4 #define vlen2(v) (_vlen2 = (v), dotproduct(_vlen2, _vlen2))
7 /** Vector distance comparison, avoids sqrt() */
8 #define vdist(v, cmp, f) (vlen2(v) cmp ((f) ** 2))
10 #define vdist(v, cmp, f) (vlen(v) cmp (f))
14 #define dotproduct(a, b) ((a) * (b))
16 noref vector _dotproduct_a, _dotproduct_b;
17 #define dotproduct(a, b) \
18 (_dotproduct_a = (a), _dotproduct_b = (b), \
19 _dotproduct_a.x * _dotproduct_b.x \
20 + _dotproduct_a.y * _dotproduct_b.y \
21 + _dotproduct_a.z * _dotproduct_b.z)
25 #define cross(a, b) ((a) >< (b))
28 vector cross(vector a, vector b)
31 '1 0 0' * (a.y * b.z - a.z * b.y)
32 + '0 1 0' * (a.z * b.x - a.x * b.z)
33 + '0 0 1' * (a.x * b.y - a.y * b.x);
37 noref vector _vmul_a, _vmul_b;
39 (_vmul_a = (a), _vmul_b = (b), \
40 '1 0 0' * (_vmul_a.x * _vmul_b.x) \
41 + '0 1 0' * (_vmul_a.y * _vmul_b.y) \
42 + '0 0 1' * (_vmul_a.z * _vmul_b.z))
44 const vector eX = '1 0 0';
45 const vector eY = '0 1 0';
46 const vector eZ = '0 0 1';
49 vector randompos(vector m1, vector m2)
53 v_x = m2_x * random() + m1_x;
54 v_y = m2_y * random() + m1_y;
55 v_z = m2_z * random() + m1_z;
60 float vlen_maxnorm2d(vector v)
62 return max(v.x, v.y, -v.x, -v.y);
66 float vlen_minnorm2d(vector v)
68 return min(max(v.x, -v.x), max(v.y, -v.y));
71 /** requires that m2>m1 in all coordinates, and that m4>m3 */
73 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; }
75 /** requires the same as boxesoverlap, but is a stronger condition */
77 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; }
79 #define pointinsidebox(point, bmins, bmaxs) boxinsidebox(point, point, bmins, bmaxs)
81 #define PITCH(v) ((v).x)
82 #define YAW(v) ((v).y)
83 #define ROLL(v) ((v).z)
86 // vector vec2(vector v); // returns a vector with just the x and y components of the given vector
87 // vector vec2(float x, float y); // returns a vector with the given x and y components
90 #define vec2(...) EVAL(OVERLOAD(vec2, __VA_ARGS__))
91 #define vec2_1(v) (_vec2 = (v), _vec2.z = 0, _vec2)
92 #define vec2_2(x, y) (_vec2_x = (x), _vec2_y = (y), _vec2)
95 #define vec3(_x, _y, _z) (_vec3.x = (_x), _vec3.y = (_y), _vec3.z = (_z), _vec3)
97 #define VEC_NAN vec3(FLOAT_NAN, FLOAT_NAN, FLOAT_NAN);
100 bool is_all_nans(vector v) {
101 return isnan(v.x) && isnan(v.y) && isnan(v.z);
105 vector Rotate(vector v, float a)
107 float a_sin = sin(a), a_cos = cos(a);
108 return vec2(v.x * a_cos + v.y * a_sin, -v.x * a_sin + v.y * a_cos);
111 noref vector _yinvert;
112 #define yinvert(v) (_yinvert = (v), _yinvert.y = 1 - _yinvert.y, _yinvert)
114 /// \param[in] p point
115 /// \param[in] l0 starting point of ldir
116 /// \param[in] ldir line
117 /// \return Vector starting from p perpendicular to ldir
119 vector point_line_vec(vector p, vector l0, vector ldir)
121 ldir = normalize(ldir);
123 // remove the component in line direction from p
124 return p - ((p * ldir) * ldir);
128 * @param dir the directional vector
129 * @param norm the normalized normal
130 * @returns dir reflected by norm
133 vector reflect(vector dir, vector norm)
135 return dir - 2 * (dir * norm) * norm;
139 * clip vel along the plane defined by norm (assuming 0 distance away), bounciness determined by bounce 0..1
142 vector vec_reflect(vector vel, vector norm, float bounce)
144 return vel - (1 + bounce) * (vel * norm) * norm;
148 vector vec_epsilon(vector this, float eps)
150 if (this.x > -eps && this.x < eps) this.x = 0;
151 if (this.y > -eps && this.y < eps) this.y = 0;
152 if (this.z > -eps && this.z < eps) this.z = 0;
156 #define ClipVelocity(in, normal, out, overbounce) \
157 (out = vec_epsilon(vec_reflect(in, normal, (overbounce) - 1), 0.1))
161 vector get_corner_position(entity box, int corner)
165 case 1: return vec3(box.absmin.x, box.absmin.y, box.absmin.z);
166 case 2: return vec3(box.absmax.x, box.absmin.y, box.absmin.z);
167 case 3: return vec3(box.absmin.x, box.absmax.y, box.absmin.z);
168 case 4: return vec3(box.absmin.x, box.absmin.y, box.absmax.z);
169 case 5: return vec3(box.absmax.x, box.absmax.y, box.absmin.z);
170 case 6: return vec3(box.absmin.x, box.absmax.y, box.absmax.z);
171 case 7: return vec3(box.absmax.x, box.absmin.y, box.absmax.z);
172 case 8: return vec3(box.absmax.x, box.absmax.y, box.absmax.z);
173 default: return '0 0 0';
178 vector NearestPointOnBox(entity box, vector org)
180 vector m1 = box.mins + box.origin;
181 vector m2 = box.maxs + box.origin;
184 bound(m1.x, org.x, m2.x),
185 bound(m1.y, org.y, m2.y),
186 bound(m1.z, org.z, m2.z)