X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=mathlib.h;h=55f1218e462d0571a44fd3313ed51292d9f6697b;hp=3e7fa4c83c15839267e3dfdc27daad1bd8babc1c;hb=a66ee73e39edd25878ca5f5a58f35b125fffca29;hpb=add1a1b0abc10b8e720d74aeac52ad8276ee9fe0 diff --git a/mathlib.h b/mathlib.h index 3e7fa4c8..55f1218e 100644 --- a/mathlib.h +++ b/mathlib.h @@ -55,7 +55,7 @@ extern vec3_t vec3_origin; #define max(A,B) ((A) > (B) ? (A) : (B)) #endif -/// LordHavoc: this function never returns exactly MIN or exactly MAX, because +/// LadyHavoc: this function never returns exactly MIN or exactly MAX, because /// of a QuakeC bug in id1 where the line /// self.nextthink = self.nexthink + random() * 0.5; /// can result in 0 (self.nextthink is 0 at this point in the code to begin @@ -83,6 +83,8 @@ unsigned int CeilPowerOf2(unsigned int value); #define RAD2DEG(a) ((a) * (180.0f / (float) M_PI)) #define ANGLEMOD(a) ((a) - 360.0 * floor((a) / 360.0)) +#define Q_rint(x) ((x) > 0 ? (int)((x) + 0.5) : (int)((x) - 0.5)) //johnfitz -- from joequake + #define DotProduct2(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]) #define Vector2Clear(a) ((a)[0]=(a)[1]=0) #define Vector2Compare(a,b) (((a)[0]==(b)[0])&&((a)[1]==(b)[1])) @@ -135,7 +137,7 @@ unsigned int CeilPowerOf2(unsigned int value); #define VectorReflect(a,r,b,c) do{double d;d = DotProduct((a), (b)) * -(1.0 + (r));VectorMA((a), (d), (b), (c));}while(0) #define BoxesOverlap(a,b,c,d) ((a)[0] <= (d)[0] && (b)[0] >= (c)[0] && (a)[1] <= (d)[1] && (b)[1] >= (c)[1] && (a)[2] <= (d)[2] && (b)[2] >= (c)[2]) #define BoxInsideBox(a,b,c,d) ((a)[0] >= (c)[0] && (b)[0] <= (d)[0] && (a)[1] >= (c)[1] && (b)[1] <= (d)[1] && (a)[2] >= (c)[2] && (b)[2] <= (d)[2]) -#define TriangleOverlapsBox(a,b,c,d,e) (min((a)[0], min((b)[0], (c)[0])) < (e)[0] && max((a)[0], max((b)[0], (c)[0])) > (d)[0] && min((a)[1], min((b)[1], (c)[1])) < (e)[1] && max((a)[1], max((b)[1], (c)[1])) > (d)[1] && min((a)[2], min((b)[2], (c)[2])) < (e)[2] && max((a)[2], max((b)[2], (c)[2])) > (d)[2]) +#define TriangleBBoxOverlapsBox(a,b,c,d,e) (min((a)[0], min((b)[0], (c)[0])) < (e)[0] && max((a)[0], max((b)[0], (c)[0])) > (d)[0] && min((a)[1], min((b)[1], (c)[1])) < (e)[1] && max((a)[1], max((b)[1], (c)[1])) > (d)[1] && min((a)[2], min((b)[2], (c)[2])) < (e)[2] && max((a)[2], max((b)[2], (c)[2])) > (d)[2]) #define TriangleNormal(a,b,c,n) ( \ (n)[0] = ((a)[1] - (b)[1]) * ((c)[2] - (b)[2]) - ((a)[2] - (b)[2]) * ((c)[1] - (b)[1]), \ @@ -181,15 +183,16 @@ int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const } #endif -#define lhcheeserand() (seed = (seed * 987211u) ^ (seed >> 13u) ^ 914867) -#define lhcheeserandom(MIN,MAX) ((double)(lhcheeserand() + 0.5) / ((double)4096.0*1024.0*1024.0) * ((MAX)-(MIN)) + (MIN)) -#define VectorCheeseRandom(v) do{(v)[0] = lhcheeserandom(-1, 1);(v)[1] = lhcheeserandom(-1, 1);(v)[2] = lhcheeserandom(-1, 1);}while(DotProduct(v, v) > 1) +#define lhcheeserand(seed) ((seed) = ((seed) * 987211u) ^ ((seed) >> 13u) ^ 914867) +#define lhcheeserandom(seed,MIN,MAX) ((double)(lhcheeserand(seed) + 0.5) / ((double)4096.0*1024.0*1024.0) * ((MAX)-(MIN)) + (MIN)) +#define VectorCheeseRandom(seed,v) do{(v)[0] = lhcheeserandom(seed,-1, 1);(v)[1] = lhcheeserandom(seed,-1, 1);(v)[2] = lhcheeserandom(seed,-1, 1);}while(DotProduct(v, v) > 1) +#define