-#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
const vector eX = '1 0 0';
const vector eY = '0 1 0';
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);
+ return v;
}
float vlen_maxnorm2d(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(...) 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)
+{
+ 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)
+
+/**
+ * @param dir the directional vector
+ * @param norm the normalized normal
+ * @returns dir reflected by norm
+ */
+vector reflect(vector dir, vector norm)
+{
+ return dir - 2 * (dir * norm) * norm;
+}
+
+#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