8 + _vlen2.y * _vlen2.y \
12 /** Vector distance comparison, avoids sqrt() */
13 #define vdist(v, cmp, f) (vlen2(v) cmp (_vdist_f = (f), _vdist_f * _vdist_f))
15 #define vdist(v, cmp, f) (vlen(v) cmp (f))
18 #define cross(a, b) ((a) >< (b))
20 vector cross(vector a, vector b)
23 '1 0 0' * (a.y * b.z - a.z * b.y)
24 + '0 1 0' * (a.z * b.x - a.x * b.z)
25 + '0 0 1' * (a.x * b.y - a.y * b.x);
29 const vector eX = '1 0 0';
30 const vector eY = '0 1 0';
31 const vector eZ = '0 0 1';
33 vector randompos(vector m1, vector m2)
37 v_x = m2_x * random() + m1_x;
38 v_y = m2_y * random() + m1_y;
39 v_z = m2_z * random() + m1_z;
43 float vlen_maxnorm2d(vector v)
45 return max(v.x, v.y, -v.x, -v.y);
48 float vlen_minnorm2d(vector v)
50 return min(max(v.x, -v.x), max(v.y, -v.y));
53 float dist_point_line(vector p, vector l0, vector ldir)
55 ldir = normalize(ldir);
57 // remove the component in line direction
58 p = p - (p * ldir) * ldir;
60 // vlen of the remaining vector
64 /** requires that m2>m1 in all coordinates, and that m4>m3 */
65 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; }
67 /** requires the same as boxesoverlap, but is a stronger condition */
68 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; }
70 #define PITCH(v) ((v).x)
71 #define YAW(v) ((v).y)
72 #define ROLL(v) ((v).z)
74 #define MAKEVECTORS(f, angles, forward, right, up) do { \
76 forward = v_forward; \
82 #define vec2(v) (_vec2 = (v), _vec2.z = 0, _vec2)
85 #define vec3(x, y, z) (_vec3_x = (x), _vec3_y = (y), _vec3_z = (z), _vec3)
87 vector rotate(vector v, float a)
89 float a_sin = sin(a), a_cos = cos(a);
91 r.x = v.x * a_cos + v.y * a_sin;
92 r.y = -1 * v.x * a_sin + v.y * a_cos;
96 noref vector _yinvert;
97 #define yinvert(v) (_yinvert = (v), _yinvert.y = 1 - _yinvert.y, _yinvert)
100 vector get_corner_position(entity box, int corner)
104 case 1: return vec3(box.absmin.x, box.absmin.y, box.absmin.z);
105 case 2: return vec3(box.absmax.x, box.absmin.y, box.absmin.z);
106 case 3: return vec3(box.absmin.x, box.absmax.y, box.absmin.z);
107 case 4: return vec3(box.absmin.x, box.absmin.y, box.absmax.z);
108 case 5: return vec3(box.absmax.x, box.absmax.y, box.absmin.z);
109 case 6: return vec3(box.absmin.x, box.absmax.y, box.absmax.z);
110 case 7: return vec3(box.absmax.x, box.absmin.y, box.absmax.z);
111 case 8: return vec3(box.absmax.x, box.absmax.y, box.absmax.z);
112 default: return '0 0 0';
116 vector NearestPointOnBox(entity box, vector org)
118 vector m1 = box.mins + box.origin;
119 vector m2 = box.maxs + box.origin;
122 ret.x = bound(m1.x, org.x, m2.x);
123 ret.y = bound(m1.y, org.y, m2.y);
124 ret.z = bound(m1.z, org.z, m2.z);