VectorLehmerRandom(seed,v) do{(v)[0] = Math_crandomf(seed);(v)[1] = Math_crandomf(seed);(v)[2] = Math_crandomf(seed);}while(DotProduct(v, v) > 1) /* -// LordHavoc: quaternion math, untested, don't know if these are correct, +// LadyHavoc: quaternion math, untested, don't know if these are correct, // need to add conversion to/from matrices -// LordHavoc: later note: the matrix faq is useful: http://skal.planet-d.net/demo/matrixfaq.htm -// LordHavoc: these are probably very wrong and I'm not sure I care, not used by anything +// LadyHavoc: later note: the matrix faq is useful: http://skal.planet-d.net/demo/matrixfaq.htm +// LadyHavoc: these are probably very wrong and I'm not sure I care, not used by anything // 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])) @@ -250,14 +253,16 @@ void R_ConcatRotations (const float in1[3*3], const float in2[3*3], float out[3* void R_ConcatTransforms (const float in1[3*4], const float in2[3*4], float out[3*4]); void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); -/// LordHavoc: proper matrix version of AngleVectors +/// LadyHavoc: proper matrix version of AngleVectors void AngleVectorsFLU (const vec3_t angles, vec3_t forward, vec3_t left, vec3_t up); -/// LordHavoc: builds a [3][4] matrix +/// divVerent: improper matrix version of AngleVectors +void AngleVectorsDuke3DFLU (const vec3_t angles, vec3_t forward, vec3_t left, vec3_t up, double maxShearAngle); +/// LadyHavoc: builds a [3][4] matrix void AngleMatrix (const vec3_t angles, const vec3_t translate, vec_t matrix[][4]); -/// LordHavoc: calculates pitch/yaw/roll angles from forward and up vectors -void AnglesFromVectors (vec3_t angles, const vec3_t forward, const vec3_t up, qboolean flippitch); +/// LadyHavoc: calculates pitch/yaw/roll angles from forward and up vectors +void AnglesFromVectors (vec3_t angles, const vec3_t forward, const vec3_t up, qbool flippitch); -/// LordHavoc: like AngleVectors, but taking a forward vector instead of angles, useful! +/// LadyHavoc: 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); @@ -272,7 +277,7 @@ void BoxPlaneCornerDistances_Separate(const vec3_t emins, const vec3_t emaxs, co #define PlaneDist(point,plane) ((plane)->type < 3 ? (point)[(plane)->type] : DotProduct((point), (plane)->normal)) #define PlaneDiff(point,plane) (((plane)->type < 3 ? (point)[(plane)->type] : DotProduct((point), (plane)->normal)) - (plane)->dist) -/// LordHavoc: minimal plane structure +/// LadyHavoc: minimal plane structure typedef struct tinyplane_s { float normal[3], dist; @@ -299,6 +304,22 @@ void BoxFromPoints(vec3_t mins, vec3_t maxs, int numpoints, vec_t *point3f); int LoopingFrameNumberFromDouble(double t, int loopframes); +// implementation of 128bit Lehmer Random Number Generator with 2^126 period +// https://en.wikipedia.org/Lehmer_random_number_generator +typedef struct randomseed_s +{ + unsigned int s[4]; +} +randomseed_t; + +void Math_RandomSeed_Reset(randomseed_t *r); +void Math_RandomSeed_FromInts(randomseed_t *r, unsigned int s0, unsigned int s1, unsigned int s2, unsigned int s3); +unsigned long long Math_rand64(randomseed_t *r); +float Math_randomf(randomseed_t *r); +float Math_crandomf(randomseed_t *r); +float Math_randomrangef(randomseed_t *r, float minf, float maxf); +int Math_randomrangei(randomseed_t *r, int mini, int maxi); + void Mathlib_Init(void); #endif