-#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
+ERASEABLE
+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';
const vector eZ = '0 0 1';
+ERASEABLE
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;
}
+ERASEABLE
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);
}
+ERASEABLE
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));
}
+ERASEABLE
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;}
+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 */
-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;}
-
-
-vector vec2(vector v)
+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
+
+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)
+
+ERASEABLE
+vector Rotate(vector v, float a)
{
- v.z = 0;
- return v;
+ float a_sin = sin(a), a_cos = cos(a);
+ return vec2(v.x * a_cos + v.y * a_sin, -v.x * a_sin + v.y * a_cos);
}
-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
+ */
+ERASEABLE
+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
+ */
+ERASEABLE
+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)
+ERASEABLE
+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
+ ERASEABLE
+ 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';
+ }
+ }
+
+ ERASEABLE
+ vector NearestPointOnBox(entity box, vector org)
+ {
+ vector m1 = box.mins + box.origin;
+ vector m2 = box.maxs + box.origin;
+
+ return vec3(
+ bound(m1.x, org.x, m2.x),
+ bound(m1.y, org.y, m2.y),
+ bound(m1.z, org.z, m2.z)
+ );
+ }
#endif