2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
32 #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
36 typedef vec_t vec2_t[2];
37 typedef vec_t vec3_t[3];
38 typedef vec_t vec4_t[4];
39 typedef vec_t vec5_t[5];
40 typedef vec_t vec6_t[6];
41 typedef vec_t vec7_t[7];
42 typedef vec_t vec8_t[8];
44 extern vec3_t vec3_origin;
46 #define nanmask (255<<23)
47 #define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
49 #define bound(min,num,max) (num >= min ? (num < max ? num : max) : min)
52 #define min(A,B) (A < B ? A : B)
53 #define max(A,B) (A > B ? A : B)
56 #define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))
58 #define DEG2RAD(a) ((a) * ((float) M_PI / 180.0f))
59 #define RAD2DEG(a) ((a) * (180.0f / (float) M_PI))
60 #define ANGLEMOD(a) (((int) ((a) * (65536.0f / 360.0f)) & 65535) * (360.0f / 65536.0f))
62 #define VectorNegate(a,b) ((b)[0]=-((a)[0]),(b)[1]=-((a)[1]),(b)[2]=-((a)[2]))
63 #define VectorSet(a,b,c,d) ((a)[0]=(b),(a)[1]=(c),(a)[2]=(d))
64 #define VectorClear(a) ((a)[0]=(a)[1]=(a)[2]=0)
65 #define DotProduct(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2])
66 #define VectorSubtract(a,b,c) ((c)[0]=(a)[0]-(b)[0],(c)[1]=(a)[1]-(b)[1],(c)[2]=(a)[2]-(b)[2])
67 #define VectorAdd(a,b,c) ((c)[0]=(a)[0]+(b)[0],(c)[1]=(a)[1]+(b)[1],(c)[2]=(a)[2]+(b)[2])
68 #define VectorCopy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2])
69 #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])
70 #define VectorNormalize(v) {float ilength = 1.0f / (float) sqrt(DotProduct(v,v));v[0] *= ilength;v[1] *= ilength;v[2] *= ilength;}
71 #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;}
72 #define VectorNormalizeDouble(v) {double ilength = 1.0 / (float) sqrt(DotProduct(v,v));v[0] *= ilength;v[1] *= ilength;v[2] *= ilength;}
73 #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]))
74 #define VectorDistance(a, b) (sqrt(VectorDistance2(a,b)))
75 #define VectorLength(a) sqrt(DotProduct(a, a))
76 #define VectorScale(in, scale, out) ((out)[0] = (in)[0] * (scale),(out)[1] = (in)[1] * (scale),(out)[2] = (in)[2] * (scale))
77 #define VectorCompare(a,b) (((a)[0]==(b)[0])&&((a)[1]==(b)[1])&&((a)[2]==(b)[2]))
78 #define VectorMA(a, scale, b, c) ((c)[0] = (a)[0] + (scale) * (b)[0],(c)[1] = (a)[1] + (scale) * (b)[1],(c)[2] = (a)[2] + (scale) * (b)[2])
79 #define VectorNormalizeFast(_v)\
82 _number = DotProduct(_v, _v);\
85 *((long *)&_y) = 0x5f3759df - ((* (long *) &_number) >> 1);\
86 _y = _y * (1.5f - (_number * 0.5f * _y * _y));\
87 VectorScale(_v, _y, _v);\
90 #define VectorRandom(v) {do{(v)[0] = CGVM_RandomRange(-1, 1);(v)[1] = CGVM_RandomRange(-1, 1);(v)[2] = CGVM_RandomRange(-1, 1);}while(DotProduct(v, v) > 1);}
92 void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
93 // LordHavoc: proper matrix version of AngleVectors
94 void AngleVectorsFLU (vec3_t angles, vec3_t forward, vec3_t left, vec3_t up);
95 // LordHavoc: builds a [3][4] matrix
96 void AngleMatrix (vec3_t angles, vec3_t translate, vec_t matrix[][4]);
98 // LordHavoc: like AngleVectors, but taking a forward vector instead of angles, useful!
99 void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up);