X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Flib%2Fvector.qh;h=8340381bab3aff467e543a1fdf1d1c19eacf1463;hb=e87123e5fba23f7a8907e6fbab241c5eec5be168;hp=21b931e9319352f663f0773aa5280ac0eeda8e49;hpb=10c0be8573ea4ab40c24c4a4267f445e00b63857;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/lib/vector.qh b/qcsrc/lib/vector.qh index 21b931e93..8340381ba 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 @@ -34,10 +35,18 @@ vector cross(vector a, vector b) } #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; @@ -48,16 +57,19 @@ 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)); } +ERASEABLE float dist_point_line(vector p, vector l0, vector ldir) { ldir = normalize(ldir); @@ -70,9 +82,11 @@ float dist_point_line(vector p, vector l0, vector ldir) } /** 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) @@ -86,25 +100,62 @@ float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs) { ret 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(v) (_vec2 = (v), _vec2.z = 0, _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) +ERASEABLE +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; + return vec2(v.x * a_cos + v.y * a_sin, -v.x * a_sin + v.y * a_cos); } noref vector _yinvert; #define yinvert(v) (_yinvert = (v), _yinvert.y = 1 - _yinvert.y, _yinvert) -#ifndef MENUQC +/** + * @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; +} + +/** + * 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; + if (this.y > -eps && this.y < eps) this.y = 0; + if (this.z > -eps && this.z < eps) this.z = 0; + return this; +} + +#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) @@ -121,15 +172,16 @@ noref vector _yinvert; } } + ERASEABLE 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; + return vec3( + bound(m1.x, org.x, m2.x), + bound(m1.y, org.y, m2.y), + bound(m1.z, org.z, m2.z) + ); } #endif