This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
*/
// mathlib.h
+#ifndef M_PI
+#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
+#endif
+
typedef float vec_t;
typedef vec_t vec2_t[2];
typedef vec_t vec3_t[3];
typedef vec_t vec6_t[6];
typedef vec_t vec7_t[7];
typedef vec_t vec8_t[8];
+struct mplane_s;
+extern vec3_t vec3_origin;
-typedef int fixed4_t;
-typedef int fixed8_t;
-typedef int fixed16_t;
+extern int nanmask;
+#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
-#ifndef M_PI
-#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
+#define bound(min,num,max) (num >= min ? (num < max ? num : max) : min)
+
+#ifndef min
+#define min(A,B) (A < B ? A : B)
+#define max(A,B) (A > B ? A : B)
#endif
+#define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))
+
#define DEG2RAD(a) ((a) * ((float) M_PI / 180.0f))
#define RAD2DEG(a) ((a) * (180.0f / (float) M_PI))
#define ANGLEMOD(a) (((int) ((a) * (65536.0f / 360.0f)) & 65535) * (360.0f / 65536.0f))
-struct mplane_s;
-
-extern vec3_t vec3_origin;
-extern int nanmask;
-
-#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
-
-#define bound(min,num,max) (num >= min ? (num < max ? num : max) : min)
-
#define VectorNegate(a,b) {b[0] = -(a[0]);b[1] = -(a[1]);b[2] = -(a[2]);}
#define VectorSet(a,b,c,d) {d[0]=(a);d[1]=(b);d[2]=(c);}
#define VectorClear(a) {a[0]=a[1]=a[2]=0;}
#define CrossProduct(v1,v2,cross) {cross[0] = v1[1]*v2[2] - v1[2]*v2[1];cross[1] = v1[2]*v2[0] - v1[0]*v2[2];cross[2] = v1[0]*v2[1] - v1[1]*v2[0];}
#define VectorNormalize(v) {float ilength = 1.0f / (float) sqrt(DotProduct(v,v));v[0] *= ilength;v[1] *= ilength;v[2] *= ilength;}
#define VectorNormalize2(v,dest) {float ilength = 1.0f / (float) sqrt(DotProduct(v,v));dest[0] = v[0] * ilength;dest[1] = v[1] * ilength;dest[2] = v[2] * ilength;}
+#define VectorNormalizeDouble(v) {double ilength = 1.0 / (float) sqrt(DotProduct(v,v));v[0] *= ilength;v[1] *= ilength;v[2] *= ilength;}
#define VectorDistance2(a, b) ((a[0] - b[0]) * (a[0] - b[0]) + (a[1] - b[1]) * (a[1] - b[1]) + (a[2] - b[2]) * (a[2] - b[2]))
#define VectorDistance(a, b) (sqrt(VectorDistance2(a,b)))
#define VectorLength(a) sqrt(DotProduct(a, a))
}
#define VectorRandom(v) {do{(v)[0] = lhrandom(-1, 1);(v)[1] = lhrandom(-1, 1);(v)[2] = lhrandom(-1, 1);}while(DotProduct(v, v) > 1);}
+// LordHavoc: quaternion math, untested, don't know if these are correct,
+// need to add conversion to/from matrices
+
+// returns length of quaternion
+#define qlen(a) ((float) sqrt(a[0]*a[0]+a[1]*a[1]+a[2]*a[2]+a[3]*a[3]))
+// returns squared length of quaternion
+#define qlen2(a) (a[0]*a[0]+a[1]*a[1]+a[2]*a[2]+a[3]*a[3])
+// makes a quaternion from x, y, z, and a rotation angle
+#define QuatMake(x,y,z,r,c) {if (r2 == 0) {(c)[0]=(float) ((x)*sin(r2));c[1]=(float) ((y)*sin(r2));c[2]=((float) (z)*sin(r2));c[3]=(float) 1;} else {float r2 = (r) * 0.5 * (M_PI / 180);(c)[0]=(float) ((x)*sin(r2));c[1]=(float) ((y)*sin(r2));c[2]=((float) (z)*sin(r2));c[3]=(float) (cos(r2));}}
+// makes a quaternion from a vector and a rotation angle
+#define QuatFromVec(a,r,c) QuatMake((a)[0],(a)[1],(a)[2],(r))
+// copies a quaternion
+#define QuatCopy(a,c) {c[0]=a[0];c[1]=a[1];c[2]=a[2];c[3]=a[3];}
+#define QuatSubtract(a,b,c) {c[0]=a[0]-b[0];c[1]=a[1]-b[1];c[2]=a[2]-b[2];c[3]=a[3]-b[3];}
+#define QuatAdd(a,b,c) {c[0]=a[0]+b[0];c[1]=a[1]+b[1];c[2]=a[2]+b[2];c[3]=a[3]+b[3];}
+#define QuatScale(a,b,c) {c[0]=a[0]*b;c[1]=a[1]*b;c[2]=a[2]*b;c[3]=a[3]*b;}
+// FIXME: this is wrong, do some more research on quaternions
+//#define QuatMultiply(a,b,c) {c[0]=a[0]*b[0];c[1]=a[1]*b[1];c[2]=a[2]*b[2];c[3]=a[3]*b[3];}
+// FIXME: this is wrong, do some more research on quaternions
+//#define QuatMultiplyAdd(a,b,d,c) {c[0]=a[0]*b[0]+d[0];c[1]=a[1]*b[1]+d[1];c[2]=a[2]*b[2]+d[2];c[3]=a[3]*b[3]+d[3];}
+#define qdist(a,b) ((float) sqrt((b[0]-a[0])*(b[0]-a[0])+(b[1]-a[1])*(b[1]-a[1])+(b[2]-a[2])*(b[2]-a[2])+(b[3]-a[3])*(b[3]-a[3])))
+#define qdist2(a,b) ((b[0]-a[0])*(b[0]-a[0])+(b[1]-a[1])*(b[1]-a[1])+(b[2]-a[2])*(b[2]-a[2])+(b[3]-a[3])*(b[3]-a[3]))
+
+#define VectorCopy4(a,b) {b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];}
void VectorMASlow (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc);
int GreatestCommonDivisor (int i1, int i2);
void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
+// LordHavoc: proper matrix version of AngleVectors
+void AngleVectorsFLU (vec3_t angles, vec3_t forward, vec3_t left, vec3_t up);
+// LordHavoc: builds a [3][4] matrix
+void AngleMatrix (vec3_t angles, vec3_t translate, vec_t matrix[][4]);
// LordHavoc: like AngleVectors, but taking a forward vector instead of angles, useful!
void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up);
+void VectorVectorsDouble(const double *forward, double *right, double *up);
void PlaneClassify(struct mplane_s *p);
//#define PlaneDist(point,plane) (DotProduct((point), (plane)->normal))
//#define PlaneDiff(point,plane) (DotProduct((point), (plane)->normal) - (plane)->dist)
-#define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))
-
-#ifndef min
-#define min(A,B) (A < B ? A : B)
-#define max(A,B) (A > B ? A : B)
-#endif
-
// LordHavoc: minimal plane structure
typedef struct
{
- float normal[3], dist;
-} tinyplane_t;
+ float normal[3], dist;
+}
+tinyplane_t;
typedef struct
{
- double normal[3], dist;
-} tinydoubleplane_t;
+ double normal[3], dist;
+}
+tinydoubleplane_t;
-void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
+void RotatePointAroundVector(vec3_t dst, const vec3_t dir, const vec3_t point, float degrees);