_src touches exactly, else 0. */
-int aabb_intersect_aabb( const aabb_t *aabb, const aabb_t *aabb_src );
+int aabb_test_aabb( const aabb_t* aabb, const aabb_t* aabb_src );
/*! Return 2 if aabb is behind plane, else 1 if aabb intersects plane, else 0. */
-int aabb_intersect_plane( const aabb_t *aabb, const float *plane );
+int aabb_test_plane( const aabb_t* aabb, const float* plane );
/*! Return 1 if aabb intersects ray, else 0... dist = closest intersection. */
-int aabb_intersect_ray( const aabb_t *aabb, const ray_t *ray, vec_t *dist );
+int aabb_intersect_ray( const aabb_t* aabb, const ray_t* ray, vec3_t intersection );
/*! Return 1 if aabb intersects ray, else 0. Faster, but does not provide point of intersection */
int aabb_test_ray( const aabb_t* aabb, const ray_t* ray );
-/*! Generate AABB from oriented bounding box. */
-void aabb_for_bbox( aabb_t *aabb, const bbox_t *bbox );
-/*! Generate AABB from 2-dimensions of min/max, specified by axis. */
-void aabb_for_area( aabb_t *aabb, vec3_t area_tl, vec3_t area_br, int axis );
-/*! Generate AABB to contain src * transform. NOTE: transform must be orthogonal */
-void aabb_for_transformed_aabb( aabb_t* dst, const aabb_t* src, const m4x4_t transform );
+/*! Return 2 if oriented aabb is behind plane, else 1 if aabb intersects plane, else 0. */
+int aabb_oriented_intersect_plane( const aabb_t* aabb, const m4x4_t transform, const vec_t* plane );
+/*! Calculate the corners of the aabb. */
+void aabb_corners( const aabb_t * aabb, vec3_t corners[8] );
+/*! (deprecated) Generate AABB from oriented bounding box. */
+void aabb_for_bbox( aabb_t* aabb, const bbox_t* bbox );
+/*! (deprecated) Generate AABB from 2-dimensions of min/max, specified by axis. */
+void aabb_for_area( aabb_t* aabb, vec3_t area_tl, vec3_t area_br, int axis );
+/*! Generate AABB to contain src* transform. NOTE: transform must be orthogonal */
+void aabb_for_transformed_aabb( aabb_t* dst, const aabb_t* src, const m4x4_t transform );
+
+/*! Update bounding-sphere radius. */
+void bbox_update_radius( bbox_t* bbox );
/*! Generate oriented bounding box from AABB and transformation matrix. */
-/*!\todo Remove need to specify euler/scale. */
-void bbox_for_oriented_aabb( bbox_t *bbox, const aabb_t *aabb,
- const m4x4_t matrix, const vec3_t euler, const vec3_t scale );
-/*! Return 2 is bbox is behind plane, else return 1 if bbox intersects plane, else return 0. */
-int bbox_intersect_plane( const bbox_t *bbox, const vec_t* plane );
+/*!\todo Remove need to specify eulerZYX/scale. */
+void bbox_for_oriented_aabb( bbox_t* bbox, const aabb_t* aabb,
+ const m4x4_t matrix, const vec3_t eulerZYX, const vec3_t scale );
+/*! Return 2 if bbox is behind plane, else return 1 if bbox intersects plane, else return 0. */
+int bbox_intersect_plane( const bbox_t* bbox, const vec_t* plane );
/*! Generate a ray from an origin point and a direction unit-vector */
-void ray_construct_for_vec3( ray_t *ray, const vec3_t origin, const vec3_t direction );
+void ray_construct_for_vec3( ray_t* ray, const vec3_t origin, const vec3_t direction );
/*! Transform a ray */
-void ray_transform( ray_t *ray, const m4x4_t matrix );
+void ray_transform( ray_t* ray, const m4x4_t matrix );
+
+/*! distance from ray origin in ray direction to point. FLT_MAX if no intersection. */
+vec_t ray_intersect_point( const ray_t* ray, const vec3_t point, vec_t epsilon, vec_t divergence );
+/*! distance from ray origin in ray direction to triangle. FLT_MAX if no intersection. */
+vec_t ray_intersect_triangle( const ray_t* ray, qboolean bCullBack, const vec3_t vert0, const vec3_t vert1, const vec3_t vert2 );
+/*! distance from ray origin in ray direction to plane. */
+vec_t ray_intersect_plane( const ray_t* ray, const vec3_t normal, vec_t dist );
+
+
+int plane_intersect_planes( const vec4_t plane1, const vec4_t plane2, const vec4_t plane3, vec3_t intersection );
-/*! return true if point intersects cone formed by ray, divergence and epsilon */
-vec_t ray_intersect_point( const ray_t *ray, const vec3_t point, vec_t epsilon, vec_t divergence );
-/*! return true if triangle intersects ray... dist = dist from intersection point to ray-origin */
-vec_t ray_intersect_triangle( const ray_t *ray, qboolean bCullBack, const vec3_t vert0, const vec3_t vert1, const vec3_t vert2 );
////////////////////////////////////////////////////////////////////////////